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The Knight Faust
Royal Uhlans Amarr Empire
12
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Posted - 2013.06.30 21:35:00 -
[301] - Quote
Im hvy all the way and i put up numbers.
However it is extreamly expensive for equipment thats worth even using.
But i would like to remind people of the Hitbox issue and the movement problems. It hurts every class but the fact is it hurts the Heavy the most with the HMG being a close range to low mid range wepon at best.
It has good damage but its a high RoF Low Accuracy wepon. And with the game mechanics that havent been Sorted out it destroys the heavy.
Ive been in many instances where i only land 1 of 10 shots and it makes all the suits with way more modual options and are far smaller hold out like there a heavy. And are near impossible to kill. As most of them run away to let there shield recharge, plus you cant hit them most the time anyway with an hmg. even 10 feet away.
Sometimes i scrap a 1/3 of the shields off before i get naded or flaylocked by op logi suits or scouts that are wayyy to fast.
And im in the most expensive proto suit with the least modual options. Which is clearley a whole different batch of issues.
So its obviouse to me that in some ways the heavy is underpowered and in some ways fine. But we need to make sure that if things are getting updated and changed around due heavily to user feedback, WE need to make sure there for the right reasons. |
D legendary hero
Strong-Arm
242
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Posted - 2013.07.01 04:24:00 -
[302] - 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 |
D legendary hero
Strong-Arm
242
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Posted - 2013.07.01 04:29:00 -
[303] - 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 |
Disturbingly Bored
The Strontium Asylum
352
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Posted - 2013.07.01 04:31:00 -
[304] - Quote
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... |
RA Drahcir
Psygod9 RISE of LEGION
1
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Posted - 2013.07.01 04:39:00 -
[305] - Quote
I am still relatively new, 3.8million SP, mostly invested in being a heavy, and whenever I am pulled to PCs I end up using blueprint scout and a shotgun. Heavy's are only good against weak gear...I dug myself into a hole spending my SP on HMG skills. If i could, I would just respect into a MinLogi and shotguns. |
XxWarlordxX97
Internal Error. Negative-Feedback
2200
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Posted - 2013.07.01 05:28:00 -
[306] - Quote
Disturbingly Bored wrote:SoTa PoP wrote: I'd pwn every heavy in this thread btw. ;)
I been steppin up my game. I look forward to testing that statement some time. (Not to say I haven't been SoTapwnd in the past...) In any case, sorry D, but SoTa's eyes are clear on this issue. HMG is still beastial toe-to-toe if you have good situational awareness and flank. Damage really isn't the issue. The problem is that it has no bite at mid-range, which means AR players with good situational awareness control the fight every single time. And if our "role" is to guard the point, this means they take their time plinking away at range until they have enough backup to stop you. IMO: at 30-40m, the HMG should do 20-25% less DPS than the AR. Still enough to hurt, not enough to win an outright slugfest. Currently it does far less (I won't be asinine enough to make up a number, but any dolt can shrug the damage off and move on as normal). That would fix it in my book. Then CCP just needs to get off their arse on racial suits and more Heavy weapons.
Not everyone |
Nin Ker
Forsaken Immortals
9
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Posted - 2013.07.01 05:41:00 -
[307] - Quote
So much "I'm an awesome heavy, my friends/corpmates say so".
All that screams is "Mooooom, five more minutes... gawd".
Love my HMG, learning to love the Forge Gun.
Just give me a Gallente Heavy Suit already! |
SoTa PoP
Internal Error. Negative-Feedback
3005
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Posted - 2013.07.01 05:41:00 -
[308] - Quote
HMG does not need a damage buff - period.
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DoomLead
Dead Six Initiative Lokun Listamenn
77
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Posted - 2013.07.01 05:53:00 -
[309] - Quote
honestly i don't care about a damage buff I just would like my effective range to be 40m. either increase my turn speed or add a suppresion effect similar to ghost recon future soldier or give damage recoil like it vibrates someones controller and causes recoil to the person being shot |
D legendary hero
Strong-Arm
244
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Posted - 2013.07.01 16:26:00 -
[310] - Quote
SoTa PoP wrote:HMG does not need a damage buff - period.
if thats your opinion ok. |
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D legendary hero
Strong-Arm
244
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Posted - 2013.07.01 16:36:00 -
[311] - 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 |
XxWarlordxX97
Internal Error. Negative-Feedback
2211
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Posted - 2013.07.03 00:08:00 -
[312] - Quote
SoTa PoP wrote:HMG does not need a damage buff - period.
Just run Damage mods right |
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