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Thread Statistics | Show CCP posts - 7 post(s) |
D legendary hero
One-Armed Bandits Unclaimed.
143
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Posted - 2013.06.09 19:25:00 -
[931] - Quote
^^bro, if you read anything, anything at, you will see that i have answered you question and my statement remains unchallenged. |
oso tiburon
The Generals EoN.
13
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Posted - 2013.06.09 19:36:00 -
[932] - Quote
D legendary hero wrote:^^bro, if you read anything, anything at, you will see that i have answered you question and my statement remains unchallenged. old build kdr was .79 new build since stat tracking started working again 1.19 and climbing maybe i just have a freak setup but my wp avg is 1900 a match and any gen or waseland can verify this
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Lance 2ballzStrong
SyNergy Gaming EoN.
2191
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Posted - 2013.06.09 19:54:00 -
[933] - Quote
Karazantor wrote:Seem to die from HMG's pretty damned often, regardless of what i'm using.
Any calls for a buff are well, 'self interested' to say the least. They are damned nasty and only go down when vastly outnumbered.
sounds like pubs...
jump in a competitive game where people spam contact nades... won't take many people to take down a heavy...
just 1-2...easily.
Judging a class based on pub experiences, lol...never gets old. |
oso tiburon
The Generals EoN.
13
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Posted - 2013.06.09 20:48:00 -
[934] - Quote
Lance 2ballzStrong wrote:Karazantor wrote:Seem to die from HMG's pretty damned often, regardless of what i'm using.
Any calls for a buff are well, 'self interested' to say the least. They are damned nasty and only go down when vastly outnumbered. sounds like pubs... jump in a competitive game where people spam contact nades... won't take many people to take down a heavy... just 1-2...easily. Judging a class based on pub experiences, lol...never gets old. thats any match pc usualy less as im doing what a heavy is supposed to do sit and guard inside a letter kdr as of right this second is 1.19 up from .89 last week from old build stats check it next week promise ill be around 2.2
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Scheneighnay McBob
Bojo's School of the Trades
1509
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Posted - 2013.06.09 21:12:00 -
[935] - Quote
crazy space 1 wrote:Fargen Icehole wrote:SoTa PoP wrote:How to fix heavies: Little more range on HMG, 5+ even would up my KDR which has been steadily rising as of late past 4 (Pathetic I know) Increase turn speed for "Doom" mode for HMG. Increase turn speed for normal aiming for HMG. Racial place holders - even just the basic frame. Amaar - I love you - but you blow.
Anything more and we'll be called OP again.
I'm not exactly sure how some of you heavies are dropping so quickly. The only way it's possible is if majority of shots land on you - which means you weren't using cover, your map, or your team.
Our survive ability would go up if we didn't need to get in close to kill. It's pretty ******** that we move so slow with this much HP trying to get into optimal. It's a very boring process and often a waiting game for the good heavies who know better then to rush.
I just... want some range... :( I agree, we need a TINY (and I mean tiniest) increase in turn speed. Obviously we need the other racial variants. I think HMG will be fine once CCP changes the weapon range system from a HARD cap to a soft/tiered cap like BF3. They'll be able to keep HMG maximally effective in close/mid range, and minimally effective in the longer ranges. (although we'll be able to actually do 1 or 2 dmg per round to finish off that guy that tends to get away now with a sliver of health) The issue with turn seed is that there are no mods to increase base movement speed. They should be a highslot item like the sprint boost but just for your non sprinting speed. This number effects turning rate as well. Not sure how to balance the influx of scout using them though, I'm guessing that's why they don't have it yet. A mod like vehicle chassis that takes armor off and increases speed. |
lowratehitman
Subdreddit Test Alliance Please Ignore
661
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Posted - 2013.06.09 21:53:00 -
[936] - Quote
The heavy is indeed at a low point that even I will admit. I have found and have video proof how easy it is to tank a heavy with hmg using assault and smg. |
4447
ZionTCD Unclaimed.
748
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Posted - 2013.06.09 22:20:00 -
[937] - Quote
Heavies need a faster tracking speed that's all. |
XxWarlordxX97
Internal Error. Negative-Feedback
1964
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Posted - 2013.06.09 23:46:00 -
[938] - Quote
4447 wrote:Heavies need a faster tracking speed that's all.
And movement speed |
XxWarlordxX97
Internal Error. Negative-Feedback
1964
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Posted - 2013.06.09 23:46:00 -
[939] - Quote
lowratehitman wrote:The heavy is indeed at a low point that even I will admit. I have found and have video proof how easy it is to tank a heavy with hmg using assault and smg.
Thank you |
D legendary hero
One-Armed Bandits Unclaimed.
145
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Posted - 2013.06.10 07:37:00 -
[940] - Quote
^^exactly.
this isnt about making heavies the ultimate super soldier the end to all antiinfantry situations. but we arent going to sit here and have the heavy pigeon-holed into a highly specified role that is not applicable even to the game.
[b]this is about getting the heavy balanced with out suits.[b] giving the heavy these slight buffs, will enable the heavy to perform its job.
1v1 a heavy vs another suit, with both players being of appr. equal skill both should die or suffer sever damage at the least.
anyone standing directly in the line of fire of the hmg should be anilated, and thier damage per second should not be able to over come the hmg. no other suit or weapon should over power the hmg within its optimal. however, by using tactics that take advantage of the heavies weaknesses the ohter suits balance out because they have the speed advantage.
right now in all respects, the heavy is just too slow, and too weak to defend itself. |
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Novawolf McDustingham The514th
The Official Mintchip Fanclub
207
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Posted - 2013.06.10 07:42:00 -
[941] - 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. |
TuFar Gon
0uter.Heaven League of Infamy
5
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Posted - 2013.06.10 15:30:00 -
[942] - Quote
Lance 2ballzStrong wrote:xxBIG DIRTYxx wrote:Has anyone played with the 'assault' variant HMG's? MO-4? To compare their range to that of std? I had been carrying one with a complex DM and a submachinegun as cqc backup.. I plan to have a logibro with tool and stick with my squad. No lone wolfing.. I thought about using the Assault version, but I wanted to see how the normal one worked in CQC... After seeing how it performed, I was scared to see the Assault version in action. the freedom assault does have nice range but its seriously way too weak,,dont waste your time/isk fella's,,or,,simply try it out and see for yourself,,good luck lol. Try the six-kin,,rips'em in half but not as effective against other heavies using boundless UNLESS U GET THAT DOT ON THEIR HEADS. LUVIN THE SIX-KIN TBH. TRY,,HAVE FUN
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D legendary hero
One-Armed Bandits Unclaimed.
145
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Posted - 2013.06.10 21:02:00 -
[943] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
145
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Posted - 2013.06.10 21:13:00 -
[944] - Quote
TuFar Gon wrote:Lance 2ballzStrong wrote:xxBIG DIRTYxx wrote:Has anyone played with the 'assault' variant HMG's? MO-4? To compare their range to that of std? I had been carrying one with a complex DM and a submachinegun as cqc backup.. I plan to have a logibro with tool and stick with my squad. No lone wolfing.. I thought about using the Assault version, but I wanted to see how the normal one worked in CQC... After seeing how it performed, I was scared to see the Assault version in action. the freedom assault does have nice range but its seriously way too weak,,dont waste your time/isk fella's,,or,,simply try it out and see for yourself,,good luck lol. Try the six-kin,,rips'em in half but not as effective against other heavies using boundless UNLESS U GET THAT DOT ON THEIR HEADS. LUVIN THE SIX-KIN TBH. TRY,,HAVE FUN
here is a quick state.
submachine gun standard = 23hp 1000rpm = 383dps assault heavy machine gun = 13.8 2000 = ~460dps
assault heavy machine gun does only 77 more dps. sounds like alot right? wrong. look at the RPM. you have fire nearly twice as many rounds as an smg to get a similar effect.
AHMG still has the same dispersion as the STD so your still only hittin a stationary target with 70% of your rounds.
460dps - (460*30%dispersion) - damage reduction*m = effective dps where m = meters past optimal range
460 - 138 - dr*0 = 322dps
so in your optimal range if your dispersion is 30% which i believe the case to be your dps becomes 322. less than an SMG. if you hit with ever single bullet you fire in a second you get 460dps
but we all know with that turn speed your not doing much of that.
HMGs should all have the damage profile per shot of smgs but with the improved fire rate of course. because a smg should never be stronger than an hmg.
its stupid to have to fire 2x as many shots as a secondary to get the same effect. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
208
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Posted - 2013.06.10 21:23:00 -
[945] - 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. |
D legendary hero
One-Armed Bandits Unclaimed.
148
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Posted - 2013.06.11 07:15:00 -
[946] - Quote
Novawolf McDustingham The514th wrote: 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.
^^this.
still, kenetic weapons should have longer range that plasma weaponry BUT have higher fall than plasma weaponry. why?
bullet weapons fire actual projectiles that wind, air friction and the Coriolis effect affects. so they would lose greater damage over range than a plasma weapon.
however, plasma weaponry should have less range than kenetic weaponry because plsama is a state of matter that is extremely difficult to maintain and loses its energy fast. so the plasma based weapons should have less range than their bullet counter parts.
what does this mean? the HMG should have greater range than the ARs right now, but past its optimal range, should have a damage fall of that increases by a high multiple.
as far as damage is concerned the basic hmg should do 23 hp per shot, the AHMG 20hp. the busrt should do 26hp, and protos in the mid 30s. in their optimal range they should keep 100% damage, but past that range (which is farther than ARs) would do 70%, then 40% damage, out to 35% (with dispersion thats zero damage doen to target.)
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xSir Campsalotx
Always playing to AFK
11
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Posted - 2013.06.11 08:44:00 -
[947] - Quote
Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag. |
D legendary hero
One-Armed Bandits Unclaimed.
149
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Posted - 2013.06.11 09:50:00 -
[948] - Quote
xSir Campsalotx wrote:Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag.
exactly my point. and all though the HMG can sustain fire longer it over heats and has an 8 sec reload (which of course would balance it , if the weapon itself didnt already suck so hard)
smg has a 2.5-3sec reload, with an 80 round clip and does way more damage per shot.
ranage is what makes the HMG better than the SMG, but its slight because the range was nerfed hard. nonetheless, a secondary should never be superior to a primary.
and no one, can reasonably say that a SMG should have more damage per shot than an HMG. the SMG is suposed to be the pocket sized version of the hmg. |
Master Jaraiya
Ultramarine Corp
169
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Posted - 2013.06.11 15:24:00 -
[949] - Quote
D legendary hero wrote:xSir Campsalotx wrote:Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag. exactly my point. and all though the HMG can sustain fire longer it over heats and has an 8 sec reload (which of course would balance it , if the weapon itself didnt already suck so hard) smg has a 2.5-3sec reload, with an 80 round clip and does way more damage per shot. ranage is what makes the HMG better than the SMG, but its slight because the range was nerfed hard. nonetheless, a secondary should never be superior to a primary. and no one, can reasonably say that a SMG should have more damage per shot than an HMG. the SMG is suposed to be the pocket sized version of the hmg.
I agree. The M 134 minigun uses 7.62 mm rounds. This the standard ammunition for Most assault rifles is in the 5mm caliber ! So this M 134 Minigun does more damage per bullet an AR, with 6x higher RoF.
Dust 514: Minigun (HMG) does LESS damage per bullet with about 4x RoF compared to ARs |
ChromeBreaker
SVER True Blood Public Disorder.
566
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Posted - 2013.06.11 15:40:00 -
[950] - Quote
Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
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oso tiburon
The Generals EoN.
14
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Posted - 2013.06.11 15:49:00 -
[951] - Quote
Master Jaraiya wrote:D legendary hero wrote:xSir Campsalotx wrote:Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag. exactly my point. and all though the HMG can sustain fire longer it over heats and has an 8 sec reload (which of course would balance it , if the weapon itself didnt already suck so hard) smg has a 2.5-3sec reload, with an 80 round clip and does way more damage per shot. ranage is what makes the HMG better than the SMG, but its slight because the range was nerfed hard. nonetheless, a secondary should never be superior to a primary. and no one, can reasonably say that a SMG should have more damage per shot than an HMG. the SMG is suposed to be the pocket sized version of the hmg. I agree. The M 134 minigun uses 7.62 mm rounds. This the standard ammunition for Most assault rifles is in the 5mm caliber ! So this M 134 Minigun does more damage per bullet an AR, with 6x higher RoF. Dust 514: Minigun (HMG) does LESS damage per bullet with about 4x RoF compared to ARs actualy the g.e. vulcan mini gun uses a 5.56 nato or .223 with a max range effective of over 500 m after that the bullet drop become exponatial .. played with a few of those in iraq and afgahn thats why they mostly put them on doors on heli's |
D legendary hero
One-Armed Bandits Unclaimed.
155
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Posted - 2013.06.12 07:48:00 -
[952] - Quote
ChromeBreaker wrote:Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
balance =/= making ARs better than every other specialty weapon in their feild of operation.
the amount of energy required to magentically seal and then launch plsama rounds, plasma of course being an extremely unstable element, would requiere more energy than everything you just mentioned. and certainly the range on that projectile would be limited as the plsama would almost instantly change state. dnt BS.
when we speak of balance we balance weapons in the same category against their designated purpose.
ARs are supposed to = the jack of all trades, masters of none. a AR is supposed to be decent at mid range and close range combat but should not excel in either. its strengths are its accuracy, rate of fire. its supposed to be balanced by medium damage, reload and dispersion. its an average weapon.
shotguns, SMG = the best CQC weapon. high damage, but limited ammo and range
HMG = the best mid range weapon. supposed to have, high rate of fire, high damage, large magazine capacity. it supposed to be balanced by its long reload, and higher inaccuracy.
right now the AR excels in close range due to its high damage, high rate of fire, and its out ranging everything else, inaddition to accuracy, great hipfire, and fast reolad make it good at everything. period.
the last time i checked balance =/= ARs are better at everything and are better than everything. |
D legendary hero
One-Armed Bandits Unclaimed.
155
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Posted - 2013.06.12 07:56:00 -
[953] - Quote
oso tiburon wrote: actualy the g.e. vulcan mini gun uses a 5.56 nato or .223 with a max range effective of over 500 m after that the bullet drop become exponatial .. played with a few of those in iraq and afgahn thats why they mostly put them on doors on heli's
for economy of Ammo purposes they are designed like that. instead of having the squad or the unit carry separate ammo for every gun they decided it better to have the AR and minigun fire the same type of ammo.
in fact most squads hae at least one person with an LMG (because that minigun you just described is basically an LMG with a bigger ammo capacity). the LMG and AR use the same munition. however, due to the hire mag capacity and fire rate of the LMG it puts out the a greater wall of lead giving better supression than an AR helping to achieve fire superiority faster.
what this would equate to in DUST is the HMG doing the same 34 hp per bullet the AR does. that would be nice. ;) but then AR users would scream OP.
i dnt get it AR users that go 32 -1 complain because they think the Ar is the 'most balanced gun in the game' so anything that kills them even one time MUST be OP. its faulty reasoning they just dont want to actually use tactics. |
ChromeBreaker
SVER True Blood Public Disorder.
567
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Posted - 2013.06.12 08:32:00 -
[954] - Quote
D legendary hero wrote:ChromeBreaker wrote:Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
balance =/= making ARs better than every other specialty weapon in their feild of operation. the amount of energy required to magentically seal and then launch plsama rounds, plasma of course being an extremely unstable element, would requiere more energy than everything you just mentioned. and certainly the range on that projectile would be limited as the plsama would almost instantly change state. dnt BS. when we speak of balance we balance weapons in the same category against their designated purpose. ARs are supposed to = the jack of all trades, masters of none. a AR is supposed to be decent at mid range and close range combat but should not excel in either. its strengths are its accuracy, rate of fire. its supposed to be balanced by medium damage, reload and dispersion. its an average weapon. shotguns, SMG = the best CQC weapon. high damage, but limited ammo and range HMG = the best mid range weapon. supposed to have, high rate of fire, high damage, large magazine capacity. it supposed to be balanced by its long reload, and higher inaccuracy. right now the AR excels in close range due to its high damage, high rate of fire, and its out ranging everything else, inaddition to accuracy, great hipfire, and fast reolad make it good at everything. period. the last time i checked balance =/= ARs are better at everything and are better than everything.
Right you've just gone to balance between weapons IN game, with no referance to real life. Stop waving your arguments all over the place. SO like i said, and funnily enough actually somehow agrees with your ramblings:
Balance First. Then Lore.
When we balance weapons we balance them against EVERYTHING, other weapons, their effect, suits, vehicles... not just their purpose. A HMG's "purpose" is to liquidize whatever happens to be in front of it... thats not very balanced... however cool you might think it might be.
Plasma containment issue... first didnt say anything about it so no BS from me, however i would say... shields... nanites... because of QUANTUM
Just so my position is absolutly clear... AR's is not a crazy god weapon, and HMG arent useless marshmellow shooters. |
D legendary hero
One-Armed Bandits Unclaimed.
157
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Posted - 2013.06.12 17:50:00 -
[955] - Quote
i wasnt all over the place, i actually countered your arguement starting in the real world physics part you mentioned, and then went to the game proving in a logical manner that both your arguements are invalid.
ARs dnt do everything in real life.
ARs shouldnt do everything in the game.
Balance =/= one GOD weapon. period.
Is that clear enough for you? |
Lance 2ballzStrong
SyNergy Gaming EoN.
2210
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Posted - 2013.06.12 18:05:00 -
[956] - Quote
damn 48 pages... what a monster of a thread |
martinofski
Rebelles A Quebec Orion Empire
191
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Posted - 2013.06.12 18:17:00 -
[957] - Quote
ChromeBreaker wrote: When we balance weapons we balance them against EVERYTHING, other weapons, their effect, suits, vehicles... not just their purpose. A HMG's "purpose" is to liquidize whatever happens to be in front of it... thatGÇÖs not very balanced... however cool you might think it might be.
Yep, agains't everything and including EVERY factor, like reload time, dropsuit speed, hitbox, detectability and so on.
It isn't the case right now.
HMG is about equal to the AR when in 1 vs 1 at the HMG optimal range. But when you consider the other factor, like range, accuracy, suit speed, strafing speed, equipment, hitbox and so on, not sure where the heavy has to upper hand except for the eHP factor. So basically, agains't people going head first without evading bullets, heavys are good, for people using tactics, not that much.
I remember a few ambush where I kept fighting against Aldin Kan. First few games, he was a heavy with a boundless, he was doing ok, but I could still kill him in 50% of fight, (HMG vs HMG). Then he switched to the AR, doing crazy scores and out damaging me with is AR hipfiring+dmg mods+strafing like mad, I didn't killed him once then, even if I encountered if more than 10 times in various games. played about 8 ambush in a row, always against him.
It's really hard to balance things out when you got 90% of the player playing AR, and 50% of them aren't good at all for various reason, like coming right out of the academy, while 5% play heavies and 4% are not too bad. If they compare the KDR, heavy will be good, AR bad.
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D legendary hero
One-Armed Bandits Unclaimed.
157
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Posted - 2013.06.12 18:21:00 -
[958] - Quote
most of the people commenting dnt want heavies to get a buff, because then the heavy would actually have a purpose in the game.
the HMG is garbage right now. it seems as though it was balanced against the SMG because the SMG does more damage with half the fire rate...lol
CCP forgets when balancing weapons balance them based on their 1. purpose, then 2. category first, then other 3. weapon categories, 4. private server testing. 5. feed back
the HMG should first have whatever damage the feel would help it accomplish its purposes, lets say 100hp per shot, then they look at the other heavy weapons, and say 100hp is too much lets reduce that to 40hp. then they look at other weapons categories, and say ok 40hp is really high considering the fire rate, lets bring it down to 35hp per shot.
finally they test it in their servers and find that 35 is too high. and they bring it down to a base damage of 25 per shot.
with a high fire rate, and large magazine size it is designed to suppress and destroy enemies infront of it. thats its purpose, but based on the long reload, and the suits low speed, it needs a higher damage to be effective.
after some testing on their servers they may bump it to 27hp. before an up date. then they should release the patch notes a week before the update and after letting players play for a month get feedback.
finally they should adjust accordingly with slight buffs/nerfs as need be.
^^this is how you balance a weapon.
never let a gun loss its PURPOSE in balancing it because then it has NO POINT in being in the game. |
oso tiburon
The Generals EoN.
23
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Posted - 2013.06.12 18:23:00 -
[959] - Quote
martinofski wrote:ChromeBreaker wrote: When we balance weapons we balance them against EVERYTHING, other weapons, their effect, suits, vehicles... not just their purpose. A HMG's "purpose" is to liquidize whatever happens to be in front of it... thatGÇÖs not very balanced... however cool you might think it might be.
Yep, agains't everything and including EVERY factor, like reload time, dropsuit speed, hitbox, detectability and so on. It isn't the case right now. HMG is about equal to the AR when in 1 vs 1 at the HMG optimal range. But when you consider the other factor, like range, accuracy, suit speed, strafing speed, equipment, hitbox and so on, not sure where the heavy has to upper hand except for the eHP factor. So basically, agains't people going head first without evading bullets, heavys are good, for people using tactics, not that much. I remember a few ambush where I kept fighting against Aldin Kan. First few games, he was a heavy with a boundless, he was doing ok, but I could still kill him in 50% of fight, (HMG vs HMG). Then he switched to the AR, doing crazy scores and out damaging me with is AR hipfiring+dmg mods+strafing like mad, I didn't killed him once then, even if I encountered if more than 10 times in various games. played about 8 ambush in a row, always against him. It's really hard to balance things out when you got 90% of the player playing AR, and 50% of them aren't good at all for various reason, like coming right out of the academy, while 5% play heavies and 4% are not too bad. If they compare the KDR, heavy will be good, AR bad. basicaly what the hmg is now is area denile and or squad support in the way of you can soften up 3 or 4 targets and let the ar guys finish em off
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Lance 2ballzStrong
SyNergy Gaming EoN.
2210
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Posted - 2013.06.12 18:28:00 -
[960] - Quote
the problem is CCP balances w/e they wanted based on data from pub games. They ignored the threads made my competitive heavies, and swept the real issues under the rug and gave us a cheaper proto suit as a way to "give" us something competitive.
The only reason CCP fixed the HMG slightly was because the number of people that voiced their concern, and the LACK of people who went back to being a heavy. I'm sure the data reflected the number of heavies dropped in Uprising.
I give up on CCP ever doing anything meaningful with the HMG again. Removing the range hard cap would be great, but when they do that, they NEED to keep the spread over range, and not increase it. Drop bullet dmg CCP, not increase the spread over range!
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