CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version:
GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus.
GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff.
GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff)
Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out).
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal.
if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad.
its anti-personnel purpose
in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR. therefore, the HMG should have the same range profile if not slightly more than an AR (lets face it plasma changes its state faster than solids like lead). this is again balanced by the in accuracy of the intial spooling time, and reload time.
all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil and 5. its in accuracy (during intial spool extremely in accuracte until spooling is complete then really accurate), 6. head shots (its much easier for other weapons to get headshots on heavies giving them additional damage. my limited mobility makes it so that i cant really dodge effectively). any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win.
thank you for hearing me out. I appreciate your time, consideration and patience.