Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 01:31:00 -
[1] - Quote
Since I hate the never-ending stream of kneejerk reactions, I thought I'd record some match data to put behind my belief that HMG was nerfed far too severely.
First some base line info about me: prior to Uprising, I played HMG Heavy almost exclusively, with an alternate suit of basic Laser Rifle on a Skinweave Assault suit. I liked 'em both. My KDR was a bog-standard (low for forum warriors) 2.73.
For my test today, I used two fits...
FIT 1: M-82 HMG. Flux grenades. Amarr Heavy A/1. 2x Complex Damage Mods. Repper and plate in the lows. (56k Isk) FIT 2: 'Exile' Assault Rifle. Militia grenades. 'Skinweave' Amarr Heavy. Militia shield extender, Militia repper. (100% free fit)
I have Heavy Machine Gun Proficiency trained to level 5. I have 0 -zero- SP in Assault Rifles.
FIT 1: 56k ISK HMG Fit
Game 1: 6 kills, 5 deaths, 1.2 KDR. Longest kill: 20m. Killed from: 30m, 27m, 16m, 31m, 3m. Game 2: 5 kills, 6 deaths, 0.83 KDR. Longest kill: 17m. Killed from: 33m, 36m, 39m, 6m, 23m, 30m.
FIT 2: 100% free AR Fit
Game 1: 10 kills, 3 deaths, 3.33 KDR. Longest kill: 36m. Killed from: 6m, 3m, 26m. Game 2: 6 kills, 3 deaths, 2.0 KDR. Longest kill: 38m. Killed from 2m, 5m, 34m.
Small data set, but CCP, there is something seriously wrong with balance when a lifelong heavy can do better in a 100% free Militia AR fit than with an Advanced HMG fit.
I will be logging my fight data here as often as I can, until CCP addresses this issue. I encourage you dedicated HMG users to try using a militia AR heavy fit alternating with your HMG fit and adding to the data as well. Just write down what range you died from when it happens, easy enough.
ED: For the record, I know a CCP dev has commented in a thread about fixing the HMG. It isn't in the known Uprising issues thread, however. I won't rest until the changes are in game and live. |
martinofski
Rebelles A Quebec Orion Empire
69
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Posted - 2013.05.10 01:34:00 -
[2] - Quote
Data for you I posted in the 30 page HMG thread.
#551Posted: 2013.05.10 00:09 | Report | Edited by: martinofski 5 Just did some efficiency testing with corp mates tonight.
Here is the run down quickly:
%eff. ................Boundless HMG ............. HMG................. TAC Duvolle ............... Duvolle.................Shotgun 110.........................N/A..........................N/A ........................up to 70m....................up to 47m.....................up to 5m 100..........................N/A...........................N/A..............................70m..............................47m...........................6m 95......................up to 30m..................up to 28m.........................?............................... ?..................................? 75..........................40m.............................33m...........................80m..............................54m.........................8m 50...........................43m...........................38m............................90m............................62m.........................12m 25............................51m...........................46m.............................98m............................70m........................15m 0..............................55m...........................50m............................100m...........................71m........................18m
Big problem with the HMG (and shotgun) is that is as so much spread that you could multiply a % of missed shot which increase with distance to the %eff damage.
So let say at 40m, you hit with your boudless about 40% of the shoots, and your %eff. is 75. It give you 30% of your DPS, so 30%of 513, which is 153 DPS.
We have fired 33 bullets. 13 bullets have hit, with an average dmg per bullet of 4.63.
We tested the TAR at 80m, and when aiming, you can even get a headshot bonus if the target isn't moving. 112%eff. with 2 burst of 2 shoots deal 320 dmg in about 1 sec, at 80M
Just thought I would give some numbers since I don't enjoy playing the HMG at the moment |