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Posted - 2013.05.23 18:22:00 -
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Mike Poole wrote:With crap for range and crap for accuracy it's supposed to be a mid to mainly close range weapon right?
In a game where any given map is at least 80-90% open field where any other weapon with better range and accuracy can simply shred you before they're even in your range?
Add in the fact that thanks to pitiful per shot damage you're expected to keep a lock on enemies who thanks to horrible movement mechanics can jerk back and forth bouncing off the walls ensuring that you can't even drop their shields as they drop grenades on you?
I always see people saying "Well you have to play defensively!" How exactly? Hide behind that one stack of crates over by the objective? Stick with other players where the slow moving guy that can't fire back yet totally isn't the easy target?
As I've played I haven't seen that many HMG users, I'd always figured it was people shying away from the extra investments needed to unlock heavy armors and weapons, but it's more because anyone that gets tricked into believing there's any actual balance in this game sadly goes back to using an assault rifle build and eats the lost SP isn't it?
Cosgar wrote:Jotun Hiem wrote:The damage for the STD is now a pretty awesome 18 damage per shot (I'm not exaggerating. 18 damage at 2000 RPM tears people apart), but the hard-cap on the range is still there and the damage falloff is still just as brutal. ARs and the HMG need to trade range falloffs to be honest. Phased plasma shouldn't be getting more incidental damage than projectile ammunition.
inaddition, to be hoest i also feel that the heavy suit should get 25% more shield and armor and that the HMG (minmintar) should do about 10% more damage to shileds than it is currently doing. it shouldb e less effective hat a hybrid, but still close. why? because i have had shield tankers withd uvoule tacticals charge right into my gun fire one v one and win out. mind you i have all my points i the hmg proficiency and a damage modifier, and proto heavy machine gun. so thiss houldnt happen.
the hmg balances itself, with having low mobility (so when people throw grenades at you you cant escape), and a highr eload time.
i have had people charge rightat me, and when they get weak us runaway, andi 'm so slowt hati cant finish them off. Sincethe machines creation (in real life) people couldn't just charge up the hill and survive. all i'm asking is that the weapon be allowedt o do what it is supposed to do.
to be honest the hmg should have just as much range if not more than an AR, the down side should be the dispersion at those ranges would make accuracy a problem. but that would be balaced. |
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Posted - 2013.05.24 18:24:00 -
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martinofski wrote:Heavy + HMG : Pros - HMG okay Damage output (around 650) - High HP, around 1500 if equipped with 2 complex shield extender and 3 complex plates). Cons -slow suit(easy target) -big hitbox(easy target) - HMG dispersion - Low range - Bigger scanning profile - Slow turning speed - Need a logi repairer, or repair module instead of plates - Definately can't strafe - rarely achieve headshot with most bullets - Can't carry anything - Can't jump
Assault/Logi + AR :
Pros - AR and TAR good DPS, 360 DPS and let say around 700 DPS for guy that can click fast enough. - Medium-High HP, around 800-900 if equipped with 4-5 complex shield extender - fast - can Strafe with ease. - Can carry equipment, which mean nanites, scanners, nanohives, droplink -medium hit box -higher headshot bonus - Can aim (with a sight) - Long range - Jump well enough to go over barriers
Cons... -Less speed than scout -Less HP than heavy
Help me here,because I have no kitten clue what else. I know i run heavy so my analysis might be a bit wrong, but I don,t mind people adding to this.
that sounds just about right, dnt forget heavy long reload time, over heating and low damage to shields |
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Posted - 2013.05.24 18:32:00 -
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Lance 2ballzStrong wrote:Mr Sprinklez wrote:I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button. lol *sigh*... people and their judging of weapons in pub games against noobs. This community will NEVER learn. Thanks to CCP's data collecting in pubs, they saw how easy it was too mow down noobs using militia suits running straight at heavies, so they thought a nerf was needed. People need to think OUTSIDE THE BOX. People don't pub 24/7 against noobs who don't know their arse from their elbow, and it's only when you play against good people you'll see how WEAK the class is.
exactly. to anyone knowing what they are doing they will just walk or jump backwards and anihlate you in your heavy suit, or they will get close jump over you and anihlate you. hell, some people have so much shield ad armor (because heavys get almost no slots or PG/CPU we cant really shield tank, or even armor tank as hard as everyone else) they can charge right through my gun fire and still win.
CCP needs to give the HMG the range of the tac AR (the dispersion, and low damage per shot balance it out.) once the spooling is complete it should be as accurate as an AR (remember this is a future gun. The heavy suit needs to be completely re-conceptualized. why? because they refuse to give the heavy suit the armor and shielding it needs to be able to tank bullets, but keep the heavy so slow that anyone can win over him |
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Posted - 2013.05.24 18:42:00 -
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Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury.
CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is.
due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades.
the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. |
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Posted - 2013.05.24 18:50:00 -
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Nonya Bizznizz wrote:SoTa ReGnUM PoP wrote:Laheon wrote:Heavies aren't meant to be a heavy version of the assault.
Heavies are meant to defend a position - they exceed as a defensive role. Set up round a corner and anything coming around that corner is dead. On Manus Peak, I used a heavy to great effect defending point C, despite coming under heavy assault, with bombardment from a railgun installation, too. Most assaults were too cautious to come close, and those that did I ripped to shreds in seconds. Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that? Please - stop telling a class how to play. Even CCP said that Heavy's were meant to be point defense guys. Please - accept the guy's helpful advice
CCP said the heavies were supposed to be walking tanks. what tank can you destroy in half a clip from an AR? CCP said the heavy suit is supposed to be resistant to small arms fire and small explosives. yeah, CCP lied to you pal.
Defensive my ass, on if they enemy doesnt know what they are doing. anyone the chucks in one flux grenade will nail you because you cant run from it, and since your hmg doesnt do beans to armor and the enemy can run all over you, you will die every time. or better yet the enemy posts up on a roof, you cant hit them at the top of that roof, so they shoot you and you cant shoot them.
SNIPERS PLAY A DEFENSIVE ROLE. SNIPERS CAN STAVE OF A LARGER FORCE BECAUSE THEY ARE TOO FAR TO BE HIT, BUT CAN PICK OFF ENEMIES ONE BY ONE. A heavy can do that, we are just free points |
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Posted - 2013.05.24 18:54:00 -
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bill the noon wrote:Can one of the people yelping about "its a defensive weapon" explain what the fundamental difference between attacking and defending is. If i can't put people down while attacking how do i suddenly gain the ability to kill them if the objective near me is blue. If an enemy can strafe step around me while im attacking what changes when im defending. Is the hit deyection different around base you have captured? Is there a damage bonus? We have the largest radar sig so if we are defending we will show up earlier then any other suit so its not like we can suprise the enemy. Also i have only seen the devs talk about how the sentinel suit was designed for a defensive role can some one provide a link to where the devs say the hmg is a defensive weapon. Lastly if the weapon isn't leathal how can it be used as a supressive weapon, as some people say it is supposed to be. If tue enemy isnt n danger of dying they will just ignore and or kill you.
^^my point exactly. |
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Posted - 2013.05.24 19:01:00 -
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Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground.
actually on defense its the other way around, the enemy controls when they attack, where they attack, and how they will attack on defense you must react to their assualt. by keeping surveilnce (which heavies cant do) and extending you defensive parameters (heavies are to slow and cant carry drop uplinks) you can stop threats early. if heavies are as you say then they are only a last resort. normally at that point you are out gunned and manuvered. so you get 1-2kills and then they take the objective anyway. whats the point? |
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Posted - 2013.05.24 19:03:00 -
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Lance 2ballzStrong wrote:Promethius Franklin wrote:Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear. And you're wrong again. The removal of sharpshooter forced the HMG into a defensive role. Before it was a versatile suit / class. Able to attack and defend, which EVERY class should be able to do, as that is a very basic aspect of a FPS. But people with your mentality are happy to force a class into 1 role and call that a day. The range nerf to all weapons hurt the HMG the most cuz without it, heavies are stuck camping. That's fun for people? Camping a room? Plus this defensive role you speak of, it's also followed by another one I laugh at... the "support role". Support and defend what exactly? A 10-15m radius? lol Forcing roles into a class is a sure way to see people move away from it... like many have done already.
expect to see more AR, SR and snipers with the respec on may 31st |
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Posted - 2013.05.24 19:08:00 -
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Laheon wrote:Lance 2ballzStrong wrote: You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people.
You can't shove a specific role on a class, regardless what CCP says about it.
I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
Kay, let's see. High HP, check. Low speed, check. What does that equal? A low mobility heavy weapons platform. That's its description, no? Its anti-personnel main weapon of choice is short range. No one can argue with that. Coupled with the low mobility, this means that it needs the enemy to come to it. Is there any fault with that logic? This automatically means defensive role. I can't see how you can't think that through. I'm not forcing the heavy suit into a role, that IS its role. Give it an AR and it still won't be able to keep up with an assault suit, simply because the assault suit is more mobile, and can trick the heavy user when running around cover (e.g. a shipping container-type thing) to pop round behind him. Sure, you can play your heavy like that, but that's not his best role. Just like a scout's best role is not to take out tanks. Or an assault's best role is not to support the team. It's really quite simple - the heavy's best role, the role it exceeds at, is defensive play. You CAN play it offensively, but you're much better off playing assault for that. You CAN use it to snipe, but it's a waste of the suit. You CAN use it with a shotgun, but it's effectively useless like that. Again, I'm not forcing the suit into a role, I'm simply stating THAT'S WHAT'S IT'S BEST AT.
high HP check, low mobility check, what does that equal? a turret. that wasnt the discription the CCP gave heavies. a shotgun has high mobility and damage in close range, so it is better at CQC. anything CQC must be fast and agiliy. the heavy is not. scout cant take out tank? think again, with proto swarm launchers and AV 'nades anyone can take out a tank
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Posted - 2013.05.24 19:21:00 -
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Chinduko wrote:I see a flaw and experienced players stop me if it's incorrect. If a heavy's sole purpose is to defend, do they wait for their team to take an objective until they can actually perform their jobs? If so, that means that all heavy specialized players should just wait in the MCC until they have an objective to defend. The problem becomes noticed if the team is unable to take an objective and must attack the for the duration of match. I suppose that it's accepted that since the heavy cannot help you attack, they can freely sit in the MCC until the team does grab that objective or gets redlined, in which case, the heavy we never need to leave the MCC. CCP claims the heavy is only for defending as well so that implies CCP expects the heavy soldier to remain in the spawn point if there is no objective to defend. That seems logical to me. If you are a heavy, you do this; sit in the MCC until you are able to defend something. If someone complains, you tell them you're job is not to attack, it is to defend. CCP caters to all classes but not the heavy. They gave the assault and logistics drop suits that can mass up to or more than1k total armor and shield to match the heavy. I have a corp mate that has 600 shield, 400 armor and a GLU TAC because the minmatar assault has 5 high slots and 4 low slots. He can do the defensive job of a heavy much better as he has only 100 less hp than I do and he can actually kill other players while still keeping much better mobility than my heavy. The assault really can do the job of a heavy better. They gave snipers plenty of open spaces and a redline close to the action so they cannot be flanked nearly as easily and a buff to sniper rifles dmg. They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP!
^^thats exactly my point. this is the "defensive" really a quite boring one unless you like camping. and since people can sneak up on heavies easy expect o get nova knived. lolz
so until objectives are taken you squads are down a man assuming there is one heavy in each squad. might as will just spec into HAVs and buy vehicle mods, its much cheaper and you get more kills, you lose few of them, and you get your team more points |
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Posted - 2013.05.24 19:39:00 -
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Novawolf McDustingham The514th wrote:Realistically. the HMG should have the stats it had in Replication.
please remind me, what was that like? |
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Posted - 2013.05.24 19:39:00 -
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XxWarlordxX97 wrote:D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you?
perhaps. |
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Posted - 2013.05.26 05:22:00 -
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1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. |
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Posted - 2013.05.26 15:09:00 -
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Superhero Rawdon wrote:i personally dont care about the sprint speed as much as i do the turn speed. i dont see why slow overall movement has to effect how quickly we can change the direction we are facing, tbh.
sick to death of every weapon doing more dmg than the hmg. boundless does 19.8 (thats the proto HMG for those of u that didnt know) while submachine guns do what, 22? but with no dispersion.
honestly, with the duvolle doing 77dmg (not QQ about AR dmg as much as im QQing about HMG dmg here) why in the hell is the hmg dmg so low? balance? thats not balance. thats crippling a gun (and user) from doing his intended role. minimum range and crazy bullet spread, so that 2000rps really doesnt mean too much, does it?
the range from the last build (i dont remember wut the dmg was, so i wont comment on that) was ideal for our role, even with the slow turn speed.
some of u ppl are worried about the heavy being a game dominator or some ish. well, lemme tell ya...if u cant figure out how to kill a walking heavy, then u need to get killed by its HMG. point defender, area denial, CQC, frontal assault support......those are the roles of heavies. thats wut we are supposed to b good at. not even barely adequate, tbh. and its not the suit (although i would love having a equipment slot so i can carry uplinks. yaknow, being a point defender and all. jus sayin) its the effin gun. our options are limited as is, so make the HMG what it should be.
/rant
^^yes however, the gun does great damage! beacuase of the rpm. although i feel it should do about 97% damage to shields, because it is minmintar (which is better than the current damage to shields). nonetheless, the range must be buffed to AR range or even 98% AR range. a real lmg has the same range but more power than an AR. so how much more so should an HMG have the range but more power than an AR!
the heavy running 15% faster, with a 10% increase in turning speed will really help heavies to actually be able to play the game.
i also sugguest that the accuracy after the counter wieghts are in place be increased. by the time the counter weights are in place i have already spent 100 bullets, and 2000rpm you could end up reloading fast because of the high inaccuracy. the reload time is bad enough. even with the reload skill that lowers the time. hell, i'd reload abit longer if i could be more accurate. i'd be more motivation to spec into the reload skill |
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Posted - 2013.05.26 15:26:00 -
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as a quick recap: -heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range and accuracy after initial spooling -heavies should have at least one equipment slot like every one else. (a 10% increase in pg/cpu would help. but as a rule, heavies should not be able to carry armor repair units. perhaps nano hives, and up-links only)*
doing this will make the heavy a more versitile drop suit and lead to a more dynmic and fun game play. where players will need to think tacticaly and use skill. where goods are balanced with bads. in this way the heavy can actually participate in combat instead of just hoping enemies will come to him without sneaking up on him (CCP did a great job with the objectives having multiple access points. :) these are only slight buffs so scouts and assaults can still circle you and kill you. but they have to do so skill fully.
every other class can be self sufficient (look at ambush with blue berries). the heavy should be able to work on its on and in a team. if you can't defend yourself how are you going to protect anyone else? logi's, scouts, assualts can all do it. its the heavies turn for a buff.
in short, area denial, squad defense, frontline support, and being a general contribution to the team will make the heavy playable. because really who has 6-7million sp to blow on a class that con only be used every few games. who has 100,000 isk to spend on proto gear and proto suits that arent any better than the militia gear. CCP we need these changes. help a brotha out!
*stopping heavies from using armor repair units will stop there from being entire squads of heavies just repaing each other. in this way logi's are needed. |
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Posted - 2013.05.27 06:26:00 -
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^^10% and 10%. I just cant stand not actually being able to get anywhere. i know heavies are supposed to be slow. but not that slow. you cnt have team work if you cnt keep up with the team. slowing down the team for a heavy makes the entire team a target |
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Posted - 2013.06.15 08:48:00 -
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bump |
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Posted - 2013.06.15 11:17:00 -
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^^that is stupid... because to have an HMG you eed a heavy class, and lvl5 weaponry, then all the extra SP into a weapon that you can not use it BS.
the HMG needs to do full auto AR damage with the same range (or 5% less) as a full auto AR,
the long reload, over heating, and dispersion automatically balances it out. hell, another decrease in dispersion may help too.
because right now, you can do all the same stuff with a militia AR that you can do with a PROTO heavy HMG. its BS.
(before you start talking about raw dps, dnt forget to factor in optimal range and the dispersion calculation for the effective dps of a weapon. dispersion reduction = dps - (dps*n%); where n% is the dispersion percentage. since the HMG has about 35% dispersion, the equation is:
dps - (dps * 35%) = effective dps
to calculate, its dps at various ranges, you need the damage reduction number per meter, and to multiply it by the meters past that point. therefore, if lets say the Assault heavy machine gun:
460 - (460*35%) - 20hp reduction/m * m = DPS past optimal at m where m = meters
so, 460 - 161 - 20red/m * 10m = 460-161-200 = 99
so past the optimal range of the AHMG (the optimal range is alittle over 10m right now), the AMHG is doing this much damage.
so at 20m range my dps is 99. at 20m im getting out gunned by a militia AR. thats not cool. |
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Posted - 2013.06.16 01:21:00 -
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Cass Barr wrote:I think the heavy should be at a significant advantage in a CQB, I don't think the game should simply give them the kill on a silver platter.
Some of the buffs you guys are proposing would do exactly that.
its the complete opposite ARs have kills handed over to them in a silver platter as they out do everything at every range except snipers at long range |
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Posted - 2013.06.16 01:35:00 -
[20] - Quote
Orion Vahid wrote:here are the problems with a HMG Heavy as I see it It takes an hour to punch through shields...seriously why? Assaults and Logis can stack mods to get Armor/Shields really close to a Heavy if not any higher. That is just unacceptable. They are essentially a Heavy without the trade offs of one. Heavy has no "High risk high reward" feeling to it. Heavies should be fearded CQB fighters in the heat of the battle but instead they made Heavy stuff so expensive that you prefer to sit back and do point defense. Before you tell me "ZOMG DAT IS HEVY'S ROOLE ONLY DEFEND1!1!! HTFU STAHP QQ'ING" I thought CCP wanted us to be able to have a ton of customization options, no? that seems to be the case with every suit...well except Heavies. I'm actually fine if Heavy+HMG is meant to be a primarily CQB point defense thing but If HMG is indeed a weapon that excels at short-mid range than why make turn speed on Heavies so slow? did CCP forget that we need to track our targets? Why the dps of ARs is very similar to the dps of HMG in HMG's optimal range?! when are we going to have optimal ranges on weapons? I'm not talking about the stupid "hard cap" range, I'm talking about a mechanic that allows us to do more damage close up. I don't know how to explain it, but HMG needs to be more effective than an ordinary AR or SMG in CQB.
if everything else on the HMG stayed the same but the range was increased to that of a full auto AR and it did the same damage per shot (31hp for std, and higher for advanced and proto), the HMG would be good at what its supposed to be. Suppression whether at one, point or with a team on the move, its supposed to supress the enemy.
advantages of STD HMG: 31hp per shot, 2000 rpm, same range as a full auto AR, high clip capacity
disadvantages: long reload, high dispersion, high recoil, over heating, low accuracy w/ ADS until spooling is complete (contributing to greater inaccuracy)
justifications: must have weaponry lvl 5, must spec into heavy suits, there is no militia variant (and shouldnt be, its a specialty weapon.)
suit(s): must use a heavy suit that has the slowest run and turn speed (even when buffed these will still be the slowest), easy headshots
advantages of AR: 31 ph per shot, 750rpm, high range, high accuracy (no dispersion or recoil), fast reload, never over heats, good lose and long range
disadvantages of AR: limited max ammo,
justifications: only requires weaponry and light weaponry lvl1. has a militia variant (many people use the blue print toxin, exile and dren variants which cost 0 isk)
suit(S): can use any suit, favoring faster suits for great mobility, can strafe better than heavy, and use cover better. can choose to disengage aka run away at anytime when fighting a heavy
^^sounds balanced considering the above. |
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Posted - 2013.06.17 22:52:00 -
[21] - Quote
bump |
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Posted - 2013.06.22 15:03:00 -
[22] - Quote
bump |
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Posted - 2013.06.22 15:16:00 -
[23] - Quote
Quote:Balancing on range is CCPs core problem with the weapons. That we're talking about the range of projectile weapons and saying things like "20m" or "30m" is patently ridiculous....but people forget and get blinders on. I had them on for a while too. What you say is correct. These weapons should all have the same total range. There is no damage falloff needed, as weapon handling should be the mitigating factor (an HMG kicking like a mule will prevent the weapon from being highly effective at range). Attempting to balance on range throws every other attribute of all weapons off.
Agreed |
D legendary hero
One-Armed Bandits
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Posted - 2013.06.22 15:18:00 -
[24] - Quote
Orion Vahid wrote:here are the problems with a HMG Heavy as I see it It takes an hour to punch through shields...seriously why? Assaults and Logis can stack mods to get Armor/Shields really close to a Heavy if not any higher. That is just unacceptable. They are essentially a Heavy without the trade offs of one. Heavy has no "High risk high reward" feeling to it. Heavies should be fearded CQB fighters in the heat of the battle but instead they made Heavy stuff so expensive that you prefer to sit back and do point defense. Before you tell me "ZOMG DAT IS HEVY'S ROOLE ONLY DEFEND1!1!! HTFU STAHP QQ'ING" I thought CCP wanted us to be able to have a ton of customization options, no? that seems to be the case with every suit...well except Heavies. I'm actually fine if Heavy+HMG is meant to be a primarily CQB point defense thing but If HMG is indeed a weapon that excels at short-mid range than why make turn speed on Heavies so slow? did CCP forget that we need to track our targets? Why the dps of ARs is very similar to the dps of HMG in HMG's optimal range?! when are we going to have optimal ranges on weapons? I'm not talking about the stupid "hard cap" range, I'm talking about a mechanic that allows us to do more damage close up. I don't know how to explain it, but HMG needs to be more effective than an ordinary AR or SMG in CQB.
^^this. couldnt have sad it better myself. |
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Posted - 2013.06.24 10:52:00 -
[25] - Quote
bump
something must be done to fix these heavies at this rate CoD will have better balancing than DUST |
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Posted - 2013.06.26 09:38:00 -
[26] - Quote
Heavy Breaks wrote:Quote:
HMGs do not do "comparable" damage to an AR. They do a hell of a lot more damage than an AR.
Specifically, 29% more DPS than AR, which is a very big difference in this game. The only possible complaint about HMG right now is range. Complaints about damage are simply ignorant.
You are so wrong it's comical.
THE NUMBER ONE THING WHEN TALKING ABOUT THE HMG IS NEVER TO FORGET THE STATS OF THE HEAVY SUIT, AS YOU CANNOT USE AH HMG WITHOUT A HEAVY SUIT. therefore, any arguement for the or against the HMG is invalid if you dnt consider the suit, it not like you can carry an HMG with a scout suit...
dude on several threads, i posted the exact numbers. and seriously 29% is a horrible advantage compared to all the disadvantages. in fact that 29% only proves my point.
with a dispersion of 30~35% that 29% means nothing. why?
dispersion is how many bullets don't go where you aim them, namely bullets that miss. therefore, if you have a damage advantage of 29% over ARs (which is still very low), but only 70% of them hit your target (and this is for a target standing still. for a mobile target its much worse) your damage advantage is negated.
inaddition, just think about it the damage gap is 29% comparing a STD HMG to a militia AR. as you advance from STD-ADV-PROTO the damage gap becomes more and more narrow to the point where the ARs are doing way higher dps than an HMG. but if we go just with the numbers, not including the suits its pathetic.
STD HMG -600dps +10% = 660dps + 15% procficiency = 760.35 +18% (2 complex damage mods) = 897.2 dps - 35% dispersion = 583.2dps at optimal range. past optimal range damage fall off is almost 20 damage per meter past optimal, (i.e. 10 m eters past optimal is a 200damage reduction) and then there is the hard cap.
militia AR - 425dps +10% = 467.5dps + 15% proficiency = 537.625 + 18% (2 complex damage mods) = 634.4 dps - 3% dispersion = 615.4dps at optimal range past optimal damage reduction is near 6-7 i may be wrong though.
factor in that the optimal range of an AR is farther than that of the HMG and you begin to see the problem. up close, people move to fast for the heavy suit to track due to poor turn speed, and low movement speed. at mid range dispersion eliminates all possibliity of out guning a militia AR of the same skill level as the HMG (10%, 15% proficiency, and 2 complex damage mods), the sentinel suit is at a larger disadvantage due to the fact that it can only fit one complex damage mod. at long range, well it can't be used at long range.
remember this was a comparison of the militia AR to a STD HMG. the proto HMG is only 1.8 damage per shot higher, where as proto ARs increase by 2 or 3 more damage per shot. the disperity is evident.
when you factor in that most people shield tank, and that the HMG does less damage to shields (about 10%) and the AR does about the same to shield and armor the dps of the HMG drops further.
the time-to-kill on the HMG is pathetic. |
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Posted - 2013.06.28 02:47:00 -
[27] - Quote
Master Jaraiya wrote:Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. Judging from my experience actual accuracy only effects CQC. If you care to go back a couple pages and read my posts you will see why HMGs are not meant for CQC. HMGs should be the absolute best area denial weapon in the game. As i stated earlier the HMG values for maximum and effective range need to be increased to 20% more than the AR. Our damage should be increased to somewhere between the SMG and AR. It should probably stay closer to the SMG maybe 1 point more. I'll also add that the time it takes to spin up should be slightly reduced. As it stands now we are 1/4 of the way through 1 reload by the time we have enough accuracy to be effective. By this time 1/3 of our HP is usually gone and we haven't killed anyone yet. At least that usually my experience. @ Sofa I have only played 1 PC battle, and it was way to laggy to judge HMG performance. I don't feel like this totally disqualified me from judging what the HMG really needs as long as I remain humble about it, and try to apply some (un)common sense. I do see your point though. Pubs are full of randoms running around haphazardly like this is a twitch shooter.
i have played plenty of PC battles and i can concur with what you are saying. 1+ |
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Posted - 2013.06.28 02:48:00 -
[28] - Quote
THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good
it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s |
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Posted - 2013.06.28 10:59:00 -
[29] - Quote
Kane Fyea wrote:TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's This thread says your drunk https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadDuvolle Assault Rifle Max Range: 71m (-16) Optimal Range: 1 - 42m (+3) Meta: 8 Boundless HMG Max Range: 54m (-11) Optimal Range: 1-33m (-5) Meta: 8
when you factor in the high as dispersion and recoil of the HMG, plus its low damage, compared with the zero dispersion and recoil of an AR and its high damage. there is no point to the HMG.
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Posted - 2013.06.28 11:06:00 -
[30] - Quote
Disturbingly Bored wrote:D legendary hero wrote:way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Flux grenades work really, really nice with HMG. Especially if you have 2-3 reds clustered together. Just a friendly tip.
i tried that a while back, by the time i finish cooking my flux grenade my shields are already gone. if i throw it without cooking it and start shooting, i normally take down 80% of their shields by the time it goes off.
and before you say "you gotta cook it before they know your there" that doesnt happen because the suit has **** poror scanners, and every other suit by default has lower scan profiles so everyone knows where your heaviy suit is before you know where they are |
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Posted - 2013.06.30 05:25:00 -
[31] - Quote
KOBLAKA1 wrote:So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play)
^^just to add to this, the LMG of WWII to present fires standrd AR rounds at higher velocity and is pretty much just as accurate, and is used for supression on a squad level.
modern HMGs fire larger rounds and can sustain fire for hours. many of them can saw walls in half....lol
the HMG in dust obviously doesn't do the job of the modern HMG, or even the modern LMG. since DUST takes place in the future why does it do so little damage? shouldnt the future be better than the past? lol according to the above definitions the HMG should at the vaery least be doing AR damage. but for the sake of balance i would accept the SMG damage per shot. right now the HMG does less damage per shot that every other gun in the game... seriously the AHMG does 5%-10% more DPS than a milita SMG. WTF
something must change. |
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Posted - 2013.06.30 05:44:00 -
[32] - Quote
^^ and this is the problem.
so you are saying if you want to be a heavy that you NEED a logi? that any heavy that isn't follwing a logi around should instantly die to every one?
no one suit should be completely useless without one specific thing. and no, shotguns, nova knives, SMGs, remote explsives, grenades, and flaylocks are for. MDs too.
the HMG is not a CQC weapons, and these imaginary hallways and corridors onyl exist on one map right now and ARs do the job just as good. so, NO you are wrong.
the only class in EZ mod is the AR, as it has been gve consistent buffs, since Uprising, and its the noobs weapon of choice because it literally beats everything at pretty much every range save snipers. the AR has no recoil, never over heats, has a 60 bullet magazine the basic version doing over 839 damage using 27 bullets, doing 425 dps without mods, or the 10% buff, or proficiency, and it has zero dispersion and alsmot no damage fall off.
that is EZ mod.
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Posted - 2013.06.30 14:08:00 -
[33] - Quote
flaylocks aren't a problem at all in fact they should have their splash radius buffed alittle. the flaylock is doing what it was designed to do. LAV are a problem because not enough ppl are running AV nades. some packed AV nades can destroy most LAVs (exept the logi ones. they are a problem.)
the problem is the heavy suit itself and the pitiful proformance of the HMG. A logi is supposed to enhance the heavis not fill the holes in all his weaknesses.
i've seen logis be just as effective running around with assaults, or worse caldari logis running around with just as much ehp as heavies and out damaging the heavy with GEKs
CQC is not for the heavy we have low damage, low turn speed, and long reload.
the HMG and AR should have pretty much equal range, and the HMG should do damage starting from 25 damage going up to and maxing at 31 damage per shot. b the high dispersion, recoil, and initial inaccuracy of the HMG plus its higher damage fall off balances it out therefore, your AR in an open field must actually aim and hit the heavy, likewise the heavy must aim, control recoil, and sacrifice a lot of bullets through dispersion to hit the agile AR user at that long range. this requires skill
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Posted - 2013.06.30 14:26:00 -
[34] - Quote
^^but i dnt care about them. im not nerfing their duvoules, GEKs or any of their guns. i just want my gun to be able to do what its supposed to.
25 damage per shot, for the STD HMG 28 damage per shot ADV HMG 31 damage per shot PROTO HMG
this is what an HMG should do. |
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Posted - 2013.06.30 14:37:00 -
[35] - Quote
^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
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Posted - 2013.06.30 14:55:00 -
[36] - Quote
^^you haven't the slightest idea what your talking about. i have consistently encoutered the problems i have been talking about. and i have made several threads on the subject. i have posted on the subject several times and plenty of pro heavies such as myself ahve agreed with me.
if you have a problem present some numbers. because right now your really just trolling. your insulting me without evidence to back up what you say.
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Posted - 2013.06.30 14:56:00 -
[37] - Quote
Morathi III wrote:D legendary hero wrote:^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
Im shotgunner, never see something more easy than killing an AR fatty, the one who killing me more than anything is a good HMG user,
no you normally die because you run directly at the heavy guy in a cheap @$$ suit. if you shield tanked some you could still charge a heavy and win. i have done it. and with a freaking dren shotgun, and no SP into shotguns i can run around in a free suit and pwn heavies. |
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Posted - 2013.07.01 04:24:00 -
[38] - Quote
SoTa PoP wrote:D legendary hero wrote:^^you haven't the slightest idea what your talking about. i have consistently encoutered the problems i have been talking about. and i have made several threads on the subject. i have posted on the subject several times and plenty of pro heavies such as myself ahve agreed with me.
if you have a problem present some numbers. because right now your really just trolling. your insulting me without evidence to back up what you say.
With what numbers? What numbers could I possibly use? Should I change how much damage you say it does from in game just to prove no point? What's wrong about your math is your idea of dispersion. How much damage does an HMG actually do when you turn a corner and someones there turning that corner too? You're turning a situational weapon into a do - all. That's wrong. You're a bad heavy wanting to OP us - stop it. It's because people cried like this pre-chromosome that we got buffed finally in chromosome then got nerfed to hell in uprising when too many people could no skill destroy with it. And NONE of the good heavies have agreed with you - only randoms I've never heard of. The only thing consistent with agreement with you are range buffs and turn speed. I'd pwn every heavy in this thread btw. ;)
lance 2ballzstrong agreed with me and he is a beast. plus, im a freaking heavy master myself. i have 200+ over every proto HMG. 250+ of every ADV and 300 of the STAND HMG and AHMG. i've been using the heavy since chromosome upuntil now. the increase in damage was ok, but it still doesnt make sense.
when did i ever say i want an iwin button, or a do all weapon? you don't even know what your talking about when you say situational weapon.....lol
i mean really, people like you make me sick. you think the only thing an HMG should be good for is close ranged hallways with **** poor damage, and basically useless everywhere esle? are you serious? the HMG as all HMGs and LGMs are, is designed as a squad automatic weapon for supression. its supposed to have high fire rate, high damage and high ammo capacity, at the price of low inaccuracy, high dispersion, high recoil, and long reload. that is its role. if an AR has similar dps to the HMG, if you can't clear a crowd with an HMG in your optimal range, then there is no point to it.
the AHMG and a militia SMG do comparable damage. this can't be right. why should anyone put 3+million SP into HMGs, and 3+million in heavy suits, if you can do the same work with a milita SMG and a dragon fly scout suit, or an assault suit and a 'toxin' assault rifle. with half the SP cost, and half the ISK loss?
a shotgun is a situational weapon and its situations are for more vast than the current HMG. it is way more effective in its "situation" than an HMG. the HMGs situation is suppression, defending objectives and/or a squad from being overrun by a larger enemy force, and/or restricting enemy movement via supressive fire. does that sound like an "it does everything" weapon? no. it can't insta kill like a shotgun, it can't accurately hit targets at all ranges, it can't perform area denila like a MD, it can't one shot people like a sniper, it can't instantlydestroy tanks or LAVs, it can't rambo a well postioned enemy squad, it can't beat an AR at long range. it just does its job well. supression
HMG 25 per shot ADV HMG 28 per shot PROTO 31 per shot |
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Posted - 2013.07.01 04:29:00 -
[39] - Quote
also. im not hiding like i said on other threas. add me as contact and send me a message. we can squad up anytime because i can prove what i am talking about. and everyone who knows me knows i am a good heavy and better all around player (thus making me a great heavy). you have my name, and corp. show and prove, or stfu |
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Posted - 2013.07.01 16:26:00 -
[40] - Quote
SoTa PoP wrote:HMG does not need a damage buff - period.
if thats your opinion ok. |
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Posted - 2013.07.01 16:36:00 -
[41] - Quote
Disturbingly Bored wrote:D legendary hero wrote: the HMGs situation is suppression, defending objectives and/or a squad from being overrun by a larger enemy force, and/or restricting enemy movement via supressive fire. So, look. Your heart is in the right place. But your solution: Quote:HMG 25 per shot ADV HMG 28 per shot PROTO 31 per shot Does not do anything for "suppression" whatsoever. All it does is make the HMG stupidly overpowered in CQC, which it is already good at. You are overly focused on damage, and not on DPS. More than that, you're focused on raw damage, and not damage at range. HMG already murders at optimal. It already kills crowds at optimal. What it needs is to sting at 30-40m, instead of doing laughable damage at that range. Then you'll have the suppression we are all looking for. In any case, tomorrow should be interesting. I have a feeling this thread is going to grow by another 5-10 pages over the next week, given 1.2's changes to range...
1.2 is today? i thought it was the 6th.
the ONLY reason i am pushing for a damage per shot boost over, a dps boost, turn rate boost, or range boost is this:
-increasing dps without increase damage per shot just doubles the fire rate efectively burning more ammo than nesseary and when missing shots is a high possiblity with the low turn speed, you'll empty a clip way too fast. -if the turn speed is increased scouts and lighter frames like minmintars just have no point, because i can turn faster than they can move past me and they will then QQ thr forums. i dnt want them to QQ. (a 10% increase in turn speed couldnt hurt though) -1.2. is implimenting optimal, effective and max range. so if it was done right range on the HMG won't be an issue. and the dispersion will ensure that its range won't be too rediculous.
i want the damage per shot to increase so that ARs can't just out dps my HMG. the enemy will be supressed not via visual effects (which are cool by the way), but by virtue of not wanting to get killed by standing directly in my HMGs lane of fire. when enemies run to cover and are pinned behind cover because they dnt want to be shot by my HMG, supression is accomplished
and in crease to 25 for the stand, 28, ADV and 31 for the proto, won't have than tremenduous an effect on the game other than adding this function to the HMG making it a supressive weapon. it will ensure that no one can directly charge a heavy and out gun him, just like no one should charge a tank and out gun it |
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