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Zion Shad
ZionTCD Unclaimed.
1721
|
Posted - 2013.05.07 02:37:00 -
[1] - Quote
Ground rule: I don't want your rage just your thoughts and feed back.
As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes
If you went strait proto I really like to here from you.H
Thank you |
Exmaple Core
SyNergy Gaming EoN.
285
|
Posted - 2013.05.07 02:38:00 -
[2] - Quote
Zion Shad wrote:Ground rule: I don't want your rage just your thoughts and feed back.
As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes
If you went strait proto I really like to here from you.H
Thank you Hey shad can we talk in a squad about it itd be much easier. like noww? |
Garrett Blacknova
Codex Troopers
2724
|
Posted - 2013.05.07 02:40:00 -
[3] - Quote
I've gone up against a Heavy in a Dragonfly with 22 extra shields from a Militia Extender and about 30 HP total added from the couple of points I put into skills that buff my HP. He used HMG, I used Shotgun. It took me 4 shots to kill him after running through a hail of what might have been bullets before they exited the barrel of the gun, then standing. Still. Not dodging. In front of him whie he kept firing. I had time to unload all 4 shots it took to kill him, and was still able to run away. |
SoTa PoP
Internal Error. Negative-Feedback
2220
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Posted - 2013.05.07 02:41:00 -
[4] - Quote
Zion Shad wrote:Ground rule: I don't want your rage just your thoughts and feed back.
As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes
If you went strait proto I really like to here from you.H
Thank you yay.
Tell them they ****** heavies on a competitive level - how do they expect us to keep up when we were struggling at the proto level already before this damn nerf? It seems they want us to be nothing but pub stomp suits - even scouts can rush us now.
Secondly - why did the lie on IRC about the L-LAV Rep fix - not cool.
And lastly - why are the racials sooooooooo bad? If it didn't make sense with the weapons out currently then why did you release it at all and not one that did? Why is it noticeable that CCP isn't putting effort into this at all? I know your all working hard - but it seems your working hard on stuff WE GIVE NO **** ABOUT. |
ladwar
Dead Six Initiative Lokun Listamenn
334
|
Posted - 2013.05.07 02:42:00 -
[5] - Quote
all of my feedback for tanks is in the tech support/bug section as there is game breaking bugs with the update. |
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 02:43:00 -
[6] - Quote
Exmaple Core wrote:Zion Shad wrote:Ground rule: I don't want your rage just your thoughts and feed back.
As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes
If you went strait proto I really like to here from you.H
Thank you Hey shad can we talk in a squad about it itd be much easier. like noww?
Bro I can be on tomorrow or you might find me on Skype here in a bit. Add ZionShad |
Exmaple Core
SyNergy Gaming EoN.
285
|
Posted - 2013.05.07 02:45:00 -
[7] - Quote
Zion Shad wrote:Exmaple Core wrote:Zion Shad wrote:Ground rule: I don't want your rage just your thoughts and feed back.
As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes
If you went strait proto I really like to here from you.H
Thank you Hey shad can we talk in a squad about it itd be much easier. like noww? Bro I can be on tomorrow or you might find me on Skype here in a bit. Add ZionShad rats tomarrow it iss |
Zion Shad
ZionTCD Unclaimed.
1721
|
Posted - 2013.05.07 03:35:00 -
[8] - Quote
Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low.
What about Forge Guns? Anything else? |
SoTa PoP
Internal Error. Negative-Feedback
2225
|
Posted - 2013.05.07 03:37:00 -
[9] - Quote
Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low. Proto HMG's are a mess, Racial suits aren't worth the SP investment, and plates are still more of a happerment to your play style then helpful.
What about Forge Guns? Anything else? Fixed :D |
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 03:39:00 -
[10] - Quote
SoTa PoP wrote:yay.
Tell them they ****** heavies on a competitive level - how do they expect us to keep up when we were struggling at the proto level already before this damn nerf? It seems they want us to be nothing but pub stomp suits - even scouts can rush us now.
Secondly - why did the lie on IRC about the L-LAV Rep fix - not cool.
And lastly - why are the racials sooooooooo bad? If it didn't make sense with the weapons out currently then why did you release it at all and not one that did? Why is it noticeable that CCP isn't putting effort into this at all? I know your all working hard - but it seems your working hard on stuff WE GIVE NO **** ABOUT.
The L-LAV make me both sad and glad I didn't spec in it yet. Thank you for bring that up Sota. With the suits I could bring it up but prob best to just wait for the 14th and let the CPM take care of it if still wrong. |
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Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 03:40:00 -
[11] - Quote
SoTa PoP wrote:Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low. Proto HMG's are a mess, Racial suits aren't worth the SP investment, and plates are still more of a happerment to your play style then helpful.
What about Forge Guns? Anything else? Fixed :D
I like it
|
SoTa PoP
Internal Error. Negative-Feedback
2225
|
Posted - 2013.05.07 03:42:00 -
[12] - Quote
Zion Shad wrote:With the suits I could bring it up but prob best to just wait for the 14th and let the CPM take care of it if still wrong. Probably - thanks for doing what you can. |
Lurchasaurus
SVER True Blood Unclaimed.
844
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Posted - 2013.05.07 03:44:00 -
[13] - Quote
Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low.
What about Forge Guns? Anything else?
Shad...here is the skinny on tanks.
#1 The tank turrets now have a max gun elevation and depression that is much slimmer than before. However, the maximum aiming on the turret is aligned with the turrets before the change, leading tankers who are uninformed or not used to the new aiming that they can aim where they are trying to shoot while the rounds they are firing are nowhere close. Basically, you can aim way up and down but your gun stops very close to 0 degrees straight forward so you never know where the gun will shoot on uneven terrain.
#2 Vehicle Engineering does not give its proper buff, while taking up more sp than before. grrr.
#3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame.
#4 Active vehicle scanners no longer have a visual animation.
#5 Due to the PG skill not working, tankers are unable to make a proper tank fit, while at the same time people are now full proto, leading to a very unbalanced match for tankers on day one, at least for me making these problems seem much bigger and unfair.
#6 didnt notice it myself, so cant say it is true, but i have seen people on the forums talking about CPU skill being broken as well. |
ladwar
Dead Six Initiative Lokun Listamenn
334
|
Posted - 2013.05.07 03:44:00 -
[14] - Quote
Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low.
What about Forge Guns? Anything else? 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. |
HowDidThatTaste
Imperfects Negative-Feedback
2417
|
Posted - 2013.05.07 03:46:00 -
[15] - Quote
I too have been playing with this build I have my catalyzers at advanced to help with mobility. It is still not enough to really close the gap. A new problem is developing is that it is very hard to turn in close quarter combat. I have adjust my settings to 100 but I am getting massively out straifed in my close quarter role. Logies do circles around me.
Obviously the range was hit hard but I'm ok with that if that was all that is going on but less damage and poor straife speed on top of the range is making this suit not much fun to play anymore. |
ladwar
Dead Six Initiative Lokun Listamenn
334
|
Posted - 2013.05.07 03:47:00 -
[16] - Quote
Lurchasaurus wrote: #3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame.
i can say the rail tanks do have their max range and it has not been effected. radius has to do with hit detection working ok at best. |
Lurchasaurus
SVER True Blood Unclaimed.
845
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Posted - 2013.05.07 03:50:00 -
[17] - Quote
ladwar wrote:Lurchasaurus wrote: #3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame.
i can say the rail tanks do have their max range and it has not been effected. radius has to do with hit detection working ok at best.
So you would say range has been unchanged? Interesting. I will take another look because I left my railgun tank for a missile maddy about 4 matches into uprising with a very sour taste in my mouth. |
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 03:52:00 -
[18] - Quote
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! |
ladwar
Dead Six Initiative Lokun Listamenn
336
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Posted - 2013.05.07 03:52:00 -
[19] - Quote
shoot a dropship at 563m which is near the max range of 599m |
Lurchasaurus
SVER True Blood Unclaimed.
845
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Posted - 2013.05.07 03:58:00 -
[20] - Quote
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 |
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Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 04:00:00 -
[21] - Quote
The way I see it Lurch is tanks it's feeling like a punishment when you have less of a "Tank" and your spending twice as much on the gear (like Rails at 900k) for something to be pop. If Red zones are a prob then why make them more of a need for the tank as protection? |
Big miku
Internal Error. Negative-Feedback
145
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Posted - 2013.05.07 04:02:00 -
[22] - Quote
First things first.
Show us some range stats, so we know what we are working with. All weapons need to have an "Effective Range" stat.
Second, if CCP wants Heavy to be nothing bu a defending Tanks, then heavy suits need a massive HP buff or a damage reduction skill.
I specced into logi tonight and all I did when I saw a heavy was turn walk backwards and shoot or just run to his side. That is ridiculous. |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:04:00 -
[23] - Quote
Zion Shad wrote:The way I see it Lurch is tanks it's feeling like a punishment when you have less of a "Tank" and your spending twice as much on the gear (like Rails at 900k) for something to be pop. If Red zones are a prob then why make them more of a need for the tank as protection?
The way i see it is a handheld gun has 50% more damage than a tank mounted railgun for 1/20 of the price. Same damage, sure im game, but more? |
ladwar
Dead Six Initiative Lokun Listamenn
337
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Posted - 2013.05.07 04:06:00 -
[24] - Quote
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! range on rails were never the big problem, dps which is fixed. missile meh at the speed the they are ok now. blaster.. dunno never could get a gunnlogi with a heavy booster and a heavy extender to meet the PG so i'll test it later. |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:08:00 -
[25] - Quote
Latest news in from the front lines Shad, and its a big one.
Changing suits at a supply depot consumes the suit, just as if you had died. |
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 04:09:00 -
[26] - Quote
Man Pre E3 Build in Closed Beta Heavy's were Scary like you ran from them if they came across your path. Then a Nerf hit them Hard. They didn't seem right tell last build (with a few small things) but now though messed up we could help get this right. |
SoTa PoP
Internal Error. Negative-Feedback
2229
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Posted - 2013.05.07 04:10:00 -
[27] - Quote
Lurchasaurus wrote:Latest news in from the front lines Shad, and its a big one.
Changing suits at a supply depot consumes the suit, just as if you had died.
|
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 04:10:00 -
[28] - Quote
Lurchasaurus wrote:Latest news in from the front lines Shad, and its a big one.
Changing suits at a supply depot consumes the suit, just as if you had died.
WTF!? I did not notice! Now thats wrong |
XxWarlordxX97
Internal Error. Negative-Feedback
1680
|
Posted - 2013.05.07 04:12:00 -
[29] - Quote
Zion Shad wrote:Ground rule: I don't want your rage just your thoughts and feed back. As a Corp CEO I spent today in corp chat going over suit, weapons and skills with my guys and many share your pain. So I just want to chat with you here so I may make a few question and give some feedback for CMDR WANG during our interview with him on Podside in the near future. If you don't know about Podside you can find us on iTunes If you went strait proto I really like to here from you. If you like to be taken for real place Tank and/or Heavy top of your reply encase of thread knot Thank you If you have a good post already leave me a link TANKsDEATH TO HAVsHEAVY'sHMG Review (as unbiased as possible...I promise :D )New Death Mode Animation for HMGTried heavy out for the first time and here is what i think Heavy is trash |
Big miku
Internal Error. Negative-Feedback
145
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Posted - 2013.05.07 04:14:00 -
[30] - Quote
XxWarlordxX97 wrote:Heavy is trash
But some people actually like trash.
Heavy is now aids. |
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XxWarlordxX97
Internal Error. Negative-Feedback
1680
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Posted - 2013.05.07 04:17:00 -
[31] - Quote
Big miku wrote:XxWarlordxX97 wrote:Heavy is trash But some people actually like trash. Heavy is now aids.
They need to fix the HMG damage and give all the weapons more range |
XxWarlordxX97
Internal Error. Negative-Feedback
1680
|
Posted - 2013.05.07 04:18:00 -
[32] - Quote
Big miku wrote:XxWarlordxX97 wrote:Heavy is trash But some people actually like trash. Heavy is now aids.
Or the heavy has come to a end |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:21:00 -
[33] - Quote
XxWarlordxX97 wrote:Big miku wrote:XxWarlordxX97 wrote:Heavy is trash But some people actually like trash. Heavy is now aids. They need to fix the HMG damage and give all the weapons more range
While I dont want to disagree, there is a new factor, and that is the fact that core skills no longer cross over between vehicle and infantry, so if you bring range buffs back to specced infantry, drivers/pilots/new players will be hopelessely outclassed. Especially considering the increased amount of sp needed to be relevant on foot.
I dont disagree with any buffs nerfs to guns. Im actually diggin the changes to the gun elevation depression changes on my tank. It seems however that they ****** everyone up with the control handling changes. no one is happy there. |
Garrett Blacknova
Codex Troopers
2730
|
Posted - 2013.05.07 04:22:00 -
[34] - Quote
Tanks: FIX THE PASSIVE SKILLS. Electronics and Engineering (+5% to CPU and PG respectively) are doing NOTHING. That alone should - almost - give us back our baseline tanks. Marauders are yet to return, and until they do, I doubt many Enforcers will show up. I may experiment with one, but I doubt it. There are other issues, but this is the main problem right now. Skilling into tanks, quite simply, does not work in the current state of Uprising.
Heavies: FIX THE HMG. That's pretty much it. It's been over-nerfed to the point where a Militia Shotgun on a Dragonfly suit can stand in front of a Heavy and wear him down faster than the HMG can kill the Scout. |
Zion Shad
ZionTCD Unclaimed.
1721
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Posted - 2013.05.07 04:26:00 -
[35] - Quote
Idea to run by you. What if they had diff ammo (like in eve) and had some that just shot longer range for less DMG.
I know long ways away. So for now would you be happy with a skill like the old sharpshooter would be great with a 3% and not a 5%? This would give us more range and add to the CCP SP Sink to make both sides happy? |
XxWarlordxX97
Internal Error. Negative-Feedback
1681
|
Posted - 2013.05.07 04:28:00 -
[36] - Quote
Zion Shad wrote:Idea to run by you. What if they had diff ammo (like in eve) and had some that just shot longer range for less DMG.
I know long ways away. So for now would you be happy with a skill like the old sharpshooter would be great with a 3% and not a 5%? This would give us more range and add to the CCP SP Sink to make both sides happy?
The Damage is what the HMG needs |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:31:00 -
[37] - Quote
Zion Shad wrote:Idea to run by you. What if they had diff ammo (like in eve) and had some that just shot longer range for less DMG.
I know long ways away. So for now would you be happy with a skill like the old sharpshooter would be great with a 3% and not a 5%? This would give us more range and add to the CCP SP Sink to make both sides happy?
No
#1 Already different types of damage being energy, hybrid, projectile. missiles fall under projectile as far as armor damage is concerned.
#2 With the new smaller maps and the removal of the fishbowl topography, redline sniping is at a minimum, taking away the need for ranged ammo. There are already ranged weapons. Unlike EVE, you can just go to a supply depot and get a sniper. |
fred orpaul
The Tritan Industries RISE of LEGION
257
|
Posted - 2013.05.07 04:35:00 -
[38] - Quote
non heavy user here but this is what I would like to see.
I would like to see hmgs do 30ish damage a round out to 20-30m with a falloff that extends to 50-60m, that means at 40m you would be doing about 15-20 a round
heavys lose .5 speed and sprint but gain 500 hp and heavy modules need to be implemented. |
DS 10
G I A N T EoN.
256
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Posted - 2013.05.07 04:35:00 -
[39] - Quote
Pre-Uprising HMGs were decent. You could do well with a basic fit. Now you pretty much HAVE to run either a Boundless or Freedom Assault HMG to do OKAY. This absolutely negates the price reduction. My MH82 Type 2 fit cost 76k. My Boundless Sentinel A/1 fit costs 71k and is far less effective.
The bullet dispersion, lack of range, and damage reduction all at once was IMO too much. If there was an issue, nerf one at a time. Test it out. See what happens. I don't see why it's fair that Assault players can go 25-1 and be fine, but if a Heavy does it, we're OP and need a nerf.
Someone else mentioned our movement vs strafe speed,so I won't go into that
The lack of any true content for heavies is extremely disheartening and makes me wonder why CCP even has heavies in the game anymore. I chose to be a heavy because it's different than Assault. Now I feel like I'm being punished forgot following the hive mind
The game is no longer fun. I shouldn't have to hide and hope someone comes up to 1v1 so I have a 50% chance of getting a kill. We went from a force to a laughingstock. Enemies just have to backpedal to stay alive. It's ridiculous
I wanted Dust to last a while for me. Hell, I'm considering a partnership for my channel to make money for posting videos about the game. It just doesn't seem worth it if I'm just going to get screwed. I already have one job. I don't need another. Dust went from fun to a chore, literally overnight |
Hawk Steel1
The Walking Targets
3
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Posted - 2013.05.07 04:39:00 -
[40] - Quote
Sharpshooter for the Heavy Machine Gun needs to make a comeback. I figure i've got about 25m maximum effective range at the moment. |
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DS 10
G I A N T EoN.
258
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Posted - 2013.05.07 04:40:00 -
[41] - Quote
Hawk Steel1 wrote:Sharpshooter for the Heavy Machine Gun needs to make a comeback. I figure i've got about 25m maximum effective range at the moment.
That's generous. |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:43:00 -
[42] - Quote
fred orpaul wrote:non heavy user here but this is what I would like to see.
I would like to see hmgs do 30ish damage a round out to 20-30m with a falloff that extends to 50-60m, that means at 40m you would be doing about 15-20 a round
heavys lose .5 speed and sprint but gain 500 hp and heavy modules need to be implemented.
bet you would.
id like to see my tank mounted railgun do more damage than a handheld gun. oh.... |
Eisen Sonnet
S.e.V.e.N. Gentlemen's Agreement
5
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Posted - 2013.05.07 04:46:00 -
[43] - Quote
Current feelings about Heavy/HMG build.
The range on the HMG was lowered far more than I thought it would be. Right now it feels like shotgun range, as others have stated and I would place it's effective range at about 15ish meters. Any further out of that range the dps drops significantly.
Also, the increase in HP that can be gained now =/= survivability. The increase in HP was too little compared to some of DPS weapons currently available, tanking is still not viable. With some of the larger open area maps we will have in the future a slow moving heavy with an extremely limited ranged weapon doesn't sound promising.
In it's current state I think the HMG will be abandoned as defective and replaced by other weapons such as the forge gun. |
Zion Shad
ZionTCD Unclaimed.
1721
|
Posted - 2013.05.07 04:46:00 -
[44] - Quote
DS 10 wrote:Hawk Steel1 wrote:Sharpshooter for the Heavy Machine Gun needs to make a comeback. I figure i've got about 25m maximum effective range at the moment. That's generous.
DS is Here! Now my Heavy Reps are almost complete. |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 04:49:00 -
[45] - Quote
i do want to point out that while heavies probably cant tank like they used to while standing in enemy fire, the significantly higher pool of shields allows for a more dynamic health bar, giving more survivability than i ever thought you would get. hmg's aside, im jelly of that double 405. |
DeathwindRising
ROGUE SPADES EoN.
11
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Posted - 2013.05.07 04:55:00 -
[46] - Quote
Lurchasaurus wrote:Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low.
What about Forge Guns? Anything else? Shad...here is the skinny on tanks. #1 The tank turrets now have a max gun elevation and depression that is much slimmer than before. However, the maximum aiming on the turret is aligned with the turrets before the change, leading tankers who are uninformed or not used to the new aiming that they can aim where they are trying to shoot while the rounds they are firing are nowhere close. Basically, you can aim way up and down but your gun stops very close to 0 degrees straight forward so you never know where the gun will shoot on uneven terrain. #2 Vehicle Engineering does not give its proper buff, while taking up more sp than before. grrr. #3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame. #4 Active vehicle scanners no longer have a visual animation. #5 Due to the PG skill not working, tankers are unable to make a proper tank fit, while at the same time people are now full proto, leading to a very unbalanced match for tankers on day one, at least for me making these problems seem much bigger and unfair. #6 didnt notice it myself, so cant say it is true, but i have seen people on the forums talking about CPU skill being broken as well.
vehicle armor skill doesnt work either |
Lurchasaurus
SVER True Blood Unclaimed.
845
|
Posted - 2013.05.07 05:11:00 -
[47] - Quote
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... :( |
KaoticKrusader
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.05.07 05:14:00 -
[48] - Quote
As a heavy, I agree. The range on hmg is horrendous. I literally lol as soon as I realize how its maxed range. I was also taken back by the damage nerfed aswell. It wasn't like we the rpm of bullet spread was working before lol. Forge gun however is fine as is. Only change that was made is the charge reticle. It is no longer in the center. Just getting use to seeing it on your ammo hud |
Zion Shad
ZionTCD Unclaimed.
1721
|
Posted - 2013.05.07 05:46:00 -
[49] - Quote
I just turn around and run out of range and then turn back and shoot the heavy. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1437
|
Posted - 2013.05.07 06:17:00 -
[50] - Quote
Hey my review got mentioned
I hope CCP at least acknowledges there's a problem. There's ALLOT of people angry over this, and allot of people changing roles. Hell, I'm rocking an Amarr Medium suit now.
My fully decked out Basic Proto suit, Proto HMG's... just sitting there collecting...yes you guessed it, DUST.
The class is no longer fun to use. |
|
Levi McDaniel
The Phoenix Federation
9
|
Posted - 2013.05.07 07:09:00 -
[51] - Quote
I absolutely hate getting killed by heavies, their HMG's destroying my suit like it was paper thin. There weapons were so powerful. I would get killed in seconds
AND THAT IS EXACTLY WHY I LOVE THEM.
As a guy who primarily runs Logistics, it's nice having a Heavy there protecting you blasting away at the enemy, coming to the rescue, not to mention the points for repairing his extremely huge amount of armor.
Please bring back the original specs for all the weapons, none of them needed to be nerfed, everyone had the option (MORE IMPORTANTLY A PURPOSE) of specing into any weapon. |
Snagman 313
Carbon 7
62
|
Posted - 2013.05.07 07:50:00 -
[52] - Quote
Morning lads,
I decided to sleep before writing up a review on the Heavy and HMG just so as I didn't end up on a rant. So I'll try and view this as objectively as I can even though I've been on the wrong end of the nerf hammer since replication.
Ok first up the HMG, now we have had our damage cut but 2 points across the range on HMGs so a standard now does 14 adv does 15 and proto does 15.6 so a 12.5% damage reduction which is certainly not minor although it is possible to buff it back up to old damage levels but requires you to sink a lot of SP in HMG proficiency and get a damage mod onboard. Moving onto the range reduction, now with all weapons having sharpshooter removed I think all weapons are on a level playing field and was a good move by CCP so as to allow new players a chance in game who don't have the sharpshooter skill levelled up yet. However the range nerf that was applied to it has hindered the HMG quite a bit, now it's not completely dead as some may say but it now means that you need to be very close to use it effectively. I can't give you exact numbers on range but I did manage one kill with it at 33 meters but it took about 100 rounds and the target had less than a 1/4 armour (I believe this is more about the bullet spread at range but is compounded by the damage reduction) but most of my kills where inside 10 meters which is what I would say is now the optimal range as even firing over a standard width road at a target generally just draws more fire onto yourself. Death mode, currently this is really only good if the enemy isn't moving much since you need to get close in the first place and even a short movement can throw you off. Also the speed at which you can track a target seems to have been reduced, I couldn't even keep up with a target running normally at close range so don't know what's going on there as I didn't get a chance to discuss this with anyone last night. The new animation to get into view is longer so I really stopped using it in most situations that I found myself in. I used to use this mode a lot especially when I used to put up a beating zone for my squad (when we had sharpshooter you see) and it did work quite well in the last build as I could generally hold 2-3 redberries in cover if I did my bit.
Ok now I found the heavy last night to be quite a different animal from before and not totally broken either but it took a lot of work on my part and a reassignment of some of my skill points. I did quite well by staying close to my squad and making sure they didn't leave an area without me I also found the new spawn system was quite good at allowing me to drop in on objectives that where about to be taken, now this was where I really did quite well last night up close with lot's of cover and only fleeting shots. The HP buff did seem to help as well and I did notice a bigger difference in damage received from different weapon types, certainly lasers ate my shields but choked on my armour and I found against the Gallente assault suits once through their lighter shields I took them apart with the HMG whereas Shield types caused me a lot of grief. So not too bad as I kept my KDR positive all last night somehow even against a full team of Betamax.
Now here's how I see the current situation, with regards to the HMG I think it will have to be buffed in the short run as new players will have a very bad time with it in it's current form, I managed with it but I have been playing since last June.
However I believe it was nerfed to make room for upcoming gear (convoluted but I'll get to that) which is all well and good but the heavy class has no new gear coming for a while and leaves it open to getting stomped into the ground. Now looking at the gear we have now 1 raicial type heavy suit and 2 heavy weapons, one which is a hybrid damage type AV and the other a conventional damage type AP. If we also had a hybrid weapon for anti personnel use with medium range (as the Assault guys have the AR kinda thing) then a heavy could put up a beating zone and allow the assault guys to move up and take out the enemy and then it would balance out with having the option to switch to the HMG for close up work and holding choke points. But we don't we only have one weapon to try and do both these roles which might not be what the grand plan for the heavy is but since we can't run and gun with the rest of the guys we should be able to provide some form of cover fire whether or not there's a long range support weapon coming up. I didn't get a chance to look at the Assault version of the HMG last night but I doubt it'll have anywhere near the damage or accuracy required to make people get into cover. The only route to go for such a thing right now is to spec into light weapons such as AR, LR, MD or the upcoming Scrambler rifle and Plasma cannon but you would do a lot better to use an assault suit with these weapons as you're more mobile and you can equip more damage mods (even with the penalty) and carry a nanohive for ammo neither of which a heavy can do as we now have a max of 2 high slots on the basic suit and only 1 on the sentinel type with no equipment slots. So unless the new weapons and suits are coming soon I'm afraid with this HMG nerf the HMG heavy will not die but become a one trick pony.
Also the Sentinel suits bonus that reduces feedback damage is pretty pointless right now, as unless the damage from a laser rifle overheat (50 hp) has be increased hugely a possible reduction of I think it was 25% means sod all to a heavy with over 1k hitpoints. If they bring out a Scrambler/Laser/Arc cannon that does over 250 hp when it overheats then yeah but currently no.
On a lighter note the FG heavy is alive and well quite capable of killing tanks which is most likely what I'll be using the heavy for from now on.
Regards
Snagman |
Zion Shad
ZionTCD Unclaimed.
1721
|
Posted - 2013.05.07 13:32:00 -
[53] - Quote
Thanks Snagman for the feedback bro. Keep running through the game and lets get the numbers CCP needs to make a correction. One thing here is try not to give up so soon |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
110
|
Posted - 2013.05.07 13:49:00 -
[54] - Quote
Lurchasaurus wrote:i do want to point out that whilb heavies probably cant tank like they used to while standing in enemy fire, the significantly higher pool of shields allows for a more dynamic health bar, giving more survivability than i ever thought you would get. hmg's aside, im jelly of that double 405.
1) heavies couldn't really tank before 2) the redistribution of shields and armor is nice, but its FAR overshadowed by the fact that out class' s featured weapon has an effective range somewhere between throwing a rock and throwing a water balloon. 3) HMG is doo doo butter |
NAV HIV
The Generals EoN.
197
|
Posted - 2013.05.07 14:06:00 -
[55] - Quote
I thought they would make the heavies a bit stronger. I am not a heavy, but i always enjoyed a fight against heavies. They were weak as it is, why did they have to make them weaker. AR range (Sharpshooter) has been nerfed, so i cant shoot heavies from sniping distance anymore, but heavy range is even worse. They should atleast make it close to AR range. That would give them a fighting chance. don't like Heavies with anything other than a fully powered HMG |
HowDidThatTaste
Imperfects Negative-Feedback
2434
|
Posted - 2013.05.07 14:24:00 -
[56] - Quote
Quote:<[CCP]Wolfman>: when it comes to the HMG, we're just going to watch the numbers and see how it performs
Quote:<[CCP]Wolfman>: we will be watching the HMG stats to see how things perform. Then we'll make a decision on whether or not to make any further tweaks.
I have enjoyed playing as a heavy from the beginning of this game. I'm not sure what the numbers can tell you about enjoyment levels. Listen to the people who have given you detailed feedback.
It is no longer enjoyable to use the hmg the range is way to low to be effective, spending most of the match stationary or running real slow to the next fight only to die before getting in optimal range. Lots of work = not fun.
Changing the base damage means if I do get close enough to someone to shoot it takes dang near every shot in my gun with proficiency five to take someone down. I reload twice as much, and am gimped for the next fight. If I was somehow able to kill someone it is usually with help someone else's help and I only got an assist for my efforts. = more reloading less kills = not so much fun.
Not sure what else has happened but my overall view of the LIne of View has decreased increasing my blind spots of people shooting me from outside of my spacial awareness. Which really doesn't matter cause they are out if my range to fire back anyway, can't run away because well im fat, can't turn and fire at them to hopefully scare them off cause well I cant see them. Besides they would giggle at my marsh mellow firing hmg and still put me down= not so much fun.
Decreasing the staife ability of the heavy on top of the above mentioned means that what is supposed to be my optimal kill range which is now 15-29 m at best. We are back to the hopping Scott/assault and even logie. For what ever reason with my settings to a 100 I can get out straifed in my "close combat kill zone role". I thought we get rid of this a few builds ago. So now that my damage is gone I can't protect myself from bugs bunny logie! This is extremely no fun= can't run away from them can't turn fast enough to track them, can't shoot enough damage to kill them= no fun.
I think that the numbers may not reflect the sum of all the changes made at once please forget the numbers and listen to the players! It is not fun or enjoyable to play the HMG. How will you track the numbers when there is less players using the hmg? |
CHICAGOCUBS4EVER
TeamPlayers EoN.
196
|
Posted - 2013.05.07 14:27:00 -
[57] - Quote
some very insightful views here, all of which are accurate.
I"ll try to add to them, as repeating just makes reading more tedious.
they buffed the HP on the suits, took away the option for armor or shields.. ALL suits are now shields.
the kicker here is this: all suits are shield variants, with lower shield recharge than shield suits before, AND movement that was the same as the ARMOR suits from before. Heavies used shield suits as they liked the innate mobility over the more stationary armor variant. this adversely affects CQC battles, the ONLY thing the HMG is supposed to be proficient at now. Heavy is a sitting duck in all situations currently.
HMG.. I think enough has been said to get the point across that its an oversized paper weight currently. I haven't even tried the cheaper guns, only the boundless, and while damage is decent in range.. the only ppl getting close enough to kill are shotgunners and nova knifers.
I can get kills with nades at greater range than an HMG... sad sad truth.
Forge: I spent most the night running around with a forge, cause it at LEAST has some range to it. I can actually kill the AR user across the street beating me up that I cant even touch with an HMG. Range has been decreased, as with everything, and while I think the range is a little too low, its at least viable.
splash damage... junk. Don't know what happened, but the 2.5m splash damage for the ishukone is maybe effectively 1m. Moving the charge indicator to the ammo box on the right of the screen is just silly. you are aiming through the sight, and if you take your eye off that to see the charge you lose your aim. Killing with a forge is insanely difficult, but fun and vastly rewarding due to its difficulty. now you have to hit someone dead on to do damage.
i'm a heavy, not changing that. My biggest gripe in the past were all the fools running around with a heavy suit and a non-heavy weapon. As it stands now, that is all you will be seeing if changes are not made very soon.
|
Polish Hammer
Conspiratus Immortalis League of Infamy
351
|
Posted - 2013.05.07 14:32:00 -
[58] - Quote
My two cents (for what it's worth):
After playing more matches this morning and last night, it seems as though:
1) You must have a logi at your back in every gun fight, even if it's against one person. The strafe running coupled with what is looking more like hit detection (or lack thereof) is making even close range engagement awful.
2) The prevalence of Prototype Scout suits that can greatly out maneuver heavies in CQC is making it less and less justifiable to pull out a heavy suit in any match.
3) As stated above, hit detection seems to be lacking and i'm not sure if it's due to the introduction of sprint strafing or not. I've spent half clips into people with nothing to show for it except a lost suit, even when they're standing still
I can't quite think of any more, but that's what i've noticed and could think of thus far. |
KaoticKrusader
D3LTA FORC3 Orion Empire
6
|
Posted - 2013.05.07 14:35:00 -
[59] - Quote
I made this post, but it got deleted. I believe CCP deliberately "over-nerfed" the heavies to test out the new and improve logi or to encourage more logi users. Who benefited the most from the build? I say logi, but they deserved and need it. Nothing against them. What is a good way to test them? I don't know, how bout a class with high armor. Whoa, an Amarr class that is armor based. I know and believed CCP could give us at least 2 class to choose from. Now we cannot do anything without a leash, literally. Before we could get away without a logi help. Why you hardly see any logi in corp battles. Well, that's my 2 cent |
GoD-NoVa
Imperfects Negative-Feedback
288
|
Posted - 2013.05.07 14:35:00 -
[60] - Quote
HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies |
|
Polish Hammer
Conspiratus Immortalis League of Infamy
351
|
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.
|
Hollow M Ling
Pro Hic Immortalis RISE of LEGION
14
|
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
|
Posted - 2013.05.07 18:04:00 -
[63] - Quote
The damage is need more then range |
XxWarlordxX97
Internal Error. Negative-Feedback
1683
|
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
|
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
|
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
|
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
|
Posted - 2013.05.07 18:15:00 -
[68] - Quote
Adapt or Die |
DS 10
G I A N T EoN.
264
|
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
|
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 |
|
Lance 2ballzStrong
SyNergy Gaming EoN.
1445
|
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
|
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.
|
Mary Sedillo
XERCORE E X T E R M I N A T U S
43
|
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
|
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
|
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
|
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
|
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
|
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
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