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Polish Hammer
Conspiratus Immortalis League of Infamy
351
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Posted - 2013.05.07 14:42:00 -
[61] - Quote
GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies Ahh shucks, don't want the AR try-hards to cry anymore, okay okay we'll let up.
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Hollow M Ling
Pro Hic Immortalis RISE of LEGION
14
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Posted - 2013.05.07 14:47:00 -
[62] - Quote
To improve the HMG lets start by improving the range. If we improve the range we can get tighter bullet spread and more bullets will actually hit at close mid range. After that we can see if damage needs to be buffed. |
XxWarlordxX97
Internal Error. Negative-Feedback
1683
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Posted - 2013.05.07 18:04:00 -
[63] - Quote
The damage is need more then range |
XxWarlordxX97
Internal Error. Negative-Feedback
1683
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Posted - 2013.05.07 18:05:00 -
[64] - Quote
GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies
I dare you to try it |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
113
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Posted - 2013.05.07 18:08:00 -
[65] - Quote
XxWarlordxX97 wrote:GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies I dare you to try it
I double dog dare him. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
114
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Posted - 2013.05.07 18:09:00 -
[66] - Quote
Polish Hammer wrote:GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies Ahh shucks, don't want the AR try-hards to cry anymore, okay okay we'll let up.
Was this ccp's logic behind the hmg damage/range in uprising? |
Lurchasaurus
SVER True Blood Unclaimed.
846
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Posted - 2013.05.07 18:14:00 -
[67] - Quote
Tiberion Deci wrote:Polish Hammer wrote:GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies Ahh shucks, don't want the AR try-hards to cry anymore, okay okay we'll let up. Was this ccp's logic behind the hmg damage/range in uprising?
Nova's post was pretty ridiculous but lets not forget the serious nature of this thread. Shad was trying to ge some good feedback for CCP, so lets keep it to feedback on the new build and get this shitstorm unfucked as soon as possible. |
S0LlD SNAKE
PLAYSTATION4
7
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Posted - 2013.05.07 18:15:00 -
[68] - Quote
Adapt or Die |
DS 10
G I A N T EoN.
264
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Posted - 2013.05.07 18:28:00 -
[69] - Quote
S0LlD SNAKE wrote:Adapt or Die
That saying is getting really annoying, especially coming from people that have never used an HMG extensively. WE know what we're talking about. The HMG is complete trash and needs to be fixed. There's no adapting when your weapon can't even do what it's supposed to, which is kill anything that comes into CQC. No heavy should lose CQC vs smaller suits with ARs 1v1. Period. |
Caineghis Beoulve
Pro Hic Immortalis RISE of LEGION
2
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Posted - 2013.05.07 18:29:00 -
[70] - Quote
Like everyone is saying the nerf of the range and Damage at the same time was an overkill to the heavy class. I think that if everyone wants the heavy to be a CQC class, they need to keep the range the same as now and buff the damage of the HMG 3 damage or more to really make a difference in CQC, if someone is stupid enough to get in a heavy range it should pay the price by being destroyed by the HMG |
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Lance 2ballzStrong
SyNergy Gaming EoN.
1445
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Posted - 2013.05.07 18:40:00 -
[71] - Quote
XxWarlordxX97 wrote:GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies I dare you to try it /
lol never gonna happen. I'm currently playing Amarr Medium now. It's ALLOT easier than playing heavy. What does that say? lol
Assault suits and AR is EASY MODE. You spend less ISK, and less SP for a funner more efficient class. I guess that's the point of this nerf? To switch heavies over to Assault?
Well it's working. I hope the numbers show this, and CCP sees the drastic loss of heavies and drastic increase in Assault. This game is no longer about variety, thanks to some poor balancing decisions. |
ladwar
Dead Six Initiative Lokun Listamenn
340
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Posted - 2013.05.07 18:50:00 -
[72] - Quote
Lurchasaurus wrote:DeathwindRising wrote:vehicle armor skill doesnt work either Not sure i'd believe that. My maddy has like 2900 armor or something like that, plus a 60mm plate giving it at most 800 extra armor. with just those two things, being the only things giving extra armor aside form you allegedly broken skill, i would max out at about 3700 armor. I have about 4500 armor i believe, not sure stopped playing an hour or two ago. it hurts too much... :( i believe hes talking about the one that reduces fitting requirements on armor modules.
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Mary Sedillo
XERCORE E X T E R M I N A T U S
43
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Posted - 2013.05.07 18:53:00 -
[73] - Quote
Lurchasaurus wrote:Zion Shad wrote:ladwar wrote: its all large turrets. any degree high then 10 degrees it shoot straight the way you are facing(IE if you turn 90 degrees to the left it shoots in line with the tracks(tank) not the actually turret which is off to the left). the pg/cpu uses are from the the vehicle skills not having their effect.
I saw this as well on Small turrets. So all Turrets need a Camra and fire point tweak @ladwar: Ok Range should be kept as is. Any objection to this? @HDTT: Glad you stop by. You Ex and DS I like to hear from because the community knows you to be a true Heavy. Info saved @Lurch: Awesome feedback bro. STB knows Tanks! Certainly try. Gotta say though, the way things are, I, as a tanker, cant in good conscience take up a spot on our PC roster. They are simply not good enough to warrant taking up a spot that could be better used by a proto assault right now. If they can manage to fix the PG bug and the mouse bug by the 14th, then i retract my statement with a **** eating grin on my face. Swarm max range is SWEET. No more redline perfect aim sniping for 2000 damage. Also, im kind of digging the new gun limitations on aiming, makes it more fun, just as long as they fix my mouse
They did make Dropships much more competitive from Chromosome days. I have been tackling tanks like a boss. |
BelleMorte MORTIMOR
Betaguards
1
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Posted - 2013.05.07 19:01:00 -
[74] - Quote
i have all proto turrents and caldari havs shield teirs maxed core skills for pg cpu maxed ...pg skill dos not work hit detection sucks you cannot aim up ccp put in dropships with weapons nurfed swarms to uselessness and made it so tanks are 100% defenceless vs dropships. shield hardeners only last 10 second worthless shield regen enhancement 19 % ona base of 22 hp/s worthless |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
179
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Posted - 2013.05.07 20:14:00 -
[75] - Quote
BelleMorte MORTIMOR wrote:you cannot aim up
As a rocket tanker I am finding this one to be a what did you do CCP mistake.
I am bumping the OP of this thread.
It is much needed constructive criticism.
I also support this
https://forums.dust514.com/default.aspx?g=posts&m=756002#post756002 |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
298
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Posted - 2013.05.07 20:55:00 -
[76] - Quote
Here's my two bits on tanks:
Bunny tankers, are arguably, some of the best shield/railgun tankers in the game, and we are appalled by how terrible they have become. On the bright side, most of the problems with it are bugs *shooting through the bottom of a tank *being able to aim higher than you can shoot *hit detection (or lack of it) *PG skills bug
There is, however, a problem that confuses me. I fit a gunlogi with 2 10% dmg mods and maxed out the hybrid turrets skill and im not two shotting everything. While this may be a problem, I honestly kind of like it. For once, rail battles are 2 seconds engagements from 600m away where you rarely know what hit you. Sure, it was fun, but it ruined tank on tank combat. It's fun duking it out with another tank for 20 seconds! However, either the passive dmg skills need to be removed completely, or the need to be applied bc right now, I have a few million in damage skills that don't apply.
On the bright side, missiles have replaced blasters as the new shock weapon. This, however, makes blaster and armor fits completely obsolete bc armor tanks cant stack dmg mods like shield tanks and a missile tank will tear the strongest blaster tank apart in 10 seconds (I've done it several times now). I think this means armor tanks need either a slight buff, or another niche bc in a couple months, we'll lose variety again and it'll just be railgun and missile tanks. I'd suggest a slight buff to armor tank's PG or else they'll go extinct. SLIGHT buff. And this is coming from someone who never uses armor or blasters. Let me reiterate: MISSILES are NOT OP. On that note, this may have to do with armor tanks not being able to properly tank with the PG glitch, so we'll give it to the 14th to pass judgment on the shield vs armor imbalance.
On an old request: shield hardeners need a duration buff on par with that of armor hardeners bc it's grossly imbalanced. |
Snagman 313
Carbon 7
65
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Posted - 2013.05.07 21:25:00 -
[77] - Quote
Ok for some reason my playstation network account has signed out and won't sign back in but it does give me some time to do a quick write up on day two a heavy in Uprising.
Well it's been a bit hit and miss.... literally. I managed roughly 10 or 12 matches tonight and I went positive kdr in 3, 1 for 1 in 4 and the rest mega negative.
So I took my own advice from last time and tried to control the ground I was fighting in by keeping to close range and using cover to my advantage now this worked when I had others to help keep fire off me, even just one other guy backing me up or me backing them up. However in most cases I was the preferred target and even with my uprated armour and shields I can't compete with more than one opponent regardless of my gear level I have tried STD,ADV and Proto admittedly the Proto does last a bit longer. The only solace I could take in this was that it takes two clones worth of damage to take me down and allowed my team mates time to take down the enemy but I don't get anything for dying and started to look for other avenues to allow me to fight more effectively.
I figured my main problem was not so much the lack of range but that as soon as I was in range I had to get closer again so I could do my maximum damage because of the damage drop off (that was compounded by the damage reduction) and bullet spread. I found I could always get close enough to make my rounds contact the enemy but at max range I may as well be using foul language (sorry CCP but I call em how I see em). So I slapped on and extra complex damage mod which did help a bit but not much in the grand scheme of things considering how many bullets miss at max range.
So I figured I would test it up close and see what's changed compared to last build since my damage should at least be comparable if not my range. Well with such a setup you can still hold choke points very well but you need to max out your damage however whatever has been done to the strafe speed has severely restricted my ability to shoot accurately on the fly and it's hard to keep up with faster moving assault suits which dodge around a lot.
Basically what I have found is that the Heavy HMG is no longer a shock trooper that smashes into the front of the enemy taking as many with you as possible. In my view you are now the guy who digs into and area with a couple of mates and as the enemy pushes into your area you pop in and out of cover knocking them back while the other lads out maneuver the enemy and take them down. So you are the Wall with this current loadout in the Amarr suit using the HMG something you bring in to hold an objective after you've captured it with a faster more maneuverable suit IMHO.
Now this will likely change when the racial suits come in as the Caldari and Minmatar suits will probably have a few more high slots for damage mods and move quicker so you can close the distance and keep pace with the assault suits, whereas the Gallente suit will be fairly epic.
However I have invested a lot of SP into the HMG and Basic Amarr heavy and while I can still use the Amarr heavy (which is good but not the racial suit I would like much like a lot of the other heavies) I can equip it with things like the AR and other light weapons to keep competitive but I feel compared to other weapons the HMG is becoming relegated to the back of the sock drawer.
The setup still works but I would advise Heavies to invest into another class for flexibility.
Regards
Snag |
Snagman 313
Carbon 7
65
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Posted - 2013.05.08 07:32:00 -
[78] - Quote
Morning Mercs,
Ok I forgot to mention one thing in my post last night.
Assault HMG (for anyone who doesn't know it's a version which has extended range but lower damage)
Ok so like my above post states I figured if I could engage targets a bit further out I might stand a bit of a better chance since I could deal some damage without having to rub shoulders with my target to get maximum damage and bullet hits. So obviously I looked to the Assault HMG for a helping hand...... Wow did I get that one wrong!!!
I quickly made a basic STD setup and dropped into a quick pub match. I won't disclose my kdr as I think I may have been scarred for life after that match..... But anyway my basic heavy suit has 500 ish shield and just over 600 armour so 1100 Ehp for arguments sake. And I lost every gun fight versus I think every weapon type, I lost to a wide range of AR's and lasers ate me up at range regardless of my armour. After quite a few deaths I ran for cover and tried to use more normal tactics while having my extended range, I managed one kill and was quite chuffed as it looked like I had killed the target at about 45 meters but then it turned out they were also taking fire from my squad mate with his Duvolle *sob sob*. So I set about looking for more targets to test this whole thing out, well I suffered a truly epic fail and died to a scout with an SMG twice (Hat's off to whoever you are) as soon as I hit his/her shields they jumped forward out of my firing arc and by the time I got back onto target his/her shields had regened. And to say the least my game got no better after that, so I have sworn to never use that particular weapon again.
After that match I decided to get to the bottom of why I sucked so bad. I had someone watching at the time and asked if I had done anything stupid that I don't normally do, his reply was a dry "Getting shot and dying" *Glare*. Ok so I checked out the other players and there weren't any big squads or truly epic players. Still scratching my head I went to the stats to see what damage I was doing with the gun......... uhhhh huhhhhhh..........
Well I think I found my issue the standard assault HMG does 10.5 damage @ 2000 RPM so I got my calculator out, 350 DPS base damage without touching on bullets missing and the damage resistance of shields versus convention type weapons. So I then began crunching the numbers on other stuff and yes before anyone asks it does less DPS than a STD AR although you can buff it it like I did.
So I would recommend that my fellow heavies stay away from this version of the HMG for the time being unless you want to get the shivers like me. But hey test it if you would like and if you get it working tell me how you did it please.
I actually skilled into the AR last night, not much as I want the Scrambler rifle when it comes out, and I started having a far better time by equipping some damage mods, biotics and a shield regulator. I feel dirty but hey I've been told to adapt or die so many times and I'll be skilling into Gallente medium frame suits further that idea.
Regards
Snag |
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