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Thread Statistics | Show CCP posts - 7 post(s) |
General Tiberius1
ZionTCD Unclaimed.
599
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Posted - 2013.05.08 20:57:00 -
[331] - Quote
Himiko Kuronaga wrote: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. This a thousand times. Cutting off weapon range is the sharp, mathematical answer to a problem that only a dev who does not play FPS at all would come up with. And it's the worst answer by far.
i think the community as a whole agrees on this |
Musta Tornius
BetaMax. CRONOS.
323
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Posted - 2013.05.08 21:41:00 -
[332] - Quote
Rynx Sinfar wrote: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
I'm sure he's not referring to optimal range but the range where the HMG is deadly. This range can be quite a lot shorter than 30m but it is also quite situational. A guy rushing towards you with you being in an elevated position can easily be wiped out around the 30m range if they don't dodge.
I agree that the effective kill range is a lot shorter than the optimal range but it also relates to spread of bullets and so on. |
General Tiberius1
ZionTCD Unclaimed.
601
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Posted - 2013.05.08 22:00:00 -
[333] - Quote
Musta Tornius wrote:Rynx Sinfar wrote: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 I'm sure he's not referring to optimal range but the range where the HMG is deadly. This range can be quite a lot shorter than 30m but it is also quite situational. A guy rushing towards you with you being in an elevated position can easily be wiped out around the 30m range if they don't dodge. I agree that the effective kill range is a lot shorter than the optimal range but it also relates to spread of bullets and so on.
the other things to remember is that closer then 9 meters, you can't hit someone if they are strafing, we just don't turn fast enough. so our true optimal is 9-10 meters, any more ore less and you're pretty much ******
(also seems to do **** to shields now, so you waste 3/4ths of a mag just trying to drop them) |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
7
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Posted - 2013.05.08 22:14:00 -
[334] - Quote
My longist kill so far 54.5 metres.. with a 'Freedomm and two dm mods. Give me the damage of the Boundless w the range of the Freedom. I'm at proficiency 5 in a Sentinel 4 suit and feel pretty damn impotent. Get rid of the 2 classes ( assault/ std). Merge them into one with 3 or 4 tiers. A HEAVY MACHINE GUN HAS RANGE AND DAM IRL... i'll take the bullet spread. Leave the suits alone, btw. Respect. |
Iron Wolf Saber
Den of Swords
3979
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Posted - 2013.05.08 22:19:00 -
[335] - Quote
Basically I set out with the HMG fit and started engaging people starting as far as 50 meters away and observe the suit I am shooting. the type of tank it was likely going to have and the effect on the HP and I tried to optimize the amount of fire on the target via aiming as dead center as possible and allowing the HMG to fully spin up and get to 'peak' accuracy.
At 50, 45, 40, 35, and 30 meters (based on readout) the damage was so abysmal some target tanks where regenerating under fire. This is pretty consistent after about 40 engagements with the gun.
I am having the hard time getting people in the 25-20-15 meter ranges though or staying alive at those ranges to test long enough to get results. However at 10 meters I can see the effect fully. It would seem at 10 meters is most optimal damage throughput though based on damage amount and damage application. At 5 or less for some reason the damage dips further in terms of application against a variety of targets, including light suits. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1481
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Posted - 2013.05.08 22:27:00 -
[336] - Quote
Iron Wolf Saber wrote:Basically I set out with the HMG fit and started engaging people starting as far as 50 meters away and observe the suit I am shooting. the type of tank it was likely going to have and the effect on the HP and I tried to optimize the amount of fire on the target via aiming as dead center as possible and allowing the HMG to fully spin up and get to 'peak' accuracy.
At 50, 45, 40, 35, and 30 meters (based on readout) the damage was so abysmal some target tanks where regenerating under fire. This is pretty consistent after about 40 engagements with the gun.
I am having the hard time getting people in the 25-20-15 meter ranges though or staying alive at those ranges to test long enough to get results. However at 10 meters I can see the effect fully. It would seem at 10 meters is most optimal damage throughput though based on damage amount and damage application. At 5 or less for some reason the damage dips further in terms of application against a variety of targets, including light suits.
Yip.
Thanks for adding more credibility to the numbers that I, and other heavies have presented. The amount of of kill stealing needed for a heavy to survive, even in a defensive position, is crazy. The ONLY purpose I have for my heavy suit atm is when I die on an objective with my Assault suit, and there's a zerg, I'll switch suits and bring out the heavy class....assuming the map suits it.
And basically camp corners. Like literally wait there for people to come. It's pathetic. When a class goes from being feared to being the community lulz, something went wrong. |
General Tiberius1
ZionTCD Unclaimed.
601
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Posted - 2013.05.08 22:29:00 -
[337] - Quote
Iron Wolf Saber wrote:Basically I set out with the HMG fit and started engaging people starting as far as 50 meters away and observe the suit I am shooting. the type of tank it was likely going to have and the effect on the HP and I tried to optimize the amount of fire on the target via aiming as dead center as possible and allowing the HMG to fully spin up and get to 'peak' accuracy.
At 50, 45, 40, 35, and 30 meters (based on readout) the damage was so abysmal some target tanks where regenerating under fire. This is pretty consistent after about 40 engagements with the gun.
I am having the hard time getting people in the 25-20-15 meter ranges though or staying alive at those ranges to test long enough to get results. However at 10 meters I can see the effect fully. It would seem at 10 meters is most optimal damage throughput though based on damage amount and damage application. At 5 or less for some reason the damage dips further in terms of application against a variety of targets, including light suits.
at that range you lose tracking capability and your aim is most likely **** poor as a result. a person can EASILY engage a heavy at lon, mid, or point blank range, while we can only get them at close range.....and everything is either long, medium, or point blank range EXCEPT the HMG |
Himiko Kuronaga
SyNergy Gaming EoN.
346
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Posted - 2013.05.08 22:46:00 -
[338] - Quote
So we can all basically agree that there is about a 5 meter junction where our gun actually performs its job "decent".
Anything closer and it can't track, anything further away and it can't hurt the enemy.
And to add insult to injury, because of our lack of mobility we cannot force the enemy to engage us within this 5 meter area.
Sounds like an epic design flaw. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1482
|
Posted - 2013.05.08 22:48:00 -
[339] - Quote
Himiko Kuronaga wrote:So we can all basically agree that there is about a 5 meter junction where our gun actually performs its job "decent".
Anything closer and it can't track, anything further away and it can't hurt the enemy.
And to add insult to injury, because of our lack of mobility we cannot force the enemy to engage us within this 5 meter area.
Sounds like an epic design flaw.
A CQC weapon with a slow turning speed...logic FTW!! |
Polish Hammer
Conspiratus Immortalis League of Infamy
373
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Posted - 2013.05.08 22:58:00 -
[340] - Quote
Iron Wolf, you're a beautiful human being. |
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Iron Wolf Saber
Den of Swords
3982
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Posted - 2013.05.08 22:59:00 -
[341] - Quote
Well I just verified a silly bug on the mass driver. The animation doesn't match what was really happening. |
hooc order
Deep Space Republic Gentlemen's Agreement
31
|
Posted - 2013.05.08 23:02:00 -
[342] - Quote
Himiko Kuronaga wrote:So we can all basically agree that there is about a 5 meter junction where our gun actually performs its job "decent".
Anything closer and it can't track, anything further away and it can't hurt the enemy.
And to add insult to injury, because of our lack of mobility we cannot force the enemy to engage us within this 5 meter area.
Sounds like an epic design flaw.
Get in a jeep...drive it to a, b ,c ,d, or e
Stand on the position and let people throw nades at you from 20 meters away....die.
I don't think that is a game flaw...i think that CCP's opinion of what HMG's role is.
Go back and read the dev's vision of what HMG is supposed to be...he said it was intended. If they intended it it cannot be a flaw....it simply is not fun or interesting or anything but crap to play the class as they intended it to be played. |
General Tiberius1
ZionTCD Unclaimed.
603
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Posted - 2013.05.08 23:05:00 -
[343] - Quote
Iron Wolf Saber wrote:Well I just verified a silly bug on the mass driver. The animation doesn't match what was really happening.
the whole "disappearing rounds" bit? |
Himiko Kuronaga
SyNergy Gaming EoN.
349
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Posted - 2013.05.08 23:06:00 -
[344] - Quote
I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. |
Iron Wolf Saber
Den of Swords
3982
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Posted - 2013.05.08 23:07:00 -
[345] - Quote
General Tiberius1 wrote:Iron Wolf Saber wrote:Well I just verified a silly bug on the mass driver. The animation doesn't match what was really happening. the whole "disappearing rounds" bit?
The whole smoke trail does one thing, the actual projectile does another (actual projectile has greater range) |
Iron Wolf Saber
Den of Swords
3982
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Posted - 2013.05.08 23:08:00 -
[346] - Quote
Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range.
And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them. |
General Tiberius1
ZionTCD Unclaimed.
604
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Posted - 2013.05.08 23:13:00 -
[347] - Quote
Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them.
see you moved corps again
and lol, last thing on my mind if i was on fire is HUGGING someone |
crazy space 1
Krullefor Organization Minmatar Republic
1103
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Posted - 2013.05.08 23:16:00 -
[348] - Quote
Why don't different guns have different upgrade skills? Instead of reload speed give an end of skill tree upgrade, plus 5% range per level. X4 skill, only for hmgs. Gives them 25 instead of 20.also range modules please, long range hmg is fine if its becuase of modules |
Caineghis Beoulve
Pro Hic Immortalis RISE of LEGION
4
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Posted - 2013.05.08 23:21:00 -
[349] - Quote
Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them.
to sum it all
The HMG effective range is between 5-10 mts Longer than that and we can kill due to spread and low damage, closer than that we cant turn fast enough to track anyone who is shooting close to us. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:23:00 -
[350] - Quote
Plasma thrower? |
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Howling Witch
Planetary Response Organization
6
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Posted - 2013.05.08 23:29:00 -
[351] - Quote
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.
Did you really for get or did someone give you away out so you can us that as an excuse? |
hooc order
Deep Space Republic Gentlemen's Agreement
31
|
Posted - 2013.05.08 23:32:00 -
[352] - Quote
Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them.
We don't even have flame throwers yet and you EvE players are already trying to nerf them. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:34:00 -
[353] - Quote
hooc order wrote:Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them. We don't even have flame throwers yet and you EvE players are already trying to nerf them.
Vote Himiko 2014.
Standing proudly behind theoretically awesome flame throwers that don't actually exist yet. |
Iron Wolf Saber
Den of Swords
3984
|
Posted - 2013.05.08 23:38:00 -
[354] - Quote
hooc order wrote:Iron Wolf Saber wrote:Himiko Kuronaga wrote:I think they need to hire people who actually know how to play first person shooters.
The vision they have for the HMG is terrible. It's closer to what a flame thrower should be, and even then a flame thrower usually has additional damage properties attached to it in order to make up for its ****** range. And most flame-throwers i know run the high risk of catching the user on fire when an ignited target hugs them. We don't even have flame throwers yet and you EvE players are already trying to nerf them.
Ahem to quote one infamous Sarge.
"When caught on fire, try spreading it around to try to dilute the fire! Everyone knows Sharing is Caring" |
Z3R0 GR4VITY
HavoK Core RISE of LEGION
206
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Posted - 2013.05.08 23:41:00 -
[355] - Quote
Sounds like heavies need a buff to effective range, increased turning speed and a slight decrease to bullet spread. None of this is at all is asking too much. Something like this can easily be changed by a hotfix. I don't personally play heavy, but i can attest to the fact that they turn slow as ****. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:44:00 -
[356] - 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?
Yes, we know that.
It doesn't matter.
When a target sees you firing at them with the loudest gunfire audio cue in the game, they tend to move. |
Skyhound Solbrave
Rough Riders..
19
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Posted - 2013.05.08 23:49:00 -
[357] - Quote
Have you guys considered that maybe the heavy class isn't finished yet? That maybe JUST MAYBE one of three other race variant suits is supposed to turn the heavy into a "gunner" that will have a bonus to range in some way, while this one is supposed to be the bullet sponge? |
Himiko Kuronaga
SyNergy Gaming EoN.
351
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Posted - 2013.05.08 23:55:00 -
[358] - Quote
Skyhound Solbrave wrote:Have you guys considered that maybe the heavy class isn't finished yet? That maybe JUST MAYBE one of three other race variant suits is supposed to turn the heavy into a "gunner" that will have a bonus to range in some way, while this one is supposed to be the bullet sponge?
Even a bullet sponge is supposed to be able to fire back. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1485
|
Posted - 2013.05.08 23:59:00 -
[359] - Quote
Skyhound Solbrave wrote:Have you guys considered that maybe the heavy class isn't finished yet? That maybe JUST MAYBE one of three other race variant suits is supposed to turn the heavy into a "gunner" that will have a bonus to range in some way, while this one is supposed to be the bullet sponge?
lol... not sure if serious.
The problem is not the suit, it's the HMG. Plus I don't ever see a suit magically giving a weapon range. Judging by all the Assault and Logi bonuses, I don't expect it either. |
Schalac 17
Murderz for hire
80
|
Posted - 2013.05.09 00:13:00 -
[360] - Quote
CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. 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 so that's something I'd like to address as soon as possible. Other smaller tweaks like lessening kick (which gets pretty excessive as the weapon nears its heat threshold) and a modest improvement in how quickly the weapon reaches optimal dispersion should make it feel much better. Anyway, thanks for the ten-page thread, guys. I look forward to the next ten pages! I like this.
What I feel should happen is when you are ADS on the HMG it should spin-up. This would help place more accurate shots when you do pull the trigger, and honesty this is the first game with a mini-gun that doesn't have this option I have played.
Another thought is the HMG bounces around way too much, I see that you want to tweak it so it has lesser kick. I would say that if a heavy is squatting there should be no kick at all. We would be beat by a sloth in a race when we crouch, snipers have no sway when they crouch. So why not make it dead nuts when we as heavies crouch.
Also, I don't feel this is a HMG issue but the heavy class in general just dies way too fast for how slow it is. TACs and lasers still destroy a heavy no matter how many HP you have. Specially when they are shooting you from outside of your range. If your goal was to get all heavies to hug corners then you succeeded. Because even 2 seconds out of cover with a proficient laser or TAC user and you are dead. Never mind the weird corner hangs where your fat suit gets stuck on a curb or a banister. Or the most prominent, the slight slope with a pebble on it where you do the running man as a sniper tears into your head.
Just my thoughts on it for now.
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