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Thread Statistics | Show CCP posts - 7 post(s) |
Oxskull Duncarino
Shadow Company HQ
185
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Posted - 2013.05.08 17:02:00 -
[1] - Quote
TECH-SARGE 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. It's not the range that is the major problem, it's the damage output combined with the accuracy that needs to be looked at. I mean a decrease of 4m is nothing but a 20% downgrade of the base damage might have been a little bit too much. Also the fact that the tracking at close range for the heavy is crap doesn't make it any better. Heavies are not scary anymore and the heavy should be something an assault would want to avoid. I'm in full agreement with ya TECH-SARGE. The range is not the issue here. the issue is the massive damage nurf combined with the grouping of the rounds at optimal. I try to use the assault HMG to help but seeing as it has the exact damage as a SMG, with a longer range and mag, it's no good as at close range we can't turn to use its damage, and at optimum range while crouched, an AR can shred us before we can do much to the user. |
Oxskull Duncarino
Shadow Company HQ
196
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Posted - 2013.05.27 19:10:00 -
[2] - Quote
Alaika Arbosa wrote:@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). +1 |
Oxskull Duncarino
Shadow Company HQ
199
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Posted - 2013.06.07 17:34:00 -
[3] - Quote
Lance 2ballzStrong wrote:ChromeBreaker wrote:Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work a CQC weapon with a slow turn speed... yea that's logical I shouldn't have to rely on my team to KILL someone in my domain, CQC. Sorry, that makes no sense. It's not a CQB weapon as in the sense of a shotgun. It covers outside the shotgun range up to the 15/20m range. The heavy might have issues but they are minor, and just might be sorted by the introduction of falloff damage. We have alot of weaknesses, but feckin hell, we rock in the right situations. It's mainly our logi support that need issues sorted to have us running at optimal. Fair enough, I've only being running heavy for the last 4 months or so with 12mil+SP sank into the class, so maybe some others using it longer have a better idea. Either way, we are maybe the most (least worst) balanced class at the moment. The only major issue I have is how useless the burst HMG is in most situations. All the forgeguns have their place and are fairly perfect, but the burst HMG is not even in my thoughts for fittings. |
Oxskull Duncarino
Shadow Company HQ
199
|
Posted - 2013.06.07 17:48:00 -
[4] - Quote
Lance 2ballzStrong wrote:ChromeBreaker wrote:Lance 2ballzStrong wrote:ChromeBreaker wrote:Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work a CQC weapon with a slow turn speed... yea that's logical I shouldn't have to rely on my team to KILL someone in my domain, CQC. Sorry, that makes no sense. ??? A shotgun, or Nova knive is CQC. A HMG is short to Med range... and it is VERY good at those ranges. Its a factor of balancing it against everything else are you honestly saying the HMG is NOT cqc? not sure if serious The range makes this gun a CQC and a very short medium range weapon. Balancing? You're making less sense in your argument! Come off it. There are grey areas in all ranges. Maybe you're just looking to stir it up, but in fairness, cop on and look at the overall picture. Range supremacy is Sniper > Tac AR, scrambler rifle, and hopefully after a fix the laser rifle > Auto ARs > HMG, SMG, Scrambler pistol, maybe Flaylock with good aim > Shotgun > Nova knives, and Melee. Each weapon might have an optimum range band, but operates overlapping with the next, finally being less powerful or more powerful as the overlap goes more in favour of the lower or higher weapon. The last 2 weapons are the only ones that have a set range, nose to nose with the target. |
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