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Thread Statistics | Show CCP posts - 7 post(s) |
XxWarlordxX97
Internal Error. Negative-Feedback
1685
|
Posted - 2013.05.08 06:09:00 -
[181] - Quote
Tonight I did it 15/0 in a OMS solo |
TECH-SARGE
Talon Strike Force LTD Orion Empire
0
|
Posted - 2013.05.08 08:57:00 -
[182] - Quote
Fact is that an HMG should be hard hitting (huge damage, accurate) close range 1-20m and the bullet spread and damage horrible after about 30-40m so you don't hit the side of a barn.
A normal AR should be medium to long range depending on which one but should have below average damage from over 50m till maybe 100m, due to the distance, accuracy and bullet drop. Up close (1-50m) the damage should be average to good. The tactical AR should have longer range (up to 200m) to it as it will have some form of scope on it. So its accurate and and does above average damage from long distance. There should be no bullet spread correction but players need to realize that from medium to long range burst fire is the way to go.
SMG should be short range, low damage, fast firing and no to little bullet spread. i think sniper rifles speak for themselves, deadly from even the greatest distances. Laser rifles should be the most OP weapons in the game as a concentrated laser can do loads of damage and be used in a super accurate way over the longest distances. Therefore also the SP that you need for it to get it should be kinda ridiculous.
Now this is the way the guns work IRL imo. I like the sense of reality in games even if its futuristic.
Also though i understand that proto suits should be the better than the adv en enhanced ones, a medium assault proto suit imo can never outlast an adv or enhanced heavy. Same as a light proto suit can never outlast an adv or enhanced medium assault. This would mean that a heavy proto suit is the strongest and you would have to gang up on 1 player. Not to mention the sentinel suit should be a walking tank.
The tanks should be nerfed back to what they were cause they are now made of paper and that's just not right. Also i think it should be hard in SP to get the most powerful main gun version.
This is what i was thinking after playing the last 2 days.
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Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 10:17:00 -
[183] - Quote
General Tiberius1 wrote:started out with great info, then zitro commented and it all went to hell
^ this
and it made me LOL |
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CCP Remnant
C C P C C P Alliance
21
|
Posted - 2013.05.08 10:56:00 -
[184] - Quote
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! |
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Daddrobit
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
297
|
Posted - 2013.05.08 11:09:00 -
[185] - 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 think you need to recheck that 30m optimal range, because I have several times now stood at just over 20m from heavies and fired on them with impunity, their rounds barely dinging my shields when they do hit. |
Mithridates VI
IMPSwarm Negative-Feedback
1237
|
Posted - 2013.05.08 11:10:00 -
[186] - Quote
I don't usually play heavy but I put an alt's 1.5m SP into it, focusing on heavy frame, advanced HMG, maxed armor passives.
Other than the SP sink issue which is covered in more detail elsewhere, the main issue is that nobody is intimidated by the HMG anymore. A major part of the HMG user's survivability, in my opinion, was that the HMG scared the kitten out of people. Firing an HMG into a crowd would break up the crowd, making it possible to pick off the individuals. Firing an HMG down a hallway emptied the hallway.
I tear into a crowd of guys with the HMG now (and I don't rambo in, I'm typically a support player and an experienced nova knifer, so I understand the cautious approach) and they respond by murdering me. Hell, I fire at once guy and he'll still have a shot at taking me on with his AR by sprinting out of range (he has time to do this because my gun is awful) and firing at me. Is he backing up faster than I can approach? It seems that I can be quite effectively kited like this.
I've been on both ends of an HMG since Uprising started and there are horrifyingly few situations where the HMG user comes out on top. |
Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 11:11:00 -
[187] - Quote
CCP Remnant wrote: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
Exactly right. |
Mithridates VI
IMPSwarm Negative-Feedback
1237
|
Posted - 2013.05.08 11:11:00 -
[188] - Quote
Also, that range sounds suspicious. If you're not a dropship's length away, I need to get closer. |
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CCP Remnant
C C P C C P Alliance
24
|
Posted - 2013.05.08 11:12:00 -
[189] - Quote
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. |
|
ChromeBreaker
SVER True Blood Unclaimed.
435
|
Posted - 2013.05.08 11:12:00 -
[190] - 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!
You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. We havent got the range to put down damage, we have too much spread to concentraight fire, we dont have the damage to hurt a target. Putting those three together hurt just too much.
We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close.
I am TRYING to work the HMG. But the stacking of less dmg, worse tracking, less range, more spread... you restricted us to walking through doors and hoping there isnt more than one guy on the other side |
|
Deadeye Dic
Namtar Elite Gallente Federation
31
|
Posted - 2013.05.08 11:13:00 -
[191] - 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 can appreciate this, but it's more than that. ARs can effectively pound a heavy from 45+ meters away. The projectile spread for the heavy is so great at longer ranges that Assault guys don't care about the suppression factor because heavies are missing more than they are hitting. So ARs are reaching out and destroying heavies are greater ranges than the heavies can effectively defend against.
Additionally, almost ALL maps are open area maps, and with the exception of 1 map there is no map that positively allows for heavies to use his advantages, and even on maps that should allow it, it doesn't matter since ARs have a greater advantage over you in the range department. |
Master Jaraiya
Ultramarine Corp Orion Empire
19
|
Posted - 2013.05.08 11:13:00 -
[192] - Quote
Mithridates VI wrote:I don't usually play heavy but I put an alt's 1.5m SP into it, focusing on heavy frame, advanced HMG, maxed armor passives.
Other than the SP sink issue which is covered in more detail elsewhere, the main issue is that nobody is intimidated by the HMG anymore. A major part of the HMG user's survivability, in my opinion, was that the HMG scared the kitten out of people. Firing an HMG into a crowd would break up the crowd, making it possible to pick off the individuals. Firing an HMG down a hallway emptied the hallway.
I tear into a crowd of guys with the HMG now (and I don't rambo in, I'm typically a support player and an experienced nova knifer, so I understand the cautious approach) and they respond by murdering me. Hell, I fire at once guy and he'll still have a shot at taking me on with his AR by sprinting out of range (he has time to do this because my gun is awful) and firing at me. Is he backing up faster than I can approach? It seems that I can be quite effectively kited like this.
I've been on both ends of an HMG since Uprising started and there are horrifyingly few situations where the HMG user comes out on top.
Exactly spot on dude!
Except I am a dedicated Heavy |
Mithridates VI
IMPSwarm Negative-Feedback
1237
|
Posted - 2013.05.08 11:14:00 -
[193] - Quote
Don't get me wrong, you can go positive as a heavy still. Just not in any of the situations where I thought a heavy was supposed to be superior... you're like a shotgun scout without the speed now.
I just have feelings on the distance, will check the numbers tomorrow. |
Beld Errmon
Internal Error. Negative-Feedback
601
|
Posted - 2013.05.08 11:15:00 -
[194] - Quote
I've always hated heavies with a passion but when I can stand toe to toe with a proto heavy with him firing a boundless at me and kill him with an exile rifle on my Amarrian starter suit theres something seriously wrong... though maybe its the masterful job CCP did on completely screwing the controls and aiming system. |
Daddrobit
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
297
|
Posted - 2013.05.08 11:15:00 -
[195] - Quote
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.
Yes, from the little info bar on the bottom left, I saw and confirmed 25m ,and another was at 24. The rest that I've brought down I didn't check the ranges, but it still seemed close enough that their bullets should have at least pinged me when they generally just stop midair somewhere between us. |
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CCP Remnant
C C P C C P Alliance
24
|
Posted - 2013.05.08 11:17:00 -
[196] - Quote
ChromeBreaker wrote: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! You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. we havent got the range to put down damage, we have to much spread to concentraight fire, we dont have the damage to hurt a target. putting those three together hurt just too much. We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close
We didn't touch the movement and tracking speed on the Sentinel suit.
|
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Blammmo
Better Hide R Die
21
|
Posted - 2013.05.08 11:18:00 -
[197] - Quote
Seems to me the HMGs new effective range is 20m, and even the proto models need stacked damage mods to even make a scratch, I'm fine with it being an up close and personal weapon, but people need to fear it at close range, and I am not seeing that in matches like I used to. |
Breakin Stuff
Goonfeet
826
|
Posted - 2013.05.08 11:19:00 -
[198] - Quote
CCP Remnant wrote:Things relevant to my interest
My experience is they aren't doing enough damage to kill anyone quickly.
proto HMG lost two high slots for complex mods, lost weaponry bonus, lost over 20% base damage.
that's a rather sharp loss of firepower from chromosome from a weapon that really only shined butchering standard and militia fits and was ok shredding advanced fits and consistently lost to ARs in proto versus proto.
now I have literally charged through HMG fire in a std Gallente suit and shotgun popped heavies.
The damage output seems lacking severely against suits running 500-600+ effective HP routinely. the dropsuits got hitpoint buffs, and the heavy antipersonnel lost a lot of thoroughput. yes they still kill, but not in any fashion most of us consider effective or fun.
heavies are fun as door-kickers, they aren't fun standing in one place waiting for the enemy to get off their asses and come to you. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:20:00 -
[199] - Quote
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. |
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CCP Remnant
C C P C C P Alliance
27
|
Posted - 2013.05.08 11:21:00 -
[200] - Quote
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. |
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Remm Duchax
The Unholy Legion Of DarkStar DARKSTAR ARMY
8
|
Posted - 2013.05.08 11:22:00 -
[201] - Quote
Well after the second page here I quit reading all the whining. I've specced into a Heavy with all my skills and yes I have to say Heavies with HMG's aren't the feared beasts they once were, but they can still kick ass. For example, last time we couldn't get pass a certain point due to a squad of 4 players behind a rock tearing all the non-heavies to shreds. So what did I? I threw a cooked flux grenade, (because every HMG user should carry those to get rid of pesky shields ) made a sprint behind the rocks they hided and just mow them down. It's all about tactics still. Oh, and the Forge Gun is still doing fine, so maybe try sniping with the forge guns more often? Once you can snipe little dots up on a hill you feel mighty! |
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CCP Remnant
C C P C C P Alliance
27
|
Posted - 2013.05.08 11:22:00 -
[202] - Quote
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? |
|
Breakin Stuff
Goonfeet
826
|
Posted - 2013.05.08 11:23:00 -
[203] - 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.
plus IMHO heavies were far more fun when you played them as door kickers with the full knowledge you were a priority target and going to die first, but do real damage dying. |
Breakin Stuff
Goonfeet
826
|
Posted - 2013.05.08 11:24:00 -
[204] - 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?
yessir. but in chromosome even I noticed that the HMG has a hard time killing targets at more than 20 meters because even constricted targets that far out fill a lot less of the cone of fire than they do at 10 meters, so you lose a lot of the rounds to empty space. 20-30 was the sweet spot that killed most heavies in duels with assault rifles. Giant head hitbox. gotta love it. |
Deadeye Dic
Namtar Elite Gallente Federation
31
|
Posted - 2013.05.08 11:24:00 -
[205] - 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?
Well that only explains why he was able to get the kill at all, but the fact remains he had to use almost a whole clip to do it. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 11:27:00 -
[206] - Quote
Remm Duchax wrote:Well after the second page here I quit reading all the whining. I've specced into a Heavy with all my skills and yes I have to say Heavies with HMG's aren't the feared beasts they once were, but they can still kick ass. For example, last time we couldn't get pass a certain point due to a squad of 4 players behind a rock tearing all the non-heavies to shreds. So what did I? I threw a cooked flux grenade, (because every HMG user should carry those to get rid of pesky shields ) made a sprint behind the rocks they hided and just mow them down. It's all about tactics still. Oh, and the Forge Gun is still doing fine, so maybe try sniping with the forge guns more often? Once you can snipe little dots up on a hill you feel mighty!
Sprint? LOL
Seriously though are you in proto? Thats the only way I see that working!
If I try to close the distance to go in for a kill I get pwnd by on or two guys let alone 4...those guys must not have been very good at all...or you are proto. |
Blammmo
Better Hide R Die
21
|
Posted - 2013.05.08 11:27:00 -
[207] - Quote
As I said, I think the range is ok, but the damage at close range is horrible, a skill mastered, complex damage modded boundless should make a scout s**t in his skinweave, but it doesn't |
ChromeBreaker
SVER True Blood Unclaimed.
436
|
Posted - 2013.05.08 11:28:00 -
[208] - Quote
CCP Remnant wrote:ChromeBreaker wrote: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! You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. we havent got the range to put down damage, we have to much spread to concentraight fire, we dont have the damage to hurt a target. putting those three together hurt just too much. We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close We didn't touch the movement and tracking speed on the Sentinel suit.
movement speed is down as the "shield" varient is gone and so is their movement bonus.
For tracking consider this a bug report, or that its become more aparent in this build. I played heavy the entire beta, I can not keep my recitle on target.
At range spread forces you to look down the sights, which cant keep on anyone not walking. closer... it seems the fluidity of aiming slows directiion change, and/or causes over shooting. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
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Posted - 2013.05.08 11:31:00 -
[209] - 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?
No offense taken and yes, however at that range the spread is to wide to be effective. By increasing range it would in effect close the spread in the 30 m range which IMO is perfect any closer we get out maneuvered unlessss we are in a hallway or some other sort of funnel scenario that negates the lighter classes agility. |
Breakin Stuff
Goonfeet
826
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Posted - 2013.05.08 11:34:00 -
[210] - Quote
ChromeBreaker wrote: For tracking consider this a bug report, or that its become more aparent in this build. I played heavy the entire beta, I can not keep my recitle on target.
At range spread forces you to look down the sights, which cant keep on anyone not walking. closer... it seems the fluidity of aiming slows directiion change, and/or causes over shooting.
I've noticed this problem too. I cannot pin it down and figure out if it's related to my controls until my baby sister (i love her, really I do) quits being a jokester and un-hides the PS3. I'll poke at this and see if I can't replicate and report the problem.
But I'm having the problem with all suits, not just fatsuits. |
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