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Tectonious Falcon
Phaze O n e
588
|
Posted - 2013.06.25 07:06:00 -
[181] - Quote
Duran Lex wrote: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 the HMG as a requisite. 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.
You don't play many FPS's do you?
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Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
89
|
Posted - 2013.06.25 08:04:00 -
[182] - Quote
What is the purpose of an HMG?
Freedom.
'Murica. |
Himiko Kuronaga
SyNergy Gaming EoN.
689
|
Posted - 2013.06.25 10:29:00 -
[183] - Quote
You sacrifice speed, equipment, a smaller hitbox and generally one or two power slots so that you can hold a superior weapon.
It is because of these reasons that the HMG has no business being "balanced". It should be "better", period.
The idea that is has to lower its standards to fit into some sort of rock paper scissors formula is a slap to the face. You already sacrifice more than enough for the privilege of even handling the weapon. It should deliver superior results to a gimpy little assault rifle in pretty much every capacity -- including range. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
52
|
Posted - 2013.06.25 10:48:00 -
[184] - Quote
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?
I wont lie - Heavies do need some tweaks.
However when I run in my squad sometimes I run logi and stick by my heavy close range at all times and we bulldoze through the enemy! Granted a heavy without logi support is not a very scary prospect but get a heavy or two, a logi or two and some assaults and that squad is powerful! |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
89
|
Posted - 2013.06.25 11:03:00 -
[185] - Quote
Heavies shouldn't need logistics to function properly, but that's effectively the situation we're in.
Heavies shouldn't need to load their high slots with damage mods in order to output acceptable damage levels, but that's the situation we're in.
HMGs shouldn't do 'comparable' damage to an AR, because as one of the posters above said - you sacrifice lots in order to field the gun. But that's the situation we're in.
Balance. |
Purona
Militaires Sans Jeux
12
|
Posted - 2013.06.25 11:59:00 -
[186] - Quote
Kekklian Noobatronic wrote:Heavies shouldn't need logistics to function properly, but that's effectively the situation we're in.
Heavies shouldn't need to load their high slots with damage mods in order to output acceptable damage levels, but that's the situation we're in.
HMGs shouldn't do 'comparable' damage to an AR, because as one of the posters above said - you sacrifice lots in order to field the gun. But that's the situation we're in.
Balance. considering they have no equipment slots so once they run out of ammo they have to slowly trek back to a supply depot which may or may not be there
they have high armor values which are prime targets for a logi with a lot of skill points in repair tool as well as nanite injector
and if they do bleed out a drop uplink brings them right back on the field without having to do alot of movement with their slow bodies |
Disturbingly Bored
The Strontium Asylum
311
|
Posted - 2013.06.25 12:05:00 -
[187] - Quote
Kekklian Noobatronic wrote:Heavies shouldn't need logistics to function properly, but that's effectively the situation we're in.
As a currently lone wolf Heavy, this is untrue. HMG has enough ammo to get through Ambush, and other maps have resupply crates. Beyond that: armor reppers.
Quote:Heavies shouldn't need to load their high slots with damage mods in order to output acceptable damage levels, but that's the situation we're in.
You can load your hi slots with shield mods if you like. It's arguably as or more effective.
Quote:HMGs shouldn't do 'comparable' damage to an AR, because as one of the posters above said - you sacrifice lots in order to field the gun. But that's the situation we're in.
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. |
Himiko Kuronaga
SyNergy Gaming EoN.
690
|
Posted - 2013.06.25 12:32:00 -
[188] - Quote
Let's go with the range argument for now then.
Why is the HMG a flame thrower, and not an HMG?
CCP designed it to be "different" than the usual HMG in that it is a CQC weapon, yet they have structured it in a way that does not compliment this function at all. Heavies are too slow to dictate range, yet their success depends on it. Too slow to turn, yet again, their success in CQC depends on it. Reloading is also too slow to be effective in a lone-wolf point defense situation, yet this is what they are supposedly designed for.
The entire concept is full of contradictions. It doesn't work. At least, not when your opponent is worth a damn. |
Tectonious Falcon
Phaze O n e
589
|
Posted - 2013.06.25 13:16:00 -
[189] - Quote
Himiko Kuronaga wrote:Let's go with the range argument for now then.
Why is the HMG a flame thrower, and not an HMG?
CCP designed it to be "different" than the usual HMG in that it is a CQC weapon, yet they have structured it in a way that does not compliment this function at all. Heavies are too slow to dictate range, yet their success depends on it. Too slow to turn, yet again, their success in CQC depends on it. Reloading is also too slow to be effective in a lone-wolf point defense situation, yet this is what they are supposedly designed for.
The entire concept is full of contradictions. It doesn't work. At least, not when your opponent is worth a damn.
Yet, if the HMG was designed properly as a weapon with great range, it would work far better. Slow turning does not impose much restriction against ranged targets. It actually helps more with precision aiming, which is what is necessary from range. Furthermore, the Heavy could still fulfill the role of "point defense" but instead do so by keeping enemies at bay from range. Their slower reload also makes much more sense when there is a greater buffer distance between themselves and the enemy to start with.
Finally, someone who understands. |
Dis Cord
Bounty Hunterz
139
|
Posted - 2013.06.25 13:20:00 -
[190] - Quote
Himiko Kuronaga wrote:Let's go with the range argument for now then.
Why is the HMG a flame thrower, and not an HMG?
CCP designed it to be "different" than the usual HMG in that it is a CQC weapon, yet they have structured it in a way that does not compliment this function at all. Heavies are too slow to dictate range, yet their success depends on it. Too slow to turn, yet again, their success in CQC depends on it. Reloading is also too slow to be effective in a lone-wolf point defense situation, yet this is what they are supposedly designed for.
The entire concept is full of contradictions. It doesn't work. At least, not when your opponent is worth a damn.
Yet, if the HMG was designed properly as a weapon with great range, it would work far better. Slow turning does not impose much restriction against ranged targets. It actually helps more with precision aiming, which is what is necessary from range. Furthermore, the Heavy could still fulfill the role of "point defense" but instead do so by keeping enemies at bay from range. Their slower reload also makes much more sense when there is a greater buffer distance between themselves and the enemy to start with.
My entire participation in this game has become forum lurking, hoping for some change to CCPs silly range game, lol.
I'm beating a dead horse, but here we are again. |
|
Disturbingly Bored
The Strontium Asylum
311
|
Posted - 2013.06.25 13:42:00 -
[191] - Quote
Dis Cord wrote:I'm beating a dead horse, but here we are again.
If I could +1 this a thousand times, I would. |
Heavy Breaks
Ill Omens EoN.
70
|
Posted - 2013.06.25 14:24:00 -
[192] - Quote
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.
|
Disturbingly Bored
The Strontium Asylum
312
|
Posted - 2013.06.26 01:48:00 -
[193] - Quote
Heavy Breaks wrote: You are so wrong it's comical.
Elaborate.
|
D legendary hero
Strong-Arm
233
|
Posted - 2013.06.26 09:38:00 -
[194] - 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. |
Disturbingly Bored
The Strontium Asylum
313
|
Posted - 2013.06.26 14:24:00 -
[195] - Quote
D legendary hero wrote: 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.
Here's the problem with your math:
DPS is a statistic anyone can verify. Your figures for dispersion are something you made up.
I can just as easily state that dispersion for HMG is 15-20%, and then the HMG does 717.76 DPS at optimal, still beating the AR.
I can also say (as subjectively as your guess at dispersion numbers) that there are no dispersion effects whatsoever if your target fills your reticule, and the HMG at optimal spanks the crap out of AR as long as you're good enough to keep your target in your sights.
As for tracking: tweak your settings. If I can keep my sights on a bunny-hopping proto Assault, you can too.
Quote: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.
I'm sorry, but you're looking at this incorrectly, too. Proto HMG does 10% more damage than basic HMG. Proto Assault does 10% more damage than base Assault. The DPS increase is the same. Check your numbers.
I won't comment on range, because here we actually agree. It's the only legitimate complaint for HMG at the moment, and it'll be interesting to see what changes in 1.2. |
ChromeBreaker
SVER True Blood Public Disorder.
587
|
Posted - 2013.06.26 14:42:00 -
[196] - Quote
Disturbingly Bored wrote:D legendary hero wrote: 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.
Here's the problem with your math: DPS is a statistic anyone can verify. Your figures for dispersion are something you made up. I can just as easily state that dispersion for HMG is 15-20%, and then the HMG does 717.76 DPS at optimal, still beating the AR. I can also say (as subjectively as your guess at dispersion numbers) that there are no dispersion effects whatsoever if your target fills your reticule, and the HMG at optimal spanks the crap out of AR as long as you're good enough to keep your target in your sights. As for tracking: tweak your settings. If I can keep my sights on a bunny-hopping proto Assault, you can too. Quote: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. I'm sorry, but you're looking at this incorrectly, too. Proto HMG does 10% more damage than basic HMG. Proto Assault does 10% more damage than base Assault. The DPS increase is the same. Check your numbers. I won't comment on range, because here we actually agree. It's the only legitimate complaint for HMG at the moment, and it'll be interesting to see what changes in 1.2.
This... tried to say this already but i go from experiance not numbers lol.
35% dispertion might be right... but that isnt a direct reduction in dps! If i put the barrels of my gun and plant them on someones face dispertion means squat... if i then move back a meter im still hitting for full... 10m sure, i might get the odd stray bullet... 20m, i might start losing some dps... 30m, missing more... 40m now theres some notable loss...
but never have i lost 35% of my dps... not until theyre out past my optimal and my recitle is twice the size of the target anyway lol and of course that reduces after firing a bit... more if i aim down the "sights" |
KOBLAKA1
Opus Arcana
87
|
Posted - 2013.06.26 15:03:00 -
[197] - Quote
ChromeBreaker wrote:Disturbingly Bored wrote:D legendary hero wrote: 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.
Here's the problem with your math: DPS is a statistic anyone can verify. Your figures for dispersion are something you made up. I can just as easily state that dispersion for HMG is 15-20%, and then the HMG does 717.76 DPS at optimal, still beating the AR. I can also say (as subjectively as your guess at dispersion numbers) that there are no dispersion effects whatsoever if your target fills your reticule, and the HMG at optimal spanks the crap out of AR as long as you're good enough to keep your target in your sights. As for tracking: tweak your settings. If I can keep my sights on a bunny-hopping proto Assault, you can too. Quote: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. I'm sorry, but you're looking at this incorrectly, too. Proto HMG does 10% more damage than basic HMG. Proto Assault does 10% more damage than base Assault. The DPS increase is the same. Check your numbers. I won't comment on range, because here we actually agree. It's the only legitimate complaint for HMG at the moment, and it'll be interesting to see what changes in 1.2. This... tried to say this already but i go from experiance not numbers lol. 35% dispertion might be right... but that isnt a direct reduction in dps! If i put the barrels of my gun and plant them on someones face dispertion means squat... if i then move back a meter im still hitting for full... 10m sure, i might get the odd stray bullet... 20m, i might start losing some dps... 30m, missing more... 40m now theres some notable loss...
but never have i lost 35% of my dps... not until theyre out past my optimal and my recitle is twice the size of the target anyway lol and of course that reduces after firing a bit... more if i aim down the "sights"
http://i.imgur.com/Dh2wv7o.jpg refer to this to see that range is an issue 2km plus for HEAVY MACHINE GUNS ours goes 30~ and does shite damage and loses a lot of dps due to that dispersion.
(.50 cal, 20mm, and 30mm, are all HMGs for those who do not know, and as the in game HMG looks acts it like the 20mm) |
XxWarlordxX97
Internal Error. Negative-Feedback
2169
|
Posted - 2013.06.26 17:10:00 -
[198] - Quote
KOBLAKA1 wrote:ChromeBreaker wrote:Disturbingly Bored wrote:D legendary hero wrote: 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.
Here's the problem with your math: DPS is a statistic anyone can verify. Your figures for dispersion are something you made up. I can just as easily state that dispersion for HMG is 15-20%, and then the HMG does 717.76 DPS at optimal, still beating the AR. I can also say (as subjectively as your guess at dispersion numbers) that there are no dispersion effects whatsoever if your target fills your reticule, and the HMG at optimal spanks the crap out of AR as long as you're good enough to keep your target in your sights. As for tracking: tweak your settings. If I can keep my sights on a bunny-hopping proto Assault, you can too. Quote: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. I'm sorry, but you're looking at this incorrectly, too. Proto HMG does 10% more damage than basic HMG. Proto Assault does 10% more damage than base Assault. The DPS increase is the same. Check your numbers. I won't comment on range, because here we actually agree. It's the only legitimate complaint for HMG at the moment, and it'll be interesting to see what changes in 1.2. This... tried to say this already but i go from experiance not numbers lol. 35% dispertion might be right... but that isnt a direct reduction in dps! If i put the barrels of my gun and plant them on someones face dispertion means squat... if i then move back a meter im still hitting for full... 10m sure, i might get the odd stray bullet... 20m, i might start losing some dps... 30m, missing more... 40m now theres some notable loss...
but never have i lost 35% of my dps... not until theyre out past my optimal and my recitle is twice the size of the target anyway lol and of course that reduces after firing a bit... more if i aim down the "sights" http://i.imgur.com/Dh2wv7o.jpg refer to this to see that range is an issue 2km plus for HEAVY MACHINE GUNS ours goes 30m~ and does shite damage and loses a lot of dps due to that dispersion. (.50 cal, 20mm, and 30mm, are all HMGs for those who do not know, and as the in game HMG looks acts it like the 20mm) I will never give up on the HMG |
Disturbingly Bored
The Strontium Asylum
314
|
Posted - 2013.06.26 17:16:00 -
[199] - Quote
XxWarlordxX97 wrote: I will never give up on the HMG
Likewise, sir. |
low genius
The Sound Of Freedom Renegade Alliance
127
|
Posted - 2013.06.26 17:29:00 -
[200] - Quote
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?
sounds like you're doing it wrong to me. the assault hmg has a good range, and good stopping power. |
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Master Jaraiya
Ultramarine Corp
321
|
Posted - 2013.06.26 17:44:00 -
[201] - Quote
KOBLAKA1 wrote:ChromeBreaker wrote:Disturbingly Bored wrote:D legendary hero wrote: 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.
Here's the problem with your math: DPS is a statistic anyone can verify. Your figures for dispersion are something you made up. I can just as easily state that dispersion for HMG is 15-20%, and then the HMG does 717.76 DPS at optimal, still beating the AR. I can also say (as subjectively as your guess at dispersion numbers) that there are no dispersion effects whatsoever if your target fills your reticule, and the HMG at optimal spanks the crap out of AR as long as you're good enough to keep your target in your sights. As for tracking: tweak your settings. If I can keep my sights on a bunny-hopping proto Assault, you can too. Quote: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. I'm sorry, but you're looking at this incorrectly, too. Proto HMG does 10% more damage than basic HMG. Proto Assault does 10% more damage than base Assault. The DPS increase is the same. Check your numbers. I won't comment on range, because here we actually agree. It's the only legitimate complaint for HMG at the moment, and it'll be interesting to see what changes in 1.2. This... tried to say this already but i go from experiance not numbers lol. 35% dispertion might be right... but that isnt a direct reduction in dps! If i put the barrels of my gun and plant them on someones face dispertion means squat... if i then move back a meter im still hitting for full... 10m sure, i might get the odd stray bullet... 20m, i might start losing some dps... 30m, missing more... 40m now theres some notable loss...
but never have i lost 35% of my dps... not until theyre out past my optimal and my recitle is twice the size of the target anyway lol and of course that reduces after firing a bit... more if i aim down the "sights" http://i.imgur.com/Dh2wv7o.jpg refer to this to see that range is an issue 2km plus for HEAVY MACHINE GUNS ours goes 30m~ and does shite damage and loses a lot of dps due to that dispersion. (.50 cal, 20mm, and 30mm, are all HMGs for those who do not know, and as the in game HMG looks acts it like the 20mm) What we have in Dust is more like the M134 Minigun. Look.
http://en.m.wikipedia.org/wiki/Minigun
notice it fires the 7.62 mmm round, at a rate of 2k - 6k RPM and a range of about 1000m.
Compared to the M16 AR
http://en.m.wikipedia.org/wiki/M16_rifle
Notice it fires the 5.56mm round (smaller bullet = less damage) oh yea our AR fires plasma rounds Notice the sustained RPM (rate it is commonly used to be the most effective in combat) 15 RPM ok cry some? Cyclic RPM (weapons fastest mechanical ability) (spray n pray shooting) 950 RPM Effective range 550m point Target (accurate shooting) 800m area target (innacurate used for area denial)
So is balance off between these types of weapons in DUST 514?...well you tell me! |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 17:52:00 -
[202] - Quote
Lol its not thatbad and 1.2 ccp will increase the range of every gun . Further more ive only beena heavy it wastoo good in chromosome and other then the RANGE its fine i play multiple games with out dying everyday. Its not godmod if you sucka heavy is not the answer. |
oso tiburon
The Generals EoN.
30
|
Posted - 2013.06.26 17:56:00 -
[203] - Quote
Disturbingly Bored wrote:XxWarlordxX97 wrote: I will never give up on the HMG
Likewise, sir. agreed ... what other gun can wreak that kind of havok on multiple people at once |
Master Jaraiya
Ultramarine Corp
321
|
Posted - 2013.06.26 18:10:00 -
[204] - Quote
THEDRiZZLE Aqua teen wrote:Lol its not thatbad and 1.2 ccp will increase the range of every gun . Further more ive only beena heavy it wastoo good in chromosome and other then the RANGE its fine i play multiple games with out dying everyday. Its not godmod if you sucka heavy is not the answer. All I'm saying is an HMG should do just barely more damage per round and outrange any AR while an AR is much more accurate. The HMG should restrict the AR user to cover until the AR user is able to get within range. Currently in Dust 514 the roles of these weapons are completely reversed. The Heavy with HMG is forced to stay in cover until the AR user gets within his range. The problem is it is much easier for the highly accurate AR user to remain outside HMG range and pick the Heavy off from inside his cover.
The AR should NEVER outrange the HMG.
Here is why. HMG is an area denial weapon. If I have to be inside your effective range for my rounds to make a difference I have failed by default because you were not denied access via your main assault. However if HMG had more renge than AR it could be effective at its job (area denial) forcing the enemy to use flanking maneuvers to gain access to the point im defending. |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 18:40:00 -
[205] - Quote
if its a hmg realistically yea its shooting 7.62 bullets and an ar is shooting 5.56 or 7.62 depending on what type of ar but this isn't real life and real life isent fair but this game is so you contradict your self and not just you im not singling you out but you cant have a fair and realistic game it is an oxymoron |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 18:41:00 -
[206] - Quote
and ive been a heavy since day one so im speaking for heavies that are having no trouble atm my kpd is 4.11 or higher that's what It was last I checked so if your good at this game your good at any suit and people want heavies to be so good its not god mod like I said I can go a whole day with a good squad getting 10 plus kills each game with out dying |
Master Jaraiya
Ultramarine Corp
321
|
Posted - 2013.06.26 18:47:00 -
[207] - Quote
THEDRiZZLE Aqua teen wrote:and ive been a heavy since day one so im speaking for heavies that are having no trouble atm my kpd is 4.11 or higher that's what It was last I checked so if your good at this game your good at any suit and people want heavies to be so good its not god mod like I said I can go a whole day with a good squad getting 10 plus kills each game with out dying I didn't say I want a god mode heavy. You completely ignored my previous post where I outlined that the HMG needs more range to perform its job and why. That has nothing to do with anyone's kdr. I never said the HMG cannot kill. It can kill. I simply stated that it cannot perform the role of a Point Defense weapon because it lacks the range to perform its job. There is really no logical argument that can be made against that. |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 18:48:00 -
[208] - Quote
you ignored myn as well because I said a million times that ccp on july 2nd is increasing range of all guns stop being ignorant and clouding up the forums go to new on dust 514 right now and read the dev report and just stfu please |
jamstar saa187
Imperial Populicide Legion Alpha Wolf Pack
12
|
Posted - 2013.06.26 18:50:00 -
[209] - Quote
i wanna make this point about the HMG's CQC abilities. it may seem unusual to some, but if you simply stop shooting you can turn quicker (simple, but true). once you have your mark sighted up, commence the destruction.
but what about the 'warm up' dispersion you ask? well if the Red dot is in CQC, most of those 'wild' bullets will hit him anyway because...... he/she's right in-front of you.
this is all. feel free to tear this to shreds if you want. just my 2 cents worth. |
jamstar saa187
Imperial Populicide Legion Alpha Wolf Pack
12
|
Posted - 2013.06.26 18:54:00 -
[210] - Quote
THEDRiZZLE Aqua teen wrote:...... I can go a whole day with a good squad getting 10 plus kills each game with out dying
this sounds impressive. i would like to see any vids of this, if you have any that is. im not calling you out or anything, im just saying going a whole day in dust 514 without dying is worthy of highlighting. |
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