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Thread Statistics | Show CCP posts - 7 post(s) |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
93
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Posted - 2013.05.09 03:24:00 -
[1] - Quote
I considered myself a tolerated player. I don't whine. I don't QQ. I usually quietly play, adapt and die. 3 days into Uprising, I'm still adapting. Succeed to the certain extent, however, if somebody were to ask me my impression of HMG so far, all I can say is "HMG do suck hard. Avoid it".
But enough ranting since we get dev attention right ? Though, if dev want my input what is wrong with current HMG, My honest answer would be "I don't know". It could be dmg nerf. It could be range nerf. It could be spread&kick need adjustment. It could be absent or bug of some skills. It could be new aim assist system or problem with control scheme. It could be something else unrelated altogether.
The thing is you change too many things all at once. It is hard to pinpoint what went wrong this way. I thought CCP motto suppose to be "take thing slow" but when it come to balancing CCP always goes hardhanded and double-triple nerfing and/or buffing things. This happened many time before and it seem CCP will continue doing it. This is the basic of scientific method. More controlled variable and less independent variable please.
My suggestion to current situation ? I suggest two options. 1. Fix the aiming issue. I lean toward this as a main culprit right now. Fix it and see how current HMG fare without fuxxed up control (By fix, I meant undone any change you made in Uprising regarding aim assist or kbm and ds3 controlled scheme) 2. You might want to consider Rolling HMG back the way it was before and see How HMG fare without SS and weaponry first.
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
93
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Posted - 2013.05.09 03:24:00 -
[2] - Quote
Now that we get the fact out of the way let continue to my opinion about current state of HMG. I will try not to be too redundant lol
Honestly, I'm cool with HMG that doesn't kill. It should be a suppression weapon, a support weapon. The thing is, as of now, nobody feel threatened by HMG thus we can't really suppress anyone. In order to suppress someone, we need to actually hit them. Either we hit them continuously or we hit them hard when we do hit them. So we need either range or damage. We currently have none of them, no dmg, no range, no accuracy, nothing.
I personally prefer range solution myself. This will make us more versatile in various range without turning us in to monstrously OP killing machine plowing through everything. I don't mind that bullet spread widely, it actually help suppress even more area. It also make HMG play out significantly different than AR. So It's good. However, it seem that CCP have another vision for HMG in their mind. If you want HMG to become close range point defend weapon, I believe its damage need to be looked at. As of now, It fail at this particular role. a Scout can sprint strafe at us, jump over us and fuxx us up from behind. We don't pack enough punch to stop someone from rushing through the hallway. We can't defend anything.
One thing that spring in my mind while writing this post is that this is, perhaps, CCP's plan all along. When we do get HMG for other race variant. It will be Caldari's range, Gallente's damage, Amarr's laser and Mimintar's........well we know how they are
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
93
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Posted - 2013.05.09 03:25:00 -
[3] - Quote
There are also issues that are off-topic but related. I will try to not stray too far and make it heavy-related.
First, The removal of Sharpshooter skill, The overall reduction of weapon range across the board. While it sound like it will do heavies a flavor since it bring everyone close together. The reality is it doesn't. Now that we can't shoot each other from cover to cover. We have to leave our cover to actually reach someone. This hurt HMG heavies the most. We have no speed. We have no range. In short, we are sitting duck. You need to redesign the map to accommodate this change. In fact, you did the opposite, removing ridges and hills and make the maps even more "open".
Next, The current issue of control scheme. I can only speak for mkb user but It seem ds3 user also suffer the same fate. This hurt heavies as much as other class if not more. It seem like you didn't touch heavy/sentinal strafe speed. However, new mouse inconsistency control make it almost impossible to aim during gunfight/dance. I have to initially put my reticle as near the target as possible and just use strafing to fine tune my aim. This reduce my combat ability by 70%. I need to forego most of my aiming ability while I'm dancing (45% of my fighting ability) and lost half of my dancing ability because I need to keep my aim at target so I can't jump away from opponents bullets as I want to (25% of my fighting ability). Now I have to rely solely on heavy strafing speed and none of my FPS skill (aiming). Which is ridiculous to say the least.
The kick and spread is also the problem with current control scheme.Previously, a skilled heavy can compensate with any kick by aiming continuously. With current state of mouse control, it's impossible. This may be another reason we see our bullet flying widely all over the place.
Last but not the least, finish you damn game before launch please !!!! ^^" I am not trying to be rude here. Seriously, who care about sentinel and logistic suit (sorry all logibro out there lol). I'm content with just basic light, medium, heavy frame if they have all race variant !! The same goes to vehicle and weapon. Give us all AR. Give us all AV. Why push for assault dropship when there isn't Amarr and Mimintar LAV yet. I don't mind the balance just give them Caldari/Galente stat you can alway change it later. If you really haven't finish the model. Just use the Caldari/Mimintar model. At very least get the skill out there for ur player to upgrade so they have no need to respec if you don't plan to allow them !!
I'm sorry for triple posts like this. I try to minimize the TL;DR feeling. I try to keep it short since I'm not native English speaker. People seem to have hard time understand me when I write it too long lol. I hope this one was too bad lol
It also seem that the discussion goes on for a page or two when I was writing this hope my post wasn't too outdated ^^"
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
93
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Posted - 2013.05.09 03:40:00 -
[4] - Quote
After through 3 pages of discussion I missed. My posts are sure quite outdated heh?
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?)
As I state in my above post anything is fine as long as we have our racial skill to progress and we don't need to retrain them later. You can use same model same stat and then change it later on. However I do believe You should have some guideline in mind at this point already.
Caldari - shield tank - long range Galentte - armor tank - short range dps Amarr - balance tank - laser bases ? (Ummm........I alway thought Amarr is armor tank and Gakentte is hybrid) Mimintar - speed tank - ??? explosive ? from the look of it. (I also thought Mimintar is the longest range one here and Caldari love spamming missle) |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
102
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Posted - 2013.05.09 23:44:00 -
[5] - Quote
Oh wow a useful post from SoTa....of........PoP. What happen to SoTa PoP though lol
This is quite similar to my experience.
Flanking doesn't work. Murder taxi doesn't work. Running with squad yield me nothing. I simply can't keep up with them.
I do find mild success running solo in skirmish. Enemies are easy to read there so it's easier to flank a strayed one. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
102
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Posted - 2013.05.11 00:59:00 -
[6] - Quote
At least, there are enough forum warriors in this thread that speak reason. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
102
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Posted - 2013.05.11 10:41:00 -
[7] - Quote
Schalac 17 wrote: Well, I was born in august of 2012 but only got to play since february of 2013 due to real life hindrances. But if I was around for all the HMG nerfs I would be just as vocal then as I am now. Every game I play I gravitate toward suppression and LMG/HMG. It is what I am good at. Pushing lines and providing fire support. Never once have I ever thought of a machine gun as a defensive only weapon. CCP obviously never heard of fire teams, where one guy fires and carries the gun and the other guy carries the tripod and ammo, in an offensive maneuver. Why did they do that? To push the line and provide suppressive fire during an assault. Luckily, we as heavies do not need an A-gunner because our suit is the A-gunner. No, in this game we just need the enemy to be dumb enough to come into our range because we really have none.
This is just my theory but my guess is that CCP will save that long(er) range suppression HMG for other race variant, perhaps Caldari's HMG (or whatever it will be called). The games is not damn near finished. We only have 1 heavy anti-infantry weapon and 1 heavy anti-vehicle weapon so far. We are missing 6. That and 3 more race-variant suit.
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
104
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Posted - 2013.05.11 19:52:00 -
[8] - Quote
SoTa of PoP wrote: What? It got buffed but that didn't fix the weapon.
Stop being half satisfied. We're still sentry guns that can do little else but camp - which was more then half the complaints.
Although ever since I got my Saga my murder taxi is back :D
I don't have nearly enough sp for that. Since infantry and vehicle don't share passive anymore, that would cost me tons of SP
I also need to work my way toward assault FG first. After use it for so long, I simply can't get use to the normal one lol. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
104
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Posted - 2013.05.11 21:35:00 -
[9] - Quote
SoTa of PoP wrote: costs roughly 50,000 SP - how do you not have that?
By 50,000, you mean grab a saga alone and run everything else in militia ? I'm not sure if that is a good idea, or is it ? |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
113
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Posted - 2013.05.13 21:01:00 -
[10] - Quote
Master Jaraiya 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. 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.
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.
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
115
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Posted - 2013.05.14 02:37:00 -
[11] - Quote
Master Jaraiya wrote: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 clustered 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 clustered together. It worked really well for holding back a crowd while defending an objective till my team showed up. Oh yea, this as well. It doesn't matter much right now that we have our damage unnerfed. First few days of uprising is very frustrating. Even if you can completely flanked the whole squad, you simply can't kill the first guy fast enough before he run behind his friend or worse, a proper cover. You will end up damage everyone of them without killing a single one before you died. Now that we have our damage back. We are back to business . I can simply shred through all (or at least half) of them if I caught them exposed. Charging a squad head on is still a very bad idea with our range handicap. You will get shredded before you even reach them but that is to expected.
HMG is doing good now. Just don't use it as suppression weapon. It just isn't. It's a good old beast that plow through everything at close range. CCP seem to clearly state that this is their vision for HMG. I am fine with it and will use it accordingly. Btw heavies love telling HMG whiners to HTFU, L2P, stay away and snipe us at range. So this is what we get and we deserve it. So let's adapt and let the range go.
I still hoping CCP will add long(er) range suppression heavy weapon sooner or later though. We need that option and it seem to fit our suit image nicely.
Alternatively, I also want to suggest CCP to add LMG to the game as well. Light suppression weapon with relatively large clip, some range and not so much damage for everyone, a Mimintar's combat rifle perhaps. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
115
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Posted - 2013.05.14 02:54:00 -
[12] - Quote
The story of HMG never end, man. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
115
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Posted - 2013.05.14 03:12:00 -
[13] - Quote
XxWarlordxX97 wrote:You guys don't want to see my HMG It still lack range I guess ? |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
134
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Posted - 2013.05.28 03:55:00 -
[14] - Quote
Big Popa Smurff wrote:D legendary hero wrote:[quote=Alaika Arbosa][quote=XxWarlordxX97][quote=D legendary hero]-heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range and accuracy after initial spooling YES TO ALL OF THESE PLEASE While we are at it. How about we make a heavy look and work like this
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
134
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Posted - 2013.05.28 05:10:00 -
[15] - Quote
Jenova's Witness wrote: We just need more heavy weapons. I'm starting to thing that the whole HMG issue is centered around it being scaled with light weapons when it shouldn't.
I completely agree with this one. A heavy is fine. A HMG is fine. We just need more choice in our weapon and suit load out. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
136
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Posted - 2013.05.28 11:41:00 -
[16] - Quote
Himiko Kuronaga wrote: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. Because current HMG is a situational weapon. And a heavy have only one anti-infantry weapon. this make us a very situational class, thus generally not useful and/or boring. A shotgun is also a very situational weapon. It's range is even more limited than HMG. Does this make it a dying weapon ? No. It still shine when it shine. Does this make assault class boring ? No. He just grab AR when he goes out in open.
HMG is still doing a fine job where it belong, CQC battle. A heavy is still loved in PC to hold the compound where 2-3 objective lie. However when a heavy want to venture outside the compound. Our best bet is to grab an AR which is silly to do in a heavy suit. We better off going with meduim frame. Now if only we have a long-range anti-infantry heavy weapon, things will change.
I personally don't have a problem CQC with HMG. If you have problem with people circling around you at point blank range, back pedal is your friend. Stay at our sweet spot of 10ish metre and turning speed is less an issue. Fortunately, HMG now pack enough punch that nobody will survive splinting toward us. Those who sprint away rarely survive as well.
Another contribute factor would be our HMG is now actually very accurate, thus need more precise work. Together with odd aiming system (it has become a lot better compare to the beginning of Uprising), I can see it impact many heavies. You need to keep that little dot on the center on enemy, not the whole circle. It won't do ****. This is something outside HMG/Heavy issue. I don't think CCP need to change anything to accommodate this, except the aiming of course. |
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