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D legendary hero
One-Armed Bandits Unclaimed.
10
|
Posted - 2013.05.26 15:26:00 -
[151] - Quote
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. |
Purona
Militaires Sans Jeux
10
|
Posted - 2013.05.26 15:36:00 -
[152] - Quote
heavies are specifcally created as area defenders they are slow and as such are not suited for the run and gun play style of assaults and scouts
this is what i think heavies should be able to do
Vs Vehicles
heaves are not meant to go toe to toe with tanks but i do believe that a heavy machine gun should be able to do something to tanks either through Armor Repair and shield Booster reduction when shooting or Hardener reduction increasing their damage vs vehicles while not making the weapon entirely to strong vs Infatry
Vs infantry
The heavy machine gun is supposed to be used to Supress enemy troops from moving allowing scouts to maneuver around and assaults to focus on enemy targets
Play with logistics
Heavies should get an armor resistance buff when being healed by a logistics class allowing for some inter class play this resistance buff will allow the heavy to make up for the loss of another gun on the field by being able to take more damage and at the same time increasing its damage over time
with these changes the heavy will be an infantry unit that guards locations capable of reducing an enemy squads ability to take objectives and even stopping vehicles from advancing since they would lose their ability to repair damage done by the heavy machine gun and other Anti vehicle weapons
currently i can take a heavy down to like 10 percent health with a militia assault rifle by myself before dieing when it shouldn't be like that |
Superhero Rawdon
Bloodwolves Battalion
33
|
Posted - 2013.05.27 00:17:00 -
[153] - Quote
D legendary hero wrote: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
honest to god, i would take a 15% increase in turn spd and 0 increase in run spd......dat turn spd...... |
D legendary hero
One-Armed Bandits Unclaimed.
15
|
Posted - 2013.05.27 06:26:00 -
[154] - Quote
^^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 |
D legendary hero
Strong-Arm
166
|
Posted - 2013.06.15 08:48:00 -
[155] - Quote
bump |
Eurydice Itzhak
Militaires Sans Jeux
72
|
Posted - 2013.06.15 09:24:00 -
[156] - Quote
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.
Except the HMG isn't as good as a lot of other weapons at CQC. =/ |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
92
|
Posted - 2013.06.15 09:41:00 -
[157] - Quote
Salient0ne wrote:Also i think the real fix to the heavy is to give it an L slot on top of the S and H so i can switch to a AR when out in the open.
inb4 forge sniper flaylock heavy |
Kitten Empress
Ametat Security Amarr Empire
586
|
Posted - 2013.06.15 09:54:00 -
[158] - Quote
Something you people should know. The heavy was SUPPOSED to go toe to toe with a tank. But with that much eHP, when he was given the HMG he was the ultimate anti infantry weapon and there was no reason to go assault. So they nerfed both the heavy and HMG. CCP said it themselves, the current heavy + HMG is a defensive class.
They are planning on bringing back the old Heavy with tons of eHP that can go toe to toe with a tank, but it will probably have restrictions like no HMG allowed. |
martinofski
Rebelles A Quebec Orion Empire
220
|
Posted - 2013.06.15 11:14:00 -
[159] - Quote
Kitten Empress wrote:Something you people should know. The heavy was SUPPOSED to go toe to toe with a tank. But with that much eHP, when he was given the HMG he was the ultimate anti infantry weapon and there was no reason to go assault. So they nerfed both the heavy and HMG. CCP said it themselves, the current heavy + HMG is a defensive class.
They are planning on bringing back the old Heavy with tons of eHP that can go toe to toe with a tank, but it will probably have restrictions like no HMG allowed.
Well, forge aren't bad against tank. That is probably what they meant. Not sure we will see a 2500+hp heavy any time soon.
HMG need a few tweak, i would wait uprising and see the range changes. |
D legendary hero
Strong-Arm
167
|
Posted - 2013.06.15 11:17:00 -
[160] - Quote
^^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. |
|
Cass Barr
Red Star. EoN.
279
|
Posted - 2013.06.15 11:39:00 -
[161] - Quote
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. |
Dis Cord
Bounty Hunterz
133
|
Posted - 2013.06.15 12:19:00 -
[162] - Quote
D legendary hero wrote:^^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.
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. |
Orion Vahid
DUST University Ivy League
13
|
Posted - 2013.06.15 14:39:00 -
[163] - Quote
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. |
XxWarlordxX97
Internal Error. Negative-Feedback
2039
|
Posted - 2013.06.15 17:16:00 -
[164] - Quote
I need a better turning speed and one more high slot |
D legendary hero
Strong-Arm
182
|
Posted - 2013.06.16 01:21:00 -
[165] - Quote
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 |
D legendary hero
Strong-Arm
182
|
Posted - 2013.06.16 01:35:00 -
[166] - 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. |
D legendary hero
One-Armed Bandits
197
|
Posted - 2013.06.17 22:52:00 -
[167] - Quote
bump |
D legendary hero
One-Armed Bandits
220
|
Posted - 2013.06.22 15:03:00 -
[168] - Quote
bump |
DoomBrigand
Undead Doom Legion
2
|
Posted - 2013.06.22 15:05:00 -
[169] - Quote
Salient0ne wrote:As far as i can tell, about all you can do with a HMG is find the most defensible point on a skirmish, and stay there. I had good success doing that, but its boring. ALso it leave your front line a guy short, its not always necessary to play Def all match on a point no one is trying to take.
The Assault HMG is by far superior, takes away a bit of that range disadvantage, but still you arent going to do anything vs TACs. Other than die.
I wasted 4m sps on the heavy suit, thinking i may try forge guns instead. thos locus gernades can put an end to that quickly |
D legendary hero
One-Armed Bandits
220
|
Posted - 2013.06.22 15:16:00 -
[170] - 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
220
|
Posted - 2013.06.22 15:18:00 -
[171] - 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. |
XxWarlordxX97
Internal Error. Negative-Feedback
2155
|
Posted - 2013.06.22 19:41:00 -
[172] - Quote
Bump |
Orion Vahid
DUST University Ivy League
28
|
Posted - 2013.06.23 11:54:00 -
[173] - Quote
D legendary hero wrote: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. Thanks Hopefully CCP will get the balancing right this patch... |
D legendary hero
One-Armed Bandits
227
|
Posted - 2013.06.24 10:52:00 -
[174] - Quote
bump
something must be done to fix these heavies at this rate CoD will have better balancing than DUST |
Duran Lex
Silver Talon Corporation
22
|
Posted - 2013.06.24 13:27:00 -
[175] - Quote
People seem to be a bit confused on this thread, and as i stopped reading after page 4, this might have been answered. (if so, my apologies)
The thread asks whats the purpose of the HMG is, not the heavy dropsuit. So half the posts i read didn't even understand the question to begin with.
The HMG has massive amounts of ammo and insane RoF which makes it particularly effective at suppression.
An HMG itself has limited range (even when they fix the dispersion for it, it will still be limited) so it will excel in CQC areas, such as cities.
The turning speed with an HMG is also slow, so firing down long hallways are murder holes(hallways??) when an HMG is concerned.
Taking all this into consideration, the HMG seems far more effective at point defense then anything else you can use it for.
Does that stop it from being effective at throwing suppression fire onto enemies at an objective, while your squad picks em off? No. Does it prevent your ability to hop in an LAV, ride up to raspberries and proceed to jump out and shred their suits to pieces? No.
But clearly, the role the HMG excels at over anything else ; point defense.
|
Tectonious Falcon
Phaze O n e
586
|
Posted - 2013.06.24 13:38:00 -
[176] - Quote
Duran Lex wrote:People seem to be a bit confused on this thread, and as i stopped reading after page 4, this might have been answered. (if so, my apologies)
The thread asks whats the purpose of the HMG is, not the heavy dropsuit. So half the posts i read didn't even understand the question to begin with.
The HMG has massive amounts of ammo and insane RoF which makes it particularly effective at suppression.
An HMG itself has limited range (even when they fix the dispersion for it, it will still be limited) so it will excel in CQC areas, such as cities.
The turning speed with an HMG is also slow, so firing down long hallways are murder holes(hallways??) when an HMG is concerned.
Taking all this into consideration, the HMG seems far more effective at point defense then anything else you can use it for.
Does that stop it from being effective at throwing suppression fire onto enemies at an objective, while your squad picks em off? No. Does it prevent your ability to hop in an LAV, ride up to raspberries and proceed to jump out and shred their suits to pieces? No.
But clearly, the role the HMG excels at over anything else ; point defense.
Heavies and HMG's go hand in hand.
HMG's aren not good for suppression as they lack the range to suppress anyone more than 10 meters away.
HMG may seem like a good CQC weapon, but the terrible turning speed means a scout with a shotgun can just run circles around you.
If a weapon is only good at one thing (and that thing almost never happens - no one is stupid enough to go down corridors these days) something has gone wrong. |
Duran Lex
Silver Talon Corporation
24
|
Posted - 2013.06.24 14:45:00 -
[177] - Quote
Tectonious Falcon wrote:
Heavies and HMG's go hand in hand.
HMG's aren not good for suppression as they lack the range to suppress anyone more than 10 meters away.
HMG may seem like a good CQC weapon, but the terrible turning speed means a scout with a shotgun can just run circles around you.
If a weapon is only good at one thing (and that thing almost never happens - no one is stupid enough to go down corridors these days) something has gone wrong.
True, they go hand in hand. But the thread clearly says HMG. Bringing up advantages and disadvantages of the suit are an entirely different topic, considering that the heavy suit does not have a prerequisite of using a HMG.
Either you have never played using an HMG effectively, or you don't quite understand what "suppression" means. I can walk near any objective then start unloading, and watch as they either try to shoot me and die...or hide behind cover until a chance presents itself where they think they can retaliate against me. Sometimes, rarely, they flat out run.
Seems you have a problem with rock-paper-scissors. The "terrible" turning speed has given scouts a chance to actually kill a heavy using an HMG. And they still have to work for it (at least with me). I'm perfectly fine with dominating in CQC as rock, while being aware that paper could start shooting me in the back.
Weapons excelling in one area, doesn't mean that's the only way you can effectively use the weapon. I use the HMG for many of my skirmish situations. I jump in LAV's, head to sparsely protected null cannons, kill the 1-3 raspberries there and hack it. I act as the wall in my squad, soaking up the bullets to protect my squad with me firing into the enemy crowd ,as we push from cover cover towards the objective as a logistics keeps me alive. Sometimes i even feel the need to rambo, which will usually yield positive results.
You have a very skewed perception of the HMG.
|
Himiko Kuronaga
SyNergy Gaming EoN.
687
|
Posted - 2013.06.24 14:50:00 -
[178] - Quote
I don't buy this suppression line at all, honestly.
It only looks like it has a lot of ammo on paper. You burn through it fast thanks to that RoF. And then you don't have your own nanohives to replace it.
Who in their right mind is gonna bother "suppressing" a hallway, just so they can run out of ammo and then get caught with their pants down as they attempt to reload for the next 8 seconds? Right... |
Duran Lex
Silver Talon Corporation
24
|
Posted - 2013.06.24 15:07:00 -
[179] - Quote
Himiko Kuronaga wrote:I don't buy this suppression line at all, honestly.
It only looks like it has a lot of ammo on paper. You burn through it fast thanks to that RoF. And then you don't have your own nanohives to replace it.
Who in their right mind is gonna bother "suppressing" a hallway, just so they can run out of ammo and then get caught with their pants down as they attempt to reload for the next 8 seconds? Right...
Depends on the reason for suppressing the hallway. As of right now, i can't think of any map that has a hallway near any objective that would make suppressing it worthwhile so, i guess no one in their right mind would do it.
And it IS a lot of ammo, if you have good aim. The only situation i run completely out of ammo, are point defending null cannons near the redline that doesn't have a supply depot. Otherwise theres usually nano-hives in the area im in, the area im heading to, or anywhere in between. if not, ill take a detour to a supply depot. |
Ferren Devarri
ARES.inc
44
|
Posted - 2013.06.24 16:16:00 -
[180] - Quote
HMG does pretty darn good when it comes to infantry denial. I don't think I've ever seen one stop to reload.
Backed by an attentive dteammate with a repper, a good HMG gunner is as close to indestructible as you can get. |
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