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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Master Jaraiya
Ultramarine Corp Orion Empire
12
|
Posted - 2013.05.07 18:40:00 -
[1] - Quote
Iron Wolf Saber wrote:/me jots this issue down as hands on testing required urgent.
Thank you.
I have been saying the HMG nerf was a bad idea since I saw the patch notes posted on the forums. As it turns out it is a terrible idea.
Constructive feedback:
The main problem I have seen with it is that by the time anyone but another heavy gets within range of my HMG I am so completely outmaneuvered that they easily:
strafe kill me literally jump over my gunfire rush me head on and shotgun me rush me jump over me and shotgun/AR me from behind.
Bottom line IMO we need more range to keep hostiles from closing in without using any strategy and easily taking advantage of our slow speed and perform one of the aforementioned maneuvers or some other variant.
also if a merc is from mid to end optimal range they just simply take a few steps back and dakka dakka MLT AR kill.
BTW as to where I stand in skill i have 4.4 mil SP. Field Mech is full. Shields are maxed HMG Operation is lvl 3 i think.
Running in MLT Heavy Suit with all standard gear except for a Complex DMG Mod and a Complex Armour Repairer. (cant spec into better suit yet because of the sink which is NP just gotta get back on the grind) |
Master Jaraiya
Ultramarine Corp Orion Empire
12
|
Posted - 2013.05.07 19:08:00 -
[2] - Quote
I know for a fact many heavies have switched over to light infantry and it saddens me.
Personally after using all classes and finding my niche, i can't see myself playing this game if I'm not a heavy. |
Master Jaraiya
Ultramarine Corp Orion Empire
13
|
Posted - 2013.05.07 19:21:00 -
[3] - Quote
I really Love this game and other than my gripes about the heavies it plays really well.
Uprising is awesome IMO. Great graphics smooth gameplay. Still a few latencey problems occasionally but those bugs will eventually work out.
The other classes are fine IMO in Uprising (i used a free Minmatar frontline in my first few matches b4 I started speccing) despite what everyone is saying about AR aim and MD nerf and all the other complaints.
Fact is only the HMG took a direct nerf to base damage and base range...why is beyond me!fI
CCP is doing a great job IMO...just please put the heavy back how it was...i just can't seem to say tha enough lol. |
Master Jaraiya
Ultramarine Corp Orion Empire
13
|
Posted - 2013.05.07 19:25:00 -
[4] - Quote
CHICAGOCUBS4EVER wrote:Matakage wrote:Lance 2ballzStrong wrote: ONLY way to make your heavy set up profitable, is to have a Logi player tied around your neck.
This is a team game?!?!? Who knew?!? I actually agree with you about the range thing, though. I remember CHICAGOCUBS4EVER had his HMG tweaked to nearly Tactical Assault Rifle range, and I thought that was a little extreme. However, most of the time I found the range of the HMGs prior to Uprising was perfectly acceptable, and this is coming from someone who's only played as assault. 2.7mil SP into SS and yes the HMG had insane range. I have never denied that nor have I disputed any claims that it was a bit excessive. but the range at SS 6 or 7 was realistic, provided viability and made the game fun. Perhaps even fixing the broken percentages where everything rounded up would have resolved this on its own. instead, lets just make the HMG and the shotgun the same range. I'm actually fine with the damage nerf... needed? no not at all, but with the HP buff (and in honesty its not much of a buff compared to the shield variant before, its just now SLOWER and has 1 more slot on the right) it creates more imbalance. the range is what made the heavy fun. was it a little over the top before? sure... and so was the laser, AR and pretty much everything... but their was BALANCE honestly if they had a sharpshooter skill for heavies that increased range, i would be interested to see where it would max out with the current effective range...
The thing about the SS skill is it was available to everyone so if you didn't have it IMO yo were slipping. I can't count the number of times I was taken out by a dot on the horizon wielding a Duvolle in about 1.5 seconds.
If they had only removed everyone's SS the game would still be balanced just like it was in Chromosome
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Master Jaraiya
Ultramarine Corp Orion Empire
13
|
Posted - 2013.05.07 19:35:00 -
[5] - Quote
CHICAGOCUBS4EVER wrote: few realize that cause no one in their right mind would skip over at least a couple levels of SS as early as possible
Yea I took SS to lvl 3 asap not even gonna lie |
Master Jaraiya
Ultramarine Corp Orion Empire
14
|
Posted - 2013.05.07 20:23:00 -
[6] - Quote
DS 10 wrote:Master Jaraiya wrote:CHICAGOCUBS4EVER wrote: few realize that cause no one in their right mind would skip over at least a couple levels of SS as early as possible
Yea I took SS to lvl 3 asap not even gonna lie I had mine at SS Prof 3. It was beautiful.
Sweet i was working on it but alas *sighs* |
Master Jaraiya
Ultramarine Corp Orion Empire
15
|
Posted - 2013.05.07 20:40:00 -
[7] - Quote
Well I was playing more of a crowd control role
The armor tanked heavy!
Following my squad...bringing up the rear till we ran into a group of reds...then I would burst through my squad with my glorious HMG opened up wide and watch the mercs fall one after another and the rest flee in terror as my squad finished them off with their ARs
Or holding off the hoard as they tried to funnel through a tight squeeze...falling back only for the time it took to reload then making the pile of dust grow larger as teammates took the objective!
Now 2 halfway skilled MLT newberries can take me out with little effort. |
Master Jaraiya
Ultramarine Corp Orion Empire
15
|
Posted - 2013.05.07 20:43:00 -
[8] - Quote
Lance 2ballzStrong wrote:
Yea I was on 4. I worked on that before working on HMG Prof. Range was more important to my playstayle than damage.
:( CCP nerfed both lol
I tried to bring both up about equally...i had just gotten SS 4 and HMG PRO 5 |
Master Jaraiya
Ultramarine Corp Orion Empire
15
|
Posted - 2013.05.07 20:44:00 -
[9] - Quote
J0hlss0n wrote:Lance 2ballzStrong wrote:If you're still running heavy after a day, I feel for ya.. I actually put all of my close to 10 mil into the heavy class, even though knowing what had been discussed before this build... and what can I say, after playing several hours, I can't change my class now, Im stuck with the heavy, so I guess I will just... wait for better days? =P
We will not fade quietly into the sands of time my brother
Once you have tasted the glories of being a Heavy there is no return |
Master Jaraiya
Ultramarine Corp Orion Empire
15
|
Posted - 2013.05.07 23:46:00 -
[10] - Quote
Iron Wolf Saber wrote:Okay finally got the game to download....
First off, heavies are okay they seem to take a metric tonne of firepower to kill vs other suits. Even the militia fits.
The heavy machine gun however...
I don't know wtf happened between here and fanfest but whoever replaced the HMG with a water hose needs to be sorry. Overall the range of the gun works still it can engage across the road just like before in chromosome, its just the damage is so badly tuned down its incapable of killing only 2 people pre reload as to opposed to 4-6 people in the previous build. I am not sure about how many people you guys normally down on a reload but I am speaking as a basic HMGer from Chomosome.
To further my belief the game is absolutely broken ran into a sentinel full proto suit and gun 3 yards. By all accounts I should have died. Not only did I survive but i out-survived him and two of his other buddies trying to kill me. Unfourtunately the HMG vs HMG match had to end with me swapping to SMG and downing his two friends and a grenade. He then came back around the corner with more guys and finished my squad off.
and whoever is bishing about the Plasma Rifle range needs to STFU, they're capable of reaching 50% of some maps and that's decently far.
Recommendations: Increase Damage to fan fest build levels. Bring back Fan Fest blap effect Increase Speed to Accuracy Cap Add sharpshooter skill (lower dispersion)
Dude THANK YOU!!!!!!
I for one am extremely grateful for just simply being heard. On top of that you tested out what we were all saying and confirmed it for yourself. Awesome dude just awesome!!! It is good to know that all the efforts all of us Heavies put in were not in vain. |
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Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 10:17:00 -
[11] - Quote
General Tiberius1 wrote:started out with great info, then zitro commented and it all went to hell
^ this
and it made me LOL |
Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 11:11:00 -
[12] - Quote
CCP Remnant wrote: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
Exactly right. |
Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 11:13:00 -
[13] - Quote
Mithridates VI wrote:I don't usually play heavy but I put an alt's 1.5m SP into it, focusing on heavy frame, advanced HMG, maxed armor passives.
Other than the SP sink issue which is covered in more detail elsewhere, the main issue is that nobody is intimidated by the HMG anymore. A major part of the HMG user's survivability, in my opinion, was that the HMG scared the kitten out of people. Firing an HMG into a crowd would break up the crowd, making it possible to pick off the individuals. Firing an HMG down a hallway emptied the hallway.
I tear into a crowd of guys with the HMG now (and I don't rambo in, I'm typically a support player and an experienced nova knifer, so I understand the cautious approach) and they respond by murdering me. Hell, I fire at once guy and he'll still have a shot at taking me on with his AR by sprinting out of range (he has time to do this because my gun is awful) and firing at me. Is he backing up faster than I can approach? It seems that I can be quite effectively kited like this.
I've been on both ends of an HMG since Uprising started and there are horrifyingly few situations where the HMG user comes out on top.
Exactly spot on dude!
Except I am a dedicated Heavy |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:20:00 -
[14] - Quote
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. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:27:00 -
[15] - Quote
Remm Duchax wrote:Well after the second page here I quit reading all the whining. I've specced into a Heavy with all my skills and yes I have to say Heavies with HMG's aren't the feared beasts they once were, but they can still kick ass. For example, last time we couldn't get pass a certain point due to a squad of 4 players behind a rock tearing all the non-heavies to shreds. So what did I? I threw a cooked flux grenade, (because every HMG user should carry those to get rid of pesky shields ) made a sprint behind the rocks they hided and just mow them down. It's all about tactics still. Oh, and the Forge Gun is still doing fine, so maybe try sniping with the forge guns more often? Once you can snipe little dots up on a hill you feel mighty!
Sprint? LOL
Seriously though are you in proto? Thats the only way I see that working!
If I try to close the distance to go in for a kill I get pwnd by on or two guys let alone 4...those guys must not have been very good at all...or you are proto. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:31:00 -
[16] - 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?
No offense taken and yes, however at that range the spread is to wide to be effective. By increasing range it would in effect close the spread in the 30 m range which IMO is perfect any closer we get out maneuvered unlessss we are in a hallway or some other sort of funnel scenario that negates the lighter classes agility. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:36:00 -
[17] - Quote
ChromeBreaker wrote:movement speed is down as the "shield" varient is gone and so is their movement bonus. For tracking consider this a bug report, or that its become more aparent in this build. I played heavy the entire beta, I can not keep my recitle on target. At range spread forces you to look down the sights, which cant keep on anyone not walking. closer... it seems the fluidity of aiming slows directiion change, and/or causes over shooting. CCP Remnant wrote:
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?
Dispertion gets tighter... Kick goes up too
I honestly only feel like this is due to the other classes movement buff in the form of strafe sprinting.It makes the much harder to track and keep on target.
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Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:39:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: The HMG's optimal range is up to 30m and max. effective range caps out at 50m
So the HMG is a sidearm now
Lol not quite. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:43:00 -
[19] - Quote
Sontie wrote:you can't fire while strafe sprinting...
No but you can strafe sprint circles around heavies and stop whenever you feel like it to take a few shots and there is nothing a heavy can do to stop you. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:47:00 -
[20] - Quote
Breakin Stuff wrote:focus guys we have a dev paying attention. try not to get sidetracked and give the man as much info as you can. I need to go to bed. 4am debating balance in DUST. I really am an irredeemable nerd.
god do I know that feeling |
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Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:51:00 -
[21] - Quote
Honestly I think adjusting the range so that we get optimal spread at 30m range and adjusting the damage up about 2.5 points would solve the problems heavies are facing.
I know 2.5 sounds like a lot but remember as someone else pointed out we are no longer getting buffed by the Weaponry skill. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:58:00 -
[22] - Quote
ChromeBreaker wrote:Musta Tornius wrote:Jesus christ guys, the optimal range was only decreased 4m. People are just unused to playing without SS causing massive qqing. Theres more to it than that, its not JUST optimals, or damage, or whatever, its eveything at once. range has effected spread, that has effected dmg, that has effected tracking, that has effected speed, that has effected range...
Increasing the range will in turn make the spread better at what is supposed to be our optimal range. Increasing damage will let us be more effective at cqc so that when someone does get close we hit hard enough to make them think twice about sticking around to test their limits. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 12:27:00 -
[23] - Quote
Canari Elphus wrote:As a medium frame user, I can attest to the uselessness of the heavy. As the scrambler rifle is days away, I am running only Starter fits and the Dragonfly + Militia AR. I have been able to take down many advanced heavies by easy headshots at what should be their optimal range. With the hard cap on their range, you can just stand there and tease them as they shoot marshmallows at you. While its all fun now, its not fair to the heavy users.
I can only imagine what its like when these same heavies go against someone who has a built suit and a good AR. I agree with what most people are saying.. keep the range numbers where they are now, buff the damage and adjust the kick/spread so they arent constantly working against each other.
To me the kick isn't a problem...the HMG isn't supposed to be so easy to control because of the power it is supposed to dish out.
Buff damage and Increase range thereby reducing spread at optimal range. I think decreasing spread directly will just make it more like the shotgun. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 12:47:00 -
[24] - Quote
Xerics wrote:CCP Remnant wrote:Breakin Stuff wrote:CCP Remnant wrote:Things relevant to my interest proto HMG lost two high slots for complex mods, lost weaponry bonus, lost over 20% base damage. Excellent point. I'd forgotten that they were being buffed by the blanket bonus to all weapon damage given by the weaponry skill. Is this the case in all weapons? because the laser rifle lost alot of damage as well and gained a faster heat build and larger feedback with the crappiest sights I have ever seen. Drop the iron sights and get us a new targeting system. No reason for a laser to have the sights of a WW1 weapon. Should be integrated into the suit or something with how much feedback damage it does to us.
Lasers have the same damage as before the only difference is you actually have to hold it on a merc and let it build up...no more light sabering. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 13:44:00 -
[25] - Quote
Canari Elphus wrote:Master Jaraiya wrote:Canari Elphus wrote:As a medium frame user, I can attest to the uselessness of the heavy. As the scrambler rifle is days away, I am running only Starter fits and the Dragonfly + Militia AR. I have been able to take down many advanced heavies by easy headshots at what should be their optimal range. With the hard cap on their range, you can just stand there and tease them as they shoot marshmallows at you. While its all fun now, its not fair to the heavy users.
I can only imagine what its like when these same heavies go against someone who has a built suit and a good AR. I agree with what most people are saying.. keep the range numbers where they are now, buff the damage and adjust the kick/spread so they arent constantly working against each other. To me the kick isn't a problem...the HMG isn't supposed to be so easy to control because of the power it is supposed to dish out. Buff damage and Increase range thereby reducing spread at optimal range. I think decreasing spread directly will just make it more like the shotgun. Understood, but it seems that the issue is that the kick and spread are working against each other here. That as the spread tightens, the kick increases. I may be wrong here as Im not a HMG user (others can confirm). I think that there needs to be a balance to the HMG. Either it starts off solid and gets wilder as you spray or the opposite. All I know is that I shouldnt be able to easily take down an ADV Heavy/HMG with a Militia BPO and no skills in AR in a stand-up fight. I agree with CCP in that we need more specialization to make this game shine but the HMG is too specialized right now and is only viable in very unique situations.
I would agree they are working against eachother, but only because the damage isn't there to justify it. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 16:37:00 -
[26] - Quote
Please guys stop ragging on CCP for "breaking" the game...it isn't broken! So they need to rework a few things so what. Name one single game that didn't. At least in DUST 514 we have the ability to give them CONSTRUCTIVE FEEDBACK in order to help make the game a better experience. How many other FPS games can we say the same thing about.
That being said, thank you CCP for doing everything within your power to make this FREE game fun for all. |
Master Jaraiya
Ultramarine Corp Orion Empire
25
|
Posted - 2013.05.09 11:05:00 -
[27] - Quote
Grenadez Rollack wrote:I'm ready to hear from someone who has tried the heavy with a good laser. I was thinking that may be a good way to be the point defense man. Camp objective woth laser and smg and grenades
Heavies don't use lasers. Heavies use HMGs or FG (REAL Heavies)
Cowardly CoD and Halo players who want to get as many kills as they can before they die step into a Heavy suit and strap on a LR and sit somewhere near their max rang and pick targets. |
Master Jaraiya
Ultramarine Corp Orion Empire
25
|
Posted - 2013.05.09 11:46:00 -
[28] - Quote
CCP Remnant wrote:Yeah... right now only the Amarr heavy frame model is complete. In Uprising we've started pushing all the suits more into specific race profiles, but of course when you're missing 75% of the other frame options you're bound to have some balance holes. The Caldari, Minmatar and Gallente heavy frames are coming, but not as soon as we'd all like.
To that point though, how would you guys like us to approach that? Would you want Type-IIs and more sidegrade variants to tide you over until the other suits come online? (Even knowing that we'll probably retire them once the others arrive?)
Thank you, but no thank you.
I can't wait for the Heavy Variant Suits, however making corrections to the HMG must have top priority where the class is concerned. No suit will benefit a gun that we cannot use for any type of roll in the battlefield.
I understand you wanted to make the Heavy play the role of point defender. To me this means being able to take on at least a full squad of 6 by myself as is often the case. In order for this to happen HMG needs either:
category a.) Longer range, tighter bullet spread, less kick/heat build up, smaller targeting reticule, wind up upon ADS, suppression effect: stopping power (-__% movement speed per landed round), more damage
or
category b.)More turning speed, more damage, suppression effect: blur (-__% visibility per landed round), longer range, tighter spread wind up upon ADS, less kick/heat build up
These are my suggestions please note under each category suggestions are listed in order of importance for intended purpose. |
Master Jaraiya
Ultramarine Corp Orion Empire
25
|
Posted - 2013.05.09 12:02:00 -
[29] - Quote
Grenadez Rollack wrote:Master J I respect that to the fullest but right now there is no real heavy
I still run the HMG despite its current state, and I know there are some who stand with me (you know who you are). |
Master Jaraiya
Ultramarine Corp Orion Empire
27
|
Posted - 2013.05.09 14:22:00 -
[30] - Quote
General Tiberius1 wrote:Master Jaraiya wrote:Grenadez Rollack wrote:I'm ready to hear from someone who has tried the heavy with a good laser. I was thinking that may be a good way to be the point defense man. Camp objective woth laser and smg and grenades Heavies don't use lasers. Heavies use HMGs or FG (REAL Heavies) Cowardly CoD and Halo players who want to get as many kills as they can before they die step into a Heavy suit and strap on a LR and sit somewhere near their max rang and pick targets. lol, real heavies are broke SoB's as i don't intend to throw my money away on a broken PoS, i am now using my skinweave heavy with basic **** till something is done to improve said heavies
I feel ya...I been running a MLT suit with standard gear except comp. damage mod and armor repper. Partly because I don't have SP to spec into Heavy suit yet as I decided to use my 4.4 mil SP on core skills (shields, Field Mech., armor repair, armor upgrades, HMG core skils, explosives, sidearms) |
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Master Jaraiya
Ultramarine Corp Orion Empire
29
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Posted - 2013.05.09 19:02:00 -
[31] - Quote
Caineghis Beoulve wrote:We are forgetting the most important part here, is that the HMG is not fixed, we need the HMG to be able to perform our job, be it as a defender or as an attacker.
We need the HMG restored to Chromosome stats, that was really balanced
Exactly what I was saying on page 23 of this thread.
We need to focus on what needs to be done to the HMG to make it viable.
I suggest building off of other peoples' ideas. Take a look at my post and others' post containing potential fixes; if you like it give it a thumbs up! Better yet expand upon it. If you disagree with any of it offer alternatives.
Simply saying "the HMG needs fixed" does nothing. The DEVs already know this: if they didn't they would not be actively engaging us to find a solution.
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Master Jaraiya
Ultramarine Corp Orion Empire
29
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Posted - 2013.05.10 10:42:00 -
[32] - Quote
Darken-Sol wrote:try heavy AR. its pretty beasty, use the toxin on pesty scouts. i dont even bother aiming. fire a full clip reload. repeat til ur outta ammo. uprising blows
Hmm about 1000 hp + about 300 rounds total with no Eq.slots and very few supply depots is not a very viable scenario. |
Master Jaraiya
Ultramarine Corp Orion Empire
33
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Posted - 2013.05.13 18:01:00 -
[33] - Quote
Is it just me or does it seem like you have to have your target dead center of your reticule to get any hit detection now? |
Master Jaraiya
Ultramarine Corp Orion Empire
33
|
Posted - 2013.05.13 18:27:00 -
[34] - Quote
SoTa of PoP wrote:Master Jaraiya wrote:Is it just me or does it seem like you have to have your target dead center of your reticule to get any hit detection now? You actually have to go a little a head of them, just a tad, if they're moving. Otherwise if they're not mostly in your circle your going to miss a lot.
This I try to do as much as possible. I have noticed lately though that at really close range when firing from the hip it doesn't seem like I'm getting proper hit detection on enemies. It kinda seems like I have to have the center dot on the reticule dead center on the hostile to get any detection. |
Master Jaraiya
Ultramarine Corp Orion Empire
33
|
Posted - 2013.05.13 18:30:00 -
[35] - Quote
Lance 2ballzStrong wrote:SoTa of PoP wrote:Master Jaraiya wrote:Is it just me or does it seem like you have to have your target dead center of your reticule to get any hit detection now? You actually have to go a little a head of them, just a tad, if they're moving. Otherwise if they're not mostly in your circle your going to miss a lot. yeea. It's a dance with L1 cuz DOOM mode sucks. It slows down the turn speed too much, so it's a constant battle between ADS and not ADS. Annoying when there's multiple targets.
Yeah I only really use ADS when my target is 20 - 30 m out any closer and they move way to fast to track. |
Master Jaraiya
Ultramarine Corp Orion Empire
33
|
Posted - 2013.05.13 18:55:00 -
[36] - Quote
martinofski wrote:Master Jaraiya wrote:Is it just me or does it seem like you have to have your target dead center of your reticule to get any hit detection now? I did some test for range a week ago and tested this too. I noticed that (when the enemy isn't moving at all), if you aim dead center, you will hit pretty good, even though you can notice some misses. If the center of the reticle is just outside of the target, but he is still completely inside the reticle. You get way less hit. about 20-30%, but I really can't say, since it was a corp mate. I would need to try it with FF to get better results, like recording fire duration until death. All due to our great dispersion of bullet. I thought this thread died, look like not . I am the only one thinking they haven't fix much? HMG got a 5% buff to dmg and 5% reduction to dispersion. Something else is wrong. I guess it's range....oh yeah, that is the first thing we pointed out...
Nice to see im not the only one who noticed this. |
Master Jaraiya
Ultramarine Corp Orion Empire
37
|
Posted - 2013.05.14 00:52:00 -
[37] - Quote
Talruum Tezztarozza wrote:I also notice that our HMG is now more................ accurate ? In fact, I noticed it ever since the start of Uprising. While our reticle is still a one big ass circle as ever, our bullets aren't spreading that much, especially if you hold the trigger for awhile. Our storm of bullet is deadly accurate. They go right at center of our screen except........we don't have a proper reticle there. This sound like a good thing but I can see a newbie struggling with it and The OPness in the hand of veteran. So I'm not quite sure if this is for the good of the weapon itself. I do prefer my bullets to spread out evenly all over my reticle to limited its usage over long range rather than an artificial range limit we currently have. But I will leave it to CCP decision.
This.
I liked it much better when damage started as soon as the reticule was over a target. The way it is now when I get swarmed by several reds it doesn't seem as effective; I can't do what I like to call a "clean sweep" and push enemies back. I have to focus fire on only one enemy while getting shredded by 2 or 3 where before I could kind of sweep back and forth and take out two or three together. It worked really well for holding back a crowd while defending an objective till my team showed up.
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Master Jaraiya
Ultramarine Corp Orion Empire
37
|
Posted - 2013.05.14 03:04:00 -
[38] - Quote
Talruum Tezztarozza wrote:suppression heavy weapon
I would absolutely love to see some kind of suppression effect on the HMG i mean seriously, if I'm spraying a red in the face with 2k - 4k rpm how is it possible for him to see to shoot me with an AR?
I actually had a couple of really good ideas for the HMG on page 23, but they got buried:
https://forums.dust514.com/default.aspx?g=posts&t=73100&p=23 |
Master Jaraiya
Ultramarine Corp Orion Empire
37
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Posted - 2013.05.14 03:07:00 -
[39] - Quote
General Tiberius1 wrote:holy wall of text batman, it's still alive?!?!
just thinking about that classic LOL
+1 |
Master Jaraiya
Ultramarine Corp
110
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Posted - 2013.05.27 17:54:00 -
[40] - Quote
Alaika Arbosa wrote:Yeah, and every scrub in the game will go heavy too (not trying to say you are a scrub). The game will go from AR514 to HeavyScrubPackingAGLU/DTAR514. Heavies should be deathspitting bollards of Doom, not bulky Assault suits.
Already happening! |
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Master Jaraiya
Ultramarine Corp
161
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Posted - 2013.06.07 11:13:00 -
[41] - Quote
D legendary hero wrote:you think i dnt know how to play heavy? i have 5 million SP put into heavies and heavy gear. i use everything from the standard to the proto gear. i use cover, i use tactics, i work with my squad. but in all the areas my heavy is supposed to excel here comes a logi or assault that can do it better. im asking for buffs to balance the suit.
Well there's your problem right there guy.
I have about 5.5 mil in my heavy. While I can run proto guns I choose not to. I haven't even specced into suits at all! I run in the MLT. (mostly because I do not want amarr which is another topic altogether.)
You have the flashy suit, and the fancy gun, you see, but you have no backbone to hold it all up!
Invest SP into shield upgrades and armor upgrades. lvl 5 for both those skills takes about 1.3 mil.
Then get some complex reppers/armor plates.
Then mabey a complex damage mod or shield extender.
Get your HMG proficiency skill to lvl 5. then start rounding it out with rapid reload.
You cannot depend on the suit bro.
I currently run MLT suit with Standard HMG, Comp. repper and Comp. Damage Mod.
I consistently get a 3 KDR in FW with something like 21 HMG kills. I have gotten 28 kills without an Orbital Strike. This in an MLT Suit with like 850 total HP and only 1 High slot/1 Low slot.
I do agree that the turn speed needs to be tweaked up just a bit though.
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Master Jaraiya
Ultramarine Corp
169
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Posted - 2013.06.11 15:24:00 -
[42] - Quote
D legendary hero wrote:xSir Campsalotx wrote:Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag. exactly my point. and all though the HMG can sustain fire longer it over heats and has an 8 sec reload (which of course would balance it , if the weapon itself didnt already suck so hard) smg has a 2.5-3sec reload, with an 80 round clip and does way more damage per shot. ranage is what makes the HMG better than the SMG, but its slight because the range was nerfed hard. nonetheless, a secondary should never be superior to a primary. and no one, can reasonably say that a SMG should have more damage per shot than an HMG. the SMG is suposed to be the pocket sized version of the hmg.
I agree. The M 134 minigun uses 7.62 mm rounds. This the standard ammunition for Most assault rifles is in the 5mm caliber ! So this M 134 Minigun does more damage per bullet an AR, with 6x higher RoF.
Dust 514: Minigun (HMG) does LESS damage per bullet with about 4x RoF compared to ARs |
Master Jaraiya
Ultramarine Corp
202
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Posted - 2013.06.13 09:15:00 -
[43] - Quote
bobtbob wrote:Lance 2ballzStrong wrote:SoTa PoP wrote:Lance 2ballzStrong wrote:Alldin Kan wrote:There's people still discussing something that no longer needs tweaks? i think people can discuss whatever they want... You just want your thread to keep growing :P actually i haven't bumped the thread once... at least not after the dev commented in it. It keeps coming back now and then lol Should rename it to "Heavies post here!" As you've just said, this appears to be the place to ask about the HMG... I've started messing around with some MLT Hvy HMG in Ambush and OMS, at least until they release the remaining suits. Mostly using the Asslt version for that bit more range (not killing many people, but I am racking up the Assists) I understand there's a "spin up" time on the HMG when dispersion is higher. Do any of you more experienced Hvys have numbers or a feeling of how long this actually takes? I'm trying to get out of the habit of bursting weapons to keep the dispersion/spread down so it's a bit counterintuitive. Just wondering if I shouldn't be firing less than a second (for example), if I want to actually get some "accurate" fire.
I find it takes about 1/4 "clip" before I'm fully spooled. Once I reach this point I usually "burst fire" to keep accuracy optimal and keep heat build up and kick down. The only time I hold the trigger full on is when there are 4 or more tangos grouped tightly. |
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