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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Himiko Kuronaga
SyNergy Gaming EoN.
286
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Posted - 2013.05.07 03:40:00 -
[1] - Quote
Mass Driver's now... if you're anywhere in their explosion radius, your aim is knocked off target quite significantly in a random direction. If they keep unloading on you, it's pretty much impossible to win that fight. There is no way to acquire the target and hold it long enough to kill them.
Not sure if this is something that should or shouldn't be in the game, but considering they already obscure your vision quite significantly with the amount of smoke their explosions leave I don't see why this was necessary. I also don't think a little shock factor should be doing anything to a Heavy's ability to aim. |
Himiko Kuronaga
SyNergy Gaming EoN.
332
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Posted - 2013.05.08 19:22:00 -
[2] - Quote
CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe.
No, it isn't. At close range its terrible.
The problem you guys are having is that you have a very flawed sense of what is long range and what is short range. The AR currently is of the longest range weapons in the game, but the problem is that its actually incredibly short range by FPS standards. The HMG is even shorter range, which makes it feel worthless.
Furthermore, if the sentinel is designed as a point defense weapon platform, what is going to stop a person from simply approaching a point outside of my range and killing me? That's exactly what happens right now. I can't run them down and get them in my optimal to counter-attack because im too slow and they can just out-kite me by backpeddling.
The deterrent from making an HMG guy good at front line assaulting shouldn't be his range limitation, JUST HIS MOVEMENT. If I can't keep up with the rest of my crew, they can get from point to point faster and are therefore better for the role. By restricting my range you do not do this -- you simply make it impossible for me to fire back on the enemy trying to kill me.
By crippling my movement you also make me more vulnerable to any weapon with a splash radius, which increases the difficulty in assaulting a point. Counter-measures against a front-line heavy already exist, we don't need range penalties on top of that.
Quote: The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible.
With all due respect, replace it with a flame thrower. That's what it is. HMG's do not have this drawback in any game.
If it's suddenly viable for a different role overnight then fine, but when you put implement falloff for our gun you're going to be putting it in for other guns as well, which keeps the problem exactly the same. |
Himiko Kuronaga
SyNergy Gaming EoN.
335
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Posted - 2013.05.08 19:51:00 -
[3] - Quote
It's like Dust is trying to justify its arena-shooter short range combat by giving it high HP, but then they make the maps too big for that to function.
Right now the only game with even remotely comparable combat is Halo. The maps in Halo are way smaller and yet the weapon ranges are still several times what they are in Dust. It makes no sense whatsoever.
Dust shooting mechanics do not work, period.
CCP needs to stop pushing it, admit they screwed up, and fix the ranges. |
Himiko Kuronaga
SyNergy Gaming EoN.
339
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Posted - 2013.05.08 20:42:00 -
[4] - Quote
J Lav wrote:I just want to reiterate that the concept of range limitation on a weapon is NOT a basis or determining a weapon's use. As an example, consider that in MANY shooting games, a pistol can hit someone from the other side of the map, however doing so is insanely difficult - but NOT due to a range cap.
It's other attributes of a weapon that CCP needs to look at - gun handling, spread, vision obstruction from the weapon's size and sights, combinations of bursts and kick, volume of the gun - stealthy versus cannon loud. And this is how my experience with the HMG in the old build, and the new one pans out - a Shotgun on any other suit is WAY more effective within the range that has been put on the HMG.
This a thousand times.
Cutting off weapon range is the sharp, mathematical answer to a problem that only a dev who does not play FPS at all would come up with.
And it's the worst answer by far. |
Himiko Kuronaga
SyNergy Gaming EoN.
346
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Posted - 2013.05.08 22:46:00 -
[5] - Quote
So we can all basically agree that there is about a 5 meter junction where our gun actually performs its job "decent".
Anything closer and it can't track, anything further away and it can't hurt the enemy.
And to add insult to injury, because of our lack of mobility we cannot force the enemy to engage us within this 5 meter area.
Sounds like an epic design flaw. |
Himiko Kuronaga
SyNergy Gaming EoN.
349
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Posted - 2013.05.08 23:06:00 -
[6] - Quote
I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:23:00 -
[7] - Quote
Plasma thrower? |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:34:00 -
[8] - Quote
hooc order wrote:Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them. We don't even have flame throwers yet and you EvE players are already trying to nerf them.
Vote Himiko 2014.
Standing proudly behind theoretically awesome flame throwers that don't actually exist yet. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:44:00 -
[9] - Quote
CCP Remnant wrote:Master Jaraiya wrote:CCP Remnant wrote:That's odd.
Is that 20m as seen from the target intel info on-screen? I double-checked the curves like five minutes ago and they're definitely 30m for optimal range.
I'll investigate further. The longest HMG kill I have gotten was 29m and that took nearly an entire clip because the spread is so wide at that range it becomes highly ineffective. Please don't take this as me being snarky, but you guys do know that the HMG dispersion get tighter the longer you fire it, right?
Yes, we know that.
It doesn't matter.
When a target sees you firing at them with the loudest gunfire audio cue in the game, they tend to move. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:55:00 -
[10] - Quote
Skyhound Solbrave wrote:Have you guys considered that maybe the heavy class isn't finished yet? That maybe JUST MAYBE one of three other race variant suits is supposed to turn the heavy into a "gunner" that will have a bonus to range in some way, while this one is supposed to be the bullet sponge?
Even a bullet sponge is supposed to be able to fire back. |
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Himiko Kuronaga
SyNergy Gaming EoN.
371
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Posted - 2013.05.09 23:15:00 -
[11] - Quote
Greatly increase range and damage for the HMG.
Greatly increase kick.
Suddenly weapon is fun.
Also serves purpose as badass point defense weapon with armor plated sentinel suits. |
Himiko Kuronaga
SyNergy Gaming EoN.
375
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Posted - 2013.05.10 01:38:00 -
[12] - Quote
martinofski wrote:I hope CCP Remnant will read from where he left reading at the end of is day and analyse all our suggestion understand we dont want the be fat AR user, which is lame, but all would be really effective with a TAR(that would be area denial).
I'm just hoping that their team is not draconian to the point where such a massive demonstration of unsatisfied heavies gets waved off because our expectations do not conform to Commander Wang's "stats". |
Himiko Kuronaga
SyNergy Gaming EoN.
375
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Posted - 2013.05.10 01:52:00 -
[13] - Quote
I am really truly terrified right now that CCP Shanghai staff are not actually gamers at all and are attempting to build this game purely from stats and theorycraft.
Because that does not work. Ever. |
Himiko Kuronaga
SyNergy Gaming EoN.
378
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Posted - 2013.05.10 09:48:00 -
[14] - Quote
Six Kin Burst was awesome pre-nerf. You could kill people in single bursts easily. **** was terrifying, as well it should have been.
Gun cost like 200k by itself. |
Himiko Kuronaga
SyNergy Gaming EoN.
378
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Posted - 2013.05.10 10:15:00 -
[15] - Quote
That buff is going to result in a river of tears.
I can't wait. |
Himiko Kuronaga
SyNergy Gaming EoN.
378
|
Posted - 2013.05.10 10:43:00 -
[16] - Quote
Buffs are a beautiful thing, man.
Arms race > Nerf race |
Himiko Kuronaga
SyNergy Gaming EoN.
378
|
Posted - 2013.05.10 11:03:00 -
[17] - Quote
Range isn't being addressed yet but yea, it's on the way.
Sort of.
I've got my damage now, at least... thats half the battle. |
Himiko Kuronaga
SyNergy Gaming EoN.
378
|
Posted - 2013.05.10 11:08:00 -
[18] - Quote
One thing is for sure.
People gonna be dying a hell of a lot faster now. |
Himiko Kuronaga
SyNergy Gaming EoN.
382
|
Posted - 2013.05.10 14:26:00 -
[19] - Quote
With the exception of the Assault HMG, it handles like a flame thrower currently.
That said, it's a damn effective flame thrower. Not the way I want it balanced, but I can't deny the results it yields... |
Himiko Kuronaga
SyNergy Gaming EoN.
496
|
Posted - 2013.05.28 04:15:00 -
[20] - Quote
Buffs to the suit?
Sure, I like that.
Can I fire lasers from my eyes as well? |
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Himiko Kuronaga
SyNergy Gaming EoN.
506
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Posted - 2013.05.28 07:29:00 -
[21] - Quote
I'm not entirely certain how adding more weapons to the game down the road which can potentially kill our HMG'r is going to help it.
Then again, honestly... my biggest problem right now is that we are slow and a huge target. We have no movement, and thanks to Uprising we cannot aim properly to track faster targets. But its not really difficult to track us, even with the messed up aim system.
So anyone with a medium frame or smaller has a massive unintended advantage on top of our intended drawbacks.
It's a ****** situation. |
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