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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
574
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Posted - 2013.05.08 18:47:00 -
[1] - Quote
Can we get armor plating like the one on Remnant's balls for wading into this thread? |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
576
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Posted - 2013.05.08 19:18:00 -
[2] - Quote
General Tiberius1 wrote:also, didn't i read something about "balancing game for future weapons"
what kind of stupid is that? balance the game for what you gave us, and re-do it when you introduce the new stuff
People don't seem to be too pleased at the concept of things they speced into changing. If people specced into Amarr Sentinel when it was generic, then they changed it to balance with new suits they released, people would be pretty peeved. Just refunding when things get changed also doesn't work because what if now your whole build is ruined? Also why does frank get a respec when I regret my decisions with a medium frame? That gallante heavy looks so nice now and I would totally have gone into that if it was already there.
It's difficult because you can't play favorites if you dole out something, you can't modify something someone made decisions based on either. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
578
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Posted - 2013.05.08 20:10:00 -
[3] - Quote
Himiko Kuronaga wrote: No, it isn't. At close range its terrible.
I currently kill reliably in 1v2 scenarios against adv/proto suits. Last night I had multiple games in a full corp squad against good corps and had reliable luck killing 2 enemies at close range and still being in okay shape (sometimes better). This was with Basic Heavy Frame and Basic HMG. Data drawing from ~7-8 games but decent fighters on both sides and a ton of proto users.
I killed a proto heavy with a toxin which was funny (in my basic heavy suit) but he started at lower health.
Current fitting Complex Damage, basic plate, complex repper, hmg/mh-82/assault hmg, toxin, std locus.
I also have been flanking enemies more because the fight lasts long enough to reach if I am 1 second away. I've been killstealing a lot as a result.
I've also had multiple instances of enemies flanking large groups shooting at me (me ducking a lot) who pushed them back because oh crap guy there. I think push forward into their space and round a corner with a wave. 3 enemies pushes it in my gear and I have to run, 4 and I need to gtfo faster. 2 enemies I take both. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
578
|
Posted - 2013.05.08 20:11:00 -
[4] - Quote
Iron Wolf Saber wrote:After playing around with CCP Remnant's numbers I have come to the conclusion that the effective kill range of the HMG is nowhere near 30meters but its actually at 10meters.
Also the reason why the old HMG was so effective at defense because it was a 'Zone of Control' weapon.
Essentially I drew a 20-30 meter circle around me and anything getting into that circle is going to regret doing so.
I'd appreciate a scientific breakdown or images if possible. phone shots accepted. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
580
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Posted - 2013.05.08 20:45:00 -
[5] - Quote
Rynx Sinfar wrote:Iron Wolf Saber wrote:After playing around with CCP Remnant's numbers I have come to the conclusion that the effective kill range of the HMG is nowhere near 30meters but its actually at 10meters.
Also the reason why the old HMG was so effective at defense because it was a 'Zone of Control' weapon.
Essentially I drew a 20-30 meter circle around me and anything getting into that circle is going to regret doing so. I'd appreciate a scientific breakdown or images if possible. phone shots accepted.
also I'd like to know if your saying this info is incorrect -> https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unread
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
580
|
Posted - 2013.05.08 20:50:00 -
[6] - 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.
Fun fact: In America's Army (original release, not sure about now) you could use a m203 underbarrel grenade launcher. Players practiced and learned to fire it from spawn (was CS style where everyone spawns once, game resets on death) and hit where the enemy would be at that time assuming everyone started running as soon as possible. You could usually get 2-3 kills against teams of 6-7. Sometimes more. The particular map I'm thinking of would take probably 20-30 seconds to sprint across. If something can be learned or achieved, it will be with a large enough pool of people. |
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