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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
197
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Posted - 2013.06.09 06:55:00 -
[1] - Quote
Look, the HMG should do the same DPS in CQC to Short range as the AR does at Short to Mid range as the TAC does at Mid to Long range as the Charge Sniper rifle does at Long to HOMOSNIPINGFROMTHEMCC range.
End of discussion. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
198
|
Posted - 2013.06.09 07:34:00 -
[2] - Quote
Ludvig Enraga wrote:imo what they need to do is not buff heavy or HMG. They should nerf (yes nerf - thats the only balancing tool that does not run the risk of balance inflation) assault and especially logi HP - logi HP should not be able to match Heavy HP which it currently can. This will make those suits more killable by HMG. If you increase turn speed or make Heavies buffer you would totally screw scouts over. As is whatever meager existance that scouts have in the game is in large part owed to scouts being able to sneak up on heavies, since both logi and assault outright own scouts no matter what. If you make heavies buffer - yes you would make them better againts assault and logi but that would mean that scouts will have nothing to do in the game period.
Normally i would agree, but the other classes have remained basically the same - the OG nerf was to the HMG. It would just be easier to put it back the way it was before, no? laughably limited range with 30 - 40% higher damage. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
207
|
Posted - 2013.06.10 07:42:00 -
[3] - Quote
Ignatius Crumwald wrote:Novawolf McDustingham The514th wrote: laughably limited range with 30 - 40% higher damage, 2x the heat build-up.
This.
Agreeing with me will never lead to me acknowledging you as a good player, good heavy, or even a good person.
But very limited range high DPS is exactly the place heavies should be in. Bring the OHSHI- factor back to the suit. The dispersion makes range almost ******** and the heat build up is a joke. A proto HMG should do 25 dmg a shot base. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
208
|
Posted - 2013.06.10 21:23:00 -
[4] - Quote
D legendary hero wrote:Novawolf McDustingham The514th wrote:Ignatius Crumwald wrote:Novawolf McDustingham The514th wrote: laughably limited range with 30 - 40% higher damage, 2x the heat build-up.
This. Agreeing with me will never lead to me acknowledging you as a good player, good heavy, or even a good person. But very limited range high DPS is exactly the place heavies should be in. Bring the OHSHI- factor back to the suit. The dispersion makes range almost ******** and the heat build up is a joke. A proto HMG should do 25 dmg a shot base. exactly because a submachine gun should not have bigger bullets than a heavy machine gun
Right, and for those than need a technical explanation as to why kinetic rounds would have limited range in this universe they simply lack the energy to damage shield and armor at a certain point, but at close ranges they have both a envelope of increased heat enveloping the round and kinetic energy that both saps shield energy and causes severe damage to armor plating that requires repair systems to both remove the projectile and close the damage.
And that's why kinetic weapons are close range.
Anyway, a limited range actually accentuates the strengths of the HMG while providing a reasonable foil to it's hypothetical power that it actually doesn't have right now.
It is my opinion that the original nerf to the HMG dmg output is the echo that started the rockslide that lead to the fail avalanche that is this game's balance right now. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
257
|
Posted - 2013.06.13 10:29:00 -
[5] - Quote
Alldin Kan wrote:There's people still discussing something that no longer needs tweaks?
Aldin, your opinion is invalid.
In fact, it's never been valid.
Never.
Ever. |
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