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Master Jaraiya
Ultramarine Corp
321
|
Posted - 2013.06.26 18:58:00 -
[211] - Quote
THEDRiZZLE Aqua teen wrote: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 They are removing the hard range cap. Not increasing range. They are doing this on all weapons, so the HMG will be equally effective at doing its job as it is now.
They are not giving the HMG more range than the AR. They are introducing damage falloff. This means when bullets reach the max range they will begin doing less and less damage as they travel.
Currently when rounds from the HMG reach their max range they are only doing a laughable amount of damage because of dispersion.
Adding damage falloff does absolutely nothing to solve this problem. Increasing the max range qnd optimal range for the HMG to a value greater than that of the AR would completely solve the problem!
So GTFO n go reread the patch notes and DEV blogs n00b! Grown folks are talkin here! |
KOBLAKA1
Opus Arcana
88
|
Posted - 2013.06.26 19:34:00 -
[212] - Quote
Polish Hammer 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. +1
im pretty sure in our job/suit description its says we are supposed to stand toe-to-toe with enemy vehicles and live... |
oso tiburon
The Generals EoN.
31
|
Posted - 2013.06.26 19:37:00 -
[213] - Quote
iceyburnz wrote:People who use HMGs these days often do so poorly.
HMG is a defensive weapon.
You take your heavy suit and you move in once an objective is taken and guard it with your life. this is true
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KOBLAKA1
Opus Arcana
88
|
Posted - 2013.06.26 19:42:00 -
[214] - Quote
Master Jaraiya wrote: 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!
I hope you are defending my point because yes the balance is off. Range and Damage should be higher than an AR by your methodology. (Also minigun is classified as a small arms weapon ie LMG not HMG looking up the FM now) |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 20:04:00 -
[215] - Quote
jamstar saa187 wrote: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. I said not dying if I want to go Rambo I can put up 20 30 kills in a game but kpd goes up faster if you don't die |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
28
|
Posted - 2013.06.26 20:05:00 -
[216] - Quote
Master Jaraiya wrote:THEDRiZZLE Aqua teen wrote: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 They are removing the hard range cap. Not increasing range. They are doing this on all weapons, so the HMG will be equally effective at doing its job as it is now. They are not giving the HMG more range than the AR. They are introducing damage falloff. This means when bullets reach the max range they will begin doing less and less damage as they travel. Currently when rounds from the HMG reach their max range they are only doing a laughable amount of damage because of dispersion. Adding damage falloff does absolutely nothing to solve this problem. Increasing the max range qnd optimal range for the HMG to a value greater than that of the AR would completely solve the problem! So GTFO n go reread the patch notes and DEV blogs n00b! Grown folks are talkin here! lol and who are you ive never seen your corp |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
190
|
Posted - 2013.06.26 20:13:00 -
[217] - 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. (numbers are out of the air) 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"
Trust me guys you're arguing with a brick wall here. Go back through the page's.
|
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
29
|
Posted - 2013.06.26 20:16:00 -
[218] - Quote
lol im just amusing my self at this point |
KOBLAKA1
Opus Arcana
89
|
Posted - 2013.06.26 20:17:00 -
[219] - Quote
THEDRiZZLE Aqua teen wrote:lol im just amusing my self at this point I may just like to argue... |
Kevlar Waffles
Expert Intervention Caldari State
16
|
Posted - 2013.06.26 20:18:00 -
[220] - 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?
to look pretty and soak up enemy lead |
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THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
29
|
Posted - 2013.06.26 20:23:00 -
[221] - Quote
ahh way to much reading im just gunna assume that you offered me a piece of gum thank you kind sir |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
190
|
Posted - 2013.06.26 20:54:00 -
[222] - Quote
KOBLAKA1 wrote:THEDRiZZLE Aqua teen wrote:lol im just amusing my self at this point I may just like to argue...
In that case I'll just sit back and watch. Carry on sir. |
Master Jaraiya
Ultramarine Corp
323
|
Posted - 2013.06.26 20:56:00 -
[223] - Quote
KOBLAKA1 wrote:Master Jaraiya wrote: 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! I hope you are defending my point because yes the balance is off. Range and Damage should be higher than an AR by your methodology. (Also minigun is classified as a small arms weapon ie LMG not HMG looking up the FM now) Edit: Here ya go small arms defined as: Any gun below a 20-millimeter bore size is generally classified as a small arm. An alternative term gaining increasing currency is "light arms," to include individual and light support weapons. 2nd edit: I think HMG damage is fine just needs range So our HMG should really be a light weapon if it mimics a minigun? No I'm not saying that at all. The only reason it is classified as a light infantry weapon irl is because of the round it fires. The only reason it uses this round is for logistics purposes. Which means there are less types of ammo to haul around. Typically you find this weapon used in mounted applications as an area denial/crowd control weapon. You find in mounted in bunkers, outposts, humvees and Helos otherwise it typically takes 2 to 3 troops on foot to transport the gun itself, the ammunition, and the external powersource required to operate it. This makes it impractical for smaller scale military operations limited to only light infantry. Typically this weapon is brought into battlegrounds by vehicle and set up only after infantry has cleared the area. The reason it classifies as a heavy weapon in DUST 514 is because it becomes single man portable when combined with the Heavy Class Dropsuits. |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
29
|
Posted - 2013.06.26 20:57:00 -
[224] - Quote
im tagged out another heavy sob this post is all yours |
KOBLAKA1
Opus Arcana
90
|
Posted - 2013.06.26 21:00:00 -
[225] - Quote
Master Jaraiya wrote:KOBLAKA1 wrote:Master Jaraiya wrote: 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! I hope you are defending my point because yes the balance is off. Range and Damage should be higher than an AR by your methodology. (Also minigun is classified as a small arms weapon ie LMG not HMG looking up the FM now) Edit: Here ya go small arms defined as: Any gun below a 20-millimeter bore size is generally classified as a small arm. An alternative term gaining increasing currency is "light arms," to include individual and light support weapons. 2nd edit: I think HMG damage is fine just needs range So our HMG should really be a light weapon if it mimics a minigun? No I'm not saying that at all. The only reason it is classified as a light infantry weapon irl is because of the round it fires. The only reason it uses this round is for logistics purposes. Which means there are less types of ammo to haul around. Typically you find this weapon used in mounted applications as an area denial/crowd control weapon. You find in mounted in bunkers, outposts, humvees and Helos otherwise it typically takes 2 to 3 troops on foot to transport the gun itself, the ammunition, and the external powersource required to operate it. This makes it impractical for smaller scale military operations limited to only light infantry. Typically this weapon is brought into battlegrounds by vehicle and set up only after infantry has cleared the area. The reason it classifies as a heavy weapon in DUST 514 is because it becomes single man portable when combined with the Heavy Class Dropsuits. TL;DR the size of the weapon itself, not the size of fire ammo is what makes it a "heavy weapon" I'll buy that but our range and damage should still be greater than an AR then |
Master Jaraiya
Ultramarine Corp
324
|
Posted - 2013.06.26 21:06:00 -
[226] - Quote
KOBLAKA1 wrote:Master Jaraiya wrote:KOBLAKA1 wrote:Master Jaraiya wrote: 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! I hope you are defending my point because yes the balance is off. Range and Damage should be higher than an AR by your methodology. (Also minigun is classified as a small arms weapon ie LMG not HMG looking up the FM now) Edit: Here ya go small arms defined as: Any gun below a 20-millimeter bore size is generally classified as a small arm. An alternative term gaining increasing currency is "light arms," to include individual and light support weapons. 2nd edit: I think HMG damage is fine just needs range So our HMG should really be a light weapon if it mimics a minigun? No I'm not saying that at all. The only reason it is classified as a light infantry weapon irl is because of the round it fires. The only reason it uses this round is for logistics purposes. Which means there are less types of ammo to haul around. Typically you find this weapon used in mounted applications as an area denial/crowd control weapon. You find in mounted in bunkers, outposts, humvees and Helos otherwise it typically takes 2 to 3 troops on foot to transport the gun itself, the ammunition, and the external powersource required to operate it. This makes it impractical for smaller scale military operations limited to only light infantry. Typically this weapon is brought into battlegrounds by vehicle and set up only after infantry has cleared the area. The reason it classifies as a heavy weapon in DUST 514 is because it becomes single man portable when combined with the Heavy Class Dropsuits. TL;DR the size of the weapon itself, not the size of fire ammo is what makes it a "heavy weapon" I'll buy that but our range and damage should still be greater than an AR then At the very least our HMG should be 20% more than that of the AR. Our damage should be between the AR and the SMG. |
KOBLAKA1
Opus Arcana
90
|
Posted - 2013.06.26 21:07:00 -
[227] - Quote
Master Jaraiya wrote:KOBLAKA1 wrote:Master Jaraiya wrote:KOBLAKA1 wrote:Master Jaraiya wrote: 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! I hope you are defending my point because yes the balance is off. Range and Damage should be higher than an AR by your methodology. (Also minigun is classified as a small arms weapon ie LMG not HMG looking up the FM now) Edit: Here ya go small arms defined as: Any gun below a 20-millimeter bore size is generally classified as a small arm. An alternative term gaining increasing currency is "light arms," to include individual and light support weapons. 2nd edit: I think HMG damage is fine just needs range So our HMG should really be a light weapon if it mimics a minigun? No I'm not saying that at all. The only reason it is classified as a light infantry weapon irl is because of the round it fires. The only reason it uses this round is for logistics purposes. Which means there are less types of ammo to haul around. Typically you find this weapon used in mounted applications as an area denial/crowd control weapon. You find in mounted in bunkers, outposts, humvees and Helos otherwise it typically takes 2 to 3 troops on foot to transport the gun itself, the ammunition, and the external powersource required to operate it. This makes it impractical for smaller scale military operations limited to only light infantry. Typically this weapon is brought into battlegrounds by vehicle and set up only after infantry has cleared the area. The reason it classifies as a heavy weapon in DUST 514 is because it becomes single man portable when combined with the Heavy Class Dropsuits. TL;DR the size of the weapon itself, not the size of fire ammo is what makes it a "heavy weapon" I'll buy that but our range and damage should still be greater than an AR then At the very least our HMG should be 20% more than that of the AR. Our damage should be between the AR and the SMG. /signed |
Disturbingly Bored
The Strontium Asylum
315
|
Posted - 2013.06.26 21:37:00 -
[228] - Quote
Another Heavy SOB wrote: Trust me guys you're arguing with a brick wall here. Go back through the page's.
Yeah. My biggest goal is to not have poorly informed and potentially balance-damaging opinions fly without comment.
Bad ideas spread pretty quick if they aren't checked. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
301
|
Posted - 2013.06.26 21:42:00 -
[229] - Quote
Less range - more damage. more range with the dispersion is simply an unacceptable trade-off that gives you something you ultimately can't make use of to its fullest.
HMGs are some of the easiest CQ kills in the game for me - granted, I know all the weaknesses. That should not be the case at all. |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
193
|
Posted - 2013.06.26 21:46:00 -
[230] - Quote
Disturbingly Bored wrote:Another Heavy SOB wrote: Trust me guys you're arguing with a brick wall here. Go back through the page's.
Yeah. My biggest goal is to not have poorly informed and potentially balance-damaging opinions fly without comment. Bad ideas spread pretty quick if they aren't checked.
I'm glad I'm not the only one thinking that way.
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The Murder Taxi
Algintal Core Gallente Federation
0
|
Posted - 2013.06.26 22:01:00 -
[231] - Quote
Q: "What exactly is the purpose/point of the HMG?"
A: Speed bumps |
XxWarlordxX97
Internal Error. Negative-Feedback
2171
|
Posted - 2013.06.27 01:08:00 -
[232] - Quote
The Murder Taxi wrote:Q: "What exactly is the purpose/point of the HMG?" A: Speed bumps Forge gun
Boom |
ChromeBreaker
SVER True Blood Public Disorder.
592
|
Posted - 2013.06.27 08:44:00 -
[233] - Quote
Another Heavy SOB wrote: Trust me guys you're arguing with a brick wall here. Go back through the page's.
Oh i know
But if we dont keep putting it down someone might actually listen and no one wants that |
SoTa PoP
Internal Error. Negative-Feedback
2802
|
Posted - 2013.06.27 09:14:00 -
[234] - Quote
I just re-read this entire thread...
And now my eyes are bleeding.
How many of you damn heavies have even seen 1 PC? 2? How about 10? 20? I've seen well more then that. So from experience I can tell you we're killing machines - in about 15% of the map. The rest of the map we're fodder.
With more range we could do somethin' other then camp corners and/or give call-outs. As it stands my job in the Imps as a heavy is simply to hold out till reinforcements come - why? Why the hell is my high HP and slow movement speed nothing but an objective watcher? I'd gladly give up some HP to gain more range on my HMG - my health isn't even really helping out and plates are a ******* joke. Only good for heavy fire-fights in CQC areas that don't last long.
So what can I do really? The enemy can run out of my HMG range or cut a corner fast enough to get his shields back and wait for back-up. So I'm stuck using the same method even though I'm a "Defense" class. You can't defend an objective if you can't clear it. All I can do is prevent people from getting on top of it - who'd enjoy that as there job?
But I've adapted. Putting a scanner on a LAV I can see enemies coming before they know I'm there - allowing me to flank and make sure they don't get an easy path to the objective without me getting there in time to stop them from hacking. This is my only option to fulfill my role as "Defense" which burns down too that I need to put SP to be a LAV pilot as well. I'm no longer a true heavy - but a Heavy Driver. Not what I wanted - but what I was forced to do.
If I had some range I wouldn't have to rely so much on flanking (Which even if we were given range this method of defense is pretty unbeatable) and my movement speed wouldn't factor in as devastating.
The new update promises some strange concept of range damage - so I'm hoping that's our fix. If not - you'll see me in full rage again. Enjoy ;) |
RA Drahcir
Psygod9 RISE of LEGION
0
|
Posted - 2013.06.27 09:16:00 -
[235] - Quote
HMG should have penetrating power. If there are two enemies stacked up, there should be rounds connecting to the second enemy. |
ChromeBreaker
SVER True Blood Public Disorder.
592
|
Posted - 2013.06.27 09:29:00 -
[236] - Quote
SoTa PoP wrote: The new update promises some strange concept of range damage - so I'm hoping that's our fix. If not - you'll see me in full rage again. Enjoy ;)
This is the only thing i personally feel needs tweaking. A bit more range would do wonders for the HMG and its gameplay, but as we've know this range change thing was coming ive waited to see what it will do.
Its all this "Double dPs, moar range, no dispertion, make it fire grenades, add a cup holder" stuff thats crazy |
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.27 09:31:00 -
[237] - Quote
OP the best solution is to play in squads with people you know as often as possible and to cooperate closely. There is a lot of open space on all the maps (very few corners on some) so a heavy alone can easily be outflanked or outranged. But the fact is that as a heavy you dictate the terms of the engagement. If they come at you close and/or from certain bottlenecks they will die to your HMG, so they have to flank. Having one or two squadmates (2 medium frame or 1 + light) covering that flank will often give them the drop on enemies.
Tl;DR - Heavies work best as a kind of nucleus to a mini-squad of 3, complimented by one assault, one logi.
Feel free to apply to my corp and we can work this strategy together sometimes. :) |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
91
|
Posted - 2013.06.27 09:58:00 -
[238] - Quote
What we need.. Is variable ammo types.
Standardize STD/ADV/PRO versions with flat increases in certain areas(ammo storage, Rounds per Min, Heat generation, Etc), and just give me different ammo types. Projectiles in EVE have great potential in terms of damage dealing, with each doing certain percentages of Kinetic damage. Instead of a flat range, and 130/70 Armor/Shield damage, let me choose what's best for a situation.
If I'm faced by a bunch of shield tankers, give me an ammo with an anti-shield component(like EMP). Or, give me the option to fire a mixed group of ammo. Hell, right now i'll gladly take ammo belts with 1 in 5 doing a 70/130 damage type(I.e. scrambler). Or let me carry different belts of ammo, which I can purchase ahead of the battle and chose to swap between. That'd be pretty sweet.
I.. Forgot where I was going with this.. |
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.27 10:04:00 -
[239] - Quote
Kekklian Noobatronic wrote:What we need.. Is variable ammo types.
Standardize STD/ADV/PRO versions with flat increases in certain areas(ammo storage, Rounds per Min, Heat generation, Etc), and just give me different ammo types. Projectiles in EVE have great potential in terms of damage dealing, with each doing certain percentages of Kinetic damage. Instead of a flat range, and 130/70 Armor/Shield damage, let me choose what's best for a situation.
If I'm faced by a bunch of shield tankers, give me an ammo with an anti-shield component(like EMP). Or, give me the option to fire a mixed group of ammo. Hell, right now i'll gladly take ammo belts with 1 in 5 doing a 70/130 damage type(I.e. scrambler). Or let me carry different belts of ammo, which I can purchase ahead of the battle and chose to swap between. That'd be pretty sweet.
I.. Forgot where I was going with this..
Ammos with longer range but less damage and vice versa that you can switch out on the fly. Yes please!!! |
ChromeBreaker
SVER True Blood Public Disorder.
592
|
Posted - 2013.06.27 10:07:00 -
[240] - Quote
zzZaXxx wrote:Kekklian Noobatronic wrote:What we need.. Is variable ammo types.
Standardize STD/ADV/PRO versions with flat increases in certain areas(ammo storage, Rounds per Min, Heat generation, Etc), and just give me different ammo types. Projectiles in EVE have great potential in terms of damage dealing, with each doing certain percentages of Kinetic damage. Instead of a flat range, and 130/70 Armor/Shield damage, let me choose what's best for a situation.
If I'm faced by a bunch of shield tankers, give me an ammo with an anti-shield component(like EMP). Or, give me the option to fire a mixed group of ammo. Hell, right now i'll gladly take ammo belts with 1 in 5 doing a 70/130 damage type(I.e. scrambler). Or let me carry different belts of ammo, which I can purchase ahead of the battle and chose to swap between. That'd be pretty sweet.
I.. Forgot where I was going with this.. Ammos with longer range but less damage and vice versa that you can switch out on the fly. Yes please!!!
But... but ... the Assault hmg |
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