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Mike Poole
Kirkinen Risk Control Caldari State
21
|
Posted - 2013.05.19 16:02:00 -
[1] - Quote
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? |
Salient0ne
Jarn Drakar
12
|
Posted - 2013.05.19 16:11:00 -
[2] - Quote
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. |
Salient0ne
Jarn Drakar
12
|
Posted - 2013.05.19 16:16:00 -
[3] - Quote
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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3112
|
Posted - 2013.05.19 16:18:00 -
[4] - Quote
Why you would ever choose an HMG over an AR as a heavy will continue to baffle me. |
Toni Scott White
Chatelain Rapid Response Gallente Federation
1
|
Posted - 2013.05.19 16:26:00 -
[5] - Quote
Stop whining, I can play easily with a Heavy Machine Gun and I suck in this game, I just got out of the academy and I can get good scores with weapons that aren't AR's.
They created the weapons, they are going to change range, power etc to theur liking. |
Laheon
Osmon Surveillance Caldari State
564
|
Posted - 2013.05.19 16:30:00 -
[6] - Quote
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. |
Scott DNB
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2013.05.19 16:33:00 -
[7] - Quote
Its all about approach. A small hill can be a barrier enough to get u close to them AR fellas. So long as your 20 - 30m from target you'll waste them quick. I don't wanna sound like a smart *** but I've notice a lot of other heavies don't aim. Always aim. Improves your chances dramatically. Sorry bout the wall o text |
SoTa ReGnUM PoP
Namtar Elite Gallente Federation
114
|
Posted - 2013.05.19 16:36:00 -
[8] - 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. 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. |
Yeva Kalsani
Reckoners
81
|
Posted - 2013.05.19 16:38:00 -
[9] - Quote
My recommendation is to go with ARs or Forge Guns on your heavy dropsuit. |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
304
|
Posted - 2013.05.19 16:41:00 -
[10] - 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?
Mate Defensive my ass.
Deliver a heavy to the enemy and watch them all scatter, Im not kidding.
Ive done this to some of the top name corps out there, they run as much as anyone else....they just come back quicker.
Heavies are CQC powerhouses, leave that long range **** to the TAC AR tryhards and the snipers. |
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Laheon
Osmon Surveillance Caldari State
564
|
Posted - 2013.05.19 16:42:00 -
[11] - Quote
SoTa ReGnUM PoP wrote: 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.
I didn't mention tanks...? I said installation. From halfway across the map. I got behind cover, and despite being in a pretty limited area, managed to defend C for a few minutes.
I'll tell a class how to play until people who play that class actually understand that the heavy is a defensive tool. Anyone looking at the slow speed can tell you that. Heavies just can't cross ground quickly enough to get between cover and can't run up quickly enough to apply DPS consistently.
Assaults and scouts are much better at assaulting positions than heavies. Heavies simply don't have the speed to assault. Got it yet? CCP has gone on record as saying this is the heavy's role, what it has been designed for. |
SoTa ReGnUM PoP
Namtar Elite Gallente Federation
114
|
Posted - 2013.05.19 16:48:00 -
[12] - Quote
Laheon wrote:SoTa ReGnUM PoP wrote: 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.
I didn't mention tanks...? I said installation. From halfway across the map. I got behind cover, and despite being in a pretty limited area, managed to defend C for a few minutes. I'll tell a class how to play until people who play that class actually understand that the heavy is a defensive tool. Anyone looking at the slow speed can tell you that. Heavies just can't cross ground quickly enough to get between cover and can't run up quickly enough to apply DPS consistently. Assaults and scouts are much better at assaulting positions than heavies. Heavies simply don't have the speed to assault. Got it yet? CCP has gone on record as saying this is the heavy's role, what it has been designed for. Heavies are not defensive tools - that is the counter every idiot who fears OP infantry tanks spouts.
We are walls that move the battlefield or get picked off for being idiots standing out in the open. Any points to say heavies are only meant to be one thing is worthy of being called ignorant. CCP calls heavies JUGGERNAUGTS that stand toe to toe with tanks - so if we were to take CCP to there word they're already lying about what our class can do.
Heavies don't move fast - you're right - they need to move smart instead. For when they do reach the front lines safe they can move it forward. Or used to be able too - now a heavy trying anything but point defense is folly and proof CCP has no idea wtf they're doing.
And I'll remind you we are suppose to be able to create our own perfect solider. My ideal one would be a slow moving tank , ops, not going to happen, why even with all of CCP's brag of customization? It's ridiculous and posts like yours supports CCP's ignorance of there own creation. |
Sylwester Dziewiecki
BetaMax. CRONOS.
67
|
Posted - 2013.05.19 16:54:00 -
[13] - 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 was a Heavy for severa build(till I start to skill HAV). I think that HMG is a weapon that is ahead of its time. It was meant to be successful in narrow corridors with we don't have yet in game. CCP prefer to implement environment with open area as you said rather than close building with doors, windows, tight rooms, long corridors - where HMG would be really deadly. HMG rolle of today is to drop on enemy ton's of bullet, while he is trying to kill you, jumping like monkey, and then trying to reload before you finish him off. The best advantage of this weapon is magazine capacity when added to this your total HP, squadmate support - logibro with scanner and another one with repairing tool - you are close to be immortal in most cases. But you have to play smart with HMG. One of really good tactics in previous builds was to use LAV to cut your range between the enemy and you to minimum, and prevent him from disengage. |
Bubba Brown
Militaires Sans Jeux
57
|
Posted - 2013.05.19 16:55:00 -
[14] - Quote
it has this really awkward half-range thing going on, where it's pretty awful in CQC due to the extremely tight bullet corridor and seemingly lower damage, but actually really good at mid range for some reason?
and because of the low turn speed, it's really hard to keep up with strafing scouts in close quarters. i get a lot more kills with my standard smg at that range than i get with my prototype HMG. |
SoTa of PoP
Circle of Huskarl Minmatar Republic
318
|
Posted - 2013.05.19 16:57:00 -
[15] - Quote
Bubba Brown wrote:it has this really awkward half-range thing going on, where it's pretty awful in CQC due to the extremely tight bullet corridor and seemingly lower damage, but actually really good at mid range for some reason?
and because of the low turn speed, it's really hard to keep up with strafing scouts in close quarters. i get a lot more kills with my standard smg at that range than i get with my prototype HMG. yessss
Please god fix the turn speed already CCP - are we going to wait another 6 months like we did before you fixed heavy protosuit prices?
CCP hates heavies - the proof is in the HMG and racial suits. |
Xender17
Oblivion S.G.X
83
|
Posted - 2013.05.19 16:58:00 -
[16] - 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? Except that's not where the battles usually happen. |
Mike Poole
Kirkinen Risk Control Caldari State
24
|
Posted - 2013.05.19 16:58:00 -
[17] - Quote
Laheon wrote: I didn't mention tanks...? I said installation. From halfway across the map. I got behind cover, and despite being in a pretty limited area, managed to defend C for a few minutes.
I'll tell a class how to play until people who play that class actually understand that the heavy is a defensive tool. Anyone looking at the slow speed can tell you that. Heavies just can't cross ground quickly enough to get between cover and can't run up quickly enough to apply DPS consistently.
Assaults and scouts are much better at assaulting positions than heavies. Heavies simply don't have the speed to assault. Got it yet? CCP has gone on record as saying this is the heavy's role, what it has been designed for.
Heavy armor is ultimately only slightly better for defense than any other armor though.
Without any additional damage resistance the additional armor and shields a heavy has is easily shredded by weapons with 400+ dps, not to forget that the extra armor is ultimately useless unless you're loaded with armor repair modules or have someone to repair you.
Toss in the fact that few if any defendable points are even slightly secure and are usually open to attack in all but one direction easily leaving you open to ambush by any enemy with half a brain and the fact that your slow moving butt hiding behind a wall is practically screaming grenade magnet.
|
Vermaak Doe
SVER True Blood Unclaimed.
726
|
Posted - 2013.05.19 17:00:00 -
[18] - Quote
Toni Scott White wrote:Stop whining, I can play easily with a Heavy Machine Gun and I suck in this game, I just got out of the academy and I can get good scores with weapons that aren't AR's.
They created the weapons, they are going to change range, power etc to theur liking. Academy battles = noob lobbies. |
Kai Wulf
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.05.19 17:03:00 -
[19] - 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.
What did you find was best for cover/protection? I tend to find that assaults don't need to come close as they can easily outrange me.
If the class has changed to a more defensive role, I can accept that. I can also accept that our playstyles would need to change to reflect this, but I also feel the HMG has suffered a bit too much since Uprising. I think the OP makes some valid points such as the open space on the maps and the movement mechanics of the characters.
There is just something wrong with the whole setup that makes me feel like I am in some no-man's land.
And it's not just the HMG. Since Uprising there has been a perceivably less amount of Laser Rifles, Mass Drivers, and even Shotguns being fielded. |
Kai Wulf
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.05.19 17:05:00 -
[20] - Quote
SoTa ReGnUM PoP wrote: Heavies are not defensive tools - that is the counter every idiot who fears OP infantry tanks spouts.
We are walls that move the battlefield or get picked off for being idiots standing out in the open. Any points to say heavies are only meant to be one thing is worthy of being called ignorant. CCP calls heavies JUGGERNAUGTS that stand toe to toe with tanks - so if we were to take CCP to there word they're already lying about what our class can do.
Heavies don't move fast - you're right - they need to move smart instead. For when they do reach the front lines safe they can move it forward. Or used to be able too - now a heavy trying anything but point defense is folly and proof CCP has no idea wtf they're doing.
And I'll remind you we are suppose to be able to create our own perfect solider. My ideal one would be a slow moving tank , ops, not going to happen, why even with all of CCP's brag of customization? It's ridiculous and posts like yours supports CCP's ignorance of there own creation.
QFT |
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Laheon
Osmon Surveillance Caldari State
564
|
Posted - 2013.05.19 17:10:00 -
[21] - Quote
SoTa ReGnUM PoP wrote:...
"My ideal one would be a slow moving tank"
Unfortunately, should you be granted the role you want (i.e. slow, but hard to kill) you would be a one man team. Not great for balance, hey?
For example, back in closed beta, I remember heavies running around with AR's. That was literally the only thing on the field. This allowed them to "move the front line forward". So much so that the assault was completely replaced.
Heavies cannot stand toe to toe with tanks. From dust514.com, "The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives." As far as I know, (apart from TAR's) they do that role quite well.
Heavies ARE meant for point defense. Any other role for them would be OP, as they would be walking powerhouses. They're slow on foot, which means that they require assistance getting to the battlefield, but once they get into CQC they excel. Jumping from a dropship into CQC, or spawning at a drop uplink at an objective when its about to be overrun, are ideal solutions for a heavy.
Walking up to the front line then punching a hole through it is not. That's best suited for an assault. |
Dust HaHakoke
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
0
|
Posted - 2013.05.19 17:13:00 -
[22] - Quote
playing a heavy and i can assure you ive dropped plenty of ar users most dont seem to realize how many bullets i can put out at once |
Laheon
Osmon Surveillance Caldari State
564
|
Posted - 2013.05.19 17:15:00 -
[23] - Quote
Kai Wulf wrote: What did you find was best for cover/protection? I tend to find that assaults don't need to come close as they can easily outrange me.
I used a building. I think it was Manus Peak, but I can't quite pinpoint where I was. Maybe it was a different map... Think I'm confusing myself here. There was a supply depot, with an L-shaped building covering it from B, and a small gap between that building and another facing A. I stayed on the side with the supply depot, hiding from grenades, AR's and the like. The only way you could see me (as an AR) would be to get into CQC, as in, within five meters. |
SoTa of PoP
Circle of Huskarl Minmatar Republic
318
|
Posted - 2013.05.19 17:16:00 -
[24] - Quote
Laheon wrote:SoTa ReGnUM PoP wrote:... "My ideal one would be a slow moving tank" Unfortunately, should you be granted the role you want (i.e. slow, but hard to kill) you would be a one man team. Not great for balance, hey? For example, back in closed beta, I remember heavies running around with AR's. That was literally the only thing on the field. This allowed them to "move the front line forward". So much so that the assault was completely replaced. Heavies cannot stand toe to toe with tanks. From dust514.com, "The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives." As far as I know, (apart from TAR's) they do that role quite well. Heavies ARE meant for point defense. Any other role for them would be OP, as they would be walking powerhouses. They're slow on foot, which means that they require assistance getting to the battlefield, but once they get into CQC they excel. Jumping from a dropship into CQC, or spawning at a drop uplink at an objective when its about to be overrun, are ideal solutions for a heavy. Walking up to the front line then punching a hole through it is not. That's best suited for an assault. Your poor fellow. CCP's idea of nerfing and buffing has left you so traumatized that you can't even fathom anything but OP heavies. uld be. |
Kai Wulf
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.05.19 17:25:00 -
[25] - Quote
Sylwester Dziewiecki wrote: I was a Heavy for severa build(till I start to skill HAV). I think that HMG is a weapon that is ahead of its time. It was meant to be successful in narrow corridors with we don't have yet in game. CCP prefer to implement environment with open area as you said rather than close building with doors, windows, tight rooms, long corridors - where HMG would be really deadly. ... One of really good tactics in previous builds was to use LAV to cut your range between the enemy and you to minimum, and prevent him from disengage.
There is such a place on one of the maps, similar to Skim Junction, but it looks more like the complex in Starship Troopers! It has the CRU right outside Objective B when playing skirmish. It has 3 doorways, a bunch of windows, small rooms and long corridor. I love getting in there with my heavy.
The LAV tactic is still viable and probably the only way to keep up with squad mates - albeit only 3 at a time. The MAV's (armoured personnel carriers) when introduced into the game should make this an even better option.
|
slypie11
Planetary Response Organisation
289
|
Posted - 2013.05.19 17:27:00 -
[26] - Quote
Laheon wrote:SoTa ReGnUM PoP wrote:... "My ideal one would be a slow moving tank" Unfortunately, should you be granted the role you want (i.e. slow, but hard to kill) you would be a one man team. Not great for balance, hey? For example, back in closed beta, I remember heavies running around with AR's. That was literally the only thing on the field. This allowed them to "move the front line forward". So much so that the assault was completely replaced. Heavies cannot stand toe to toe with tanks. From dust514.com, "The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives." As far as I know, (apart from TAR's) they do that role quite well. Heavies ARE meant for point defense. Any other role for them would be OP, as they would be walking powerhouses. They're slow on foot, which means that they require assistance getting to the battlefield, but once they get into CQC they excel. Jumping from a dropship into CQC, or spawning at a drop uplink at an objective when its about to be overrun, are ideal solutions for a heavy. Walking up to the front line then punching a hole through it is not. That's best suited for an assault. Not exactly. With more armor than shields, all heavies, no matter how decent their HMG, needs a logi to repair them. They also need assault buddies to keep enemies(especially shotty scouts) from getting them from behind because of their horrendous turning speed. Heavies will never be a one man team, and HMGs having decent range will not change that. |
Aegis Scientiafide
Molon Labe. League of Infamy
34
|
Posted - 2013.05.19 17:32:00 -
[27] - Quote
The Tac-Ar actually outdamages the HMG. Here's the math (assuming there are no damage modifiers on either side):
HMG
20 damage x 2000 dpm/ 60 seconds= 667 damage per second
Tac-AR
72 damage x 750 dpm/60 seconds= 900 dps
Once again showing there's no reason to pick any other weapon except the Tac AR. |
Knightshade Belladonna
WH0 G1VSA FL0CK GLOCKS
294
|
Posted - 2013.05.19 17:35:00 -
[28] - Quote
purpose/point to HMG.. mow **** down?
Countless times even after the latest changes have I seen a good heavy with HMG run around a corner of unsuspecting teamates and rip through 3-4 in a couple seconds. and when you hear a buzz saw and see bullets spraying it tends to do it's job of clearing a path.. I know I don't stay in direct line of one if I have the option lol |
Knightshade Belladonna
WH0 G1VSA FL0CK GLOCKS
294
|
Posted - 2013.05.19 17:37:00 -
[29] - Quote
Aegis Scientiafide wrote:The Tac-Ar actually outdamages the HMG. Here's the math (assuming there are no damage modifiers on either side):
HMG
20 damage x 2000 dpm/ 60 seconds= 667 damage per second
Tac-AR
72 damage x 750 dpm/60 seconds= 900 dps
Once again showing there's no reason to pick any other weapon except the Tac AR.
They really need to drop the firing rate on all tactical assault rifles, it's getting rediculous |
Kai Wulf
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.05.19 17:37:00 -
[30] - Quote
Laheon wrote:Kai Wulf wrote: What did you find was best for cover/protection? I tend to find that assaults don't need to come close as they can easily outrange me.
I used a building. I think it was Manus Peak, but I can't quite pinpoint where I was. Maybe it was a different map... Think I'm confusing myself here. There was a supply depot, with an L-shaped building covering it from B, and a small gap between that building and another facing A. I stayed on the side with the supply depot, hiding from grenades, AR's and the like. The only way you could see me (as an AR) would be to get into CQC, as in, within five meters. If it is Manus Peak, then it would've been point C as it's the only one with a Supply Depot (and CRU) now.
I'll have to keep an eye out for this (and other good spots), but Manus Peak seems to have a few different versions now. Same number of objectives and same locations, but the buildings around points B and C change. Or am I dreaming it all lol |
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Laheon
Osmon Surveillance Caldari State
564
|
Posted - 2013.05.19 17:38:00 -
[31] - Quote
Never said heavies were perfect in their current iteration. Only said that heavies are best used in a defensive role. Heavy machine guns are almost exclusively used, in both modern warfare and in most games, as a defensive tool. For example, WW1. Heavy machine guns were set up to defend trenches, rather than assault the enemy trenches. WW2. Setting up a machine gun took time, even the lighter, support ones. The larger ones (Browning MG) took two men to set up and use.
These heavy machine guns take on a different role when mounted on a vehicle. When used by infantry, it's primarily defensive. Not offensive.
My understanding of the way things stand currently, is that all weapons are having the hard cap on ranges taken off and having falloff damage applied, when CCP has this system ready. Which is hopefully soon. This gives the HMG more range without dealing the same damage at 5m it would at 50m.
I say again... Heavies with HMG's are meant to be used for defense. In the future, their role will also spread to suppression, when above range fix comes into play. |
slypie11
Planetary Response Organisation
291
|
Posted - 2013.05.19 17:47:00 -
[32] - Quote
slypie11 wrote:Laheon wrote:SoTa ReGnUM PoP wrote:... "My ideal one would be a slow moving tank" Unfortunately, should you be granted the role you want (i.e. slow, but hard to kill) you would be a one man team. Not great for balance, hey? For example, back in closed beta, I remember heavies running around with AR's. That was literally the only thing on the field. This allowed them to "move the front line forward". So much so that the assault was completely replaced. Heavies cannot stand toe to toe with tanks. From dust514.com, "The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives." As far as I know, (apart from TAR's) they do that role quite well. Heavies ARE meant for point defense. Any other role for them would be OP, as they would be walking powerhouses. They're slow on foot, which means that they require assistance getting to the battlefield, but once they get into CQC they excel. Jumping from a dropship into CQC, or spawning at a drop uplink at an objective when its about to be overrun, are ideal solutions for a heavy. Walking up to the front line then punching a hole through it is not. That's best suited for an assault. Not exactly. With more armor than shields, all heavies, no matter how decent their HMG, needs a logi to repair them. They also need assault buddies to keep enemies(especially shotty scouts) from getting them from behind because of their horrendous turning speed. Heavies will never be a one man team, and HMGs having decent range will not change that.
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Kai Wulf
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.05.19 18:15:00 -
[33] - Quote
Laheon wrote:Never said heavies were perfect in their current iteration. Only said that heavies are best used in a defensive role. Heavy machine guns are almost exclusively used, in both modern warfare and in most games, as a defensive tool. For example, WW1. Heavy machine guns were set up to defend trenches, rather than assault the enemy trenches. WW2. Setting up a machine gun took time, even the lighter, support ones. The larger ones (Browning MG) took two men to set up and use.
These heavy machine guns take on a different role when mounted on a vehicle. When used by infantry, it's primarily defensive. Not offensive.
My understanding of the way things stand currently, is that all weapons are having the hard cap on ranges taken off and having falloff damage applied, when CCP has this system ready. Which is hopefully soon. This gives the HMG more range without dealing the same damage at 5m it would at 50m.
I say again... Heavies with HMG's are meant to be used for defense. In the future, their role will also spread to suppression, when above range fix comes into play.
I tend to agree. Even though Sgt. J Basilone carried the M1919A4 and fired it from the hip (as seen in the HBO series The Pacific), it was an extreme (and bloody heroic) use of the weapon. I believe CCP have opted for the same fire from the hip type weapon, but want to keep the defensive/suppressive role.
I'm just not sure they are actually achieving that goal both in terms of the class and weapon itself, as well as the other elements of the game such as the map styles and structures. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
153
|
Posted - 2013.05.19 19:32:00 -
[34] - Quote
You use heavies on two ways:
Defensively, you put up a wall against the more versatile assaults.
Or Offensively. Use LAVs with a team in support to break into that objective.
You are not an open field Juggernaut. Stop thinking like this is COD and start thinking tactically. |
crazy space 1
Krullefor Organization Minmatar Republic
1203
|
Posted - 2013.05.19 19:51:00 -
[35] - Quote
There are lots of areas on maps where a heavy is useful. YES you'll die if you run into open field in a heavy, welcome to war.
Defend the points in the buildings. Also when spawning in on a contested point in a heavy is your best bet for kills/survival. put one point into HMGs and heavies. |
Ignatius Crumwald
Eyniletti Rangers Minmatar Republic
478
|
Posted - 2013.05.19 20:09:00 -
[36] - Quote
Heavies aren't complaining that they die open field. They're complaining that they cannot compete in areas where they are supposed to excel because the suit and weapons have been over-nerfed to the point of making them uncompetitive VS assault in those areas where you claim they are supposed to be superior.
I can do everything a heavy is supposed to do better with an assault or a scout and have more SP to spend elswhere, so why even have them at all?
If the devs aren't willing to let them excel in anything other than being big slow targets that take 6-8 extra bullets to kill, I actually have to recommend that CCP look into dropping the heavy suits and heavy weapons all together.
A little extra damage drop-off range on the HMG ain't gonna do ish. |
hooc order
Deep Space Republic Gentlemen's Agreement
90
|
Posted - 2013.05.19 20:13:00 -
[37] - 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?
The point of it is to make all the crappy farmville in space players feel all warm and fuzzy when their god mode 10 million SP carry them to wins.
If weapons like the HMG worked then the crap EvE players would die and they would lose that warm fuzzy feeling they get. |
SoTa of PoP
Circle of Huskarl Minmatar Republic
324
|
Posted - 2013.05.19 20:15:00 -
[38] - Quote
Ignatius Crumwald wrote:Heavies aren't complaining that they die open field. They're complaining that they cannot compete in areas where they are supposed to excel because the suit and weapons have been over-nerfed to the point of making them uncompetitive VS assault in those areas where you claim they are supposed to be superior.
I can do everything a heavy is supposed to do better with an assault or a scout and have more SP to spend elswhere, so why even have them at all?
If the devs aren't willing to let them excel in anything other than being big slow targets that take 6-8 extra bullets to kill, I actually have to recommend that CCP look into dropping the heavy suits and heavy weapons all together.
A little extra damage drop-off range on the HMG ain't gonna do ish. This ^ |
Mr Sprinklez
Royal Uhlans Amarr Empire
0
|
Posted - 2013.05.19 20:33:00 -
[39] - Quote
I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button. |
Ignatius Crumwald
Eyniletti Rangers Minmatar Republic
478
|
Posted - 2013.05.19 20:50:00 -
[40] - Quote
Mr Sprinklez wrote:I haven't been playing for long,
Exactly. Most of the noob heavy users don't have a clue at the complete lack of potential their chosen class has VS the assault or scout classes because your handicap forces you to adapt a playstyle that is generally successful anyway - corner camping and ambushing.
Some of us have been here bashing our head against a wall for over a year about this. The proto HMG used to do 30 DMG per shot with the heavy suit turning speed equal to all other suits - and even then it still wasn't the insta win button that everyone thinks it was or fears will emerge. |
|
Mike Poole
Kirkinen Risk Control Caldari State
29
|
Posted - 2013.05.19 21:10:00 -
[41] - Quote
Mr Sprinklez wrote:I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button.
The only time the HMG is powerful is if you're up against someone that doesn't know how easy you are to counter.
The weapon's damage is dependent on sustained fire and weakened by distance. Anyone that knows what they're doing is going to put as much distance as they can and use cover to kill your damage.
Unless you're able to catch someone entirely by surprise you're either going to be outpaced or out maneuvered by more mobile dropsuits.
No one is asking for an "I win button" here but when a lone HMG user runs into a lone scout/assault you would expect that the one with the theoretically superior defense and firepower should win out but you don't end up with that because the increased mobility coupled with crappy hit detection and overall spastic movement hands the advantage to the scout/assault nine times out of ten. |
Turkevich
Subdreddit Test Alliance Please Ignore
9
|
Posted - 2013.05.19 21:10:00 -
[42] - Quote
I made a heavy on an alt with 1.5 mil SPs and I was shredding people with a HMG. I usually get more kill assists than kills but that's fine with me. People usually run for cover when they see a heavy round a corner and you can use this to your advantage. At one point in a match my HMG was out of ammo so I switched to a SMG and waded into a room with 5-6 enemies. I killed a few and drove the rest off with a SMG. I really enjoy playing on that alt. |
Blammmo
Better Hide R Die D.E.F.I.A.N.C.E
42
|
Posted - 2013.05.19 21:16:00 -
[43] - 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?
Your doing it wrong... |
Mr Sprinklez
Royal Uhlans Amarr Empire
0
|
Posted - 2013.05.19 21:20:00 -
[44] - Quote
Ignatius Crumwald wrote:Mr Sprinklez wrote:I haven't been playing for long, Exactly. Most of the noob heavy users don't have a clue at the complete lack of potential their chosen class has VS the assault or scout classes because your handicap forces you to adapt a playstyle that is generally successful anyway - corner camping and ambushing. Some of us have been here bashing our head against a wall for over a year about this. The proto HMG used to do 30 DMG per shot with the heavy suit turning speed equal to all other suits - and even then it still wasn't the insta win button that everyone thinks it was or fears will emerge.
I have been playing since Replication, I am only new as heavy user with this alt. Maybe you just don't understand the large potential of the heavy suit because you have been playing assault too long? My STD HMG tears proto users to shreds, who were, btw, the ones that were corner camping, I was the one running in lighting a fire under their asses.
EDIT: Do you even realize how stupid you sounded? I don't understand the lack of potential because I'm a noob? The one thing newbies are good at is singling out the most OP weapon and overusing it. That's why there is an overabundance of TACs, they lack skill and make up for it with gear. |
Mike Poole
Kirkinen Risk Control Caldari State
29
|
Posted - 2013.05.19 21:21:00 -
[45] - Quote
Blammmo wrote: Your doing it wrong...
You seem to be posting wrong, usually a comment like that is followed by content... opinions... facts... anything at all really to provide something other than an as of yet undeserved feeling of condescension.
|
Mortedeamor
Internal Error. Negative-Feedback
57
|
Posted - 2013.05.19 21:50:00 -
[46] - Quote
to take up sp and isk duh |
Bubba Brown
Militaires Sans Jeux
57
|
Posted - 2013.05.19 23:46:00 -
[47] - Quote
SoTa of PoP wrote: yessss
Please god fix the turn speed already CCP - are we going to wait another 6 months like we did before you fixed heavy protosuit prices?
CCP hates heavies - the proof is in the HMG and racial suits.
well if you go straight for proto suits and stack a CRAP TON of shields and stuff, heavy suits are very beefy. just don't use an HMG, a tac ar paired with a good smg works far far better
|
Ignatius Crumwald
Eyniletti Rangers Minmatar Republic
478
|
Posted - 2013.05.20 20:36:00 -
[48] - Quote
Mr Sprinklez wrote:Ignatius Crumwald wrote:[quote=Mr Sprinklez]I haven't been playing for long, Exactly. Most of the noob heavy users don't have a clue at the complete lack of potential their chosen class has VS the assault or scout classes because your handicap forces you to adapt a playstyle that is generally successful anyway - corner camping and ambushing. Some of us have been here bashing our head against a wall for over a year about this. The proto HMG used to do 30 DMG per shot with the heavy suit turning speed equal to all other suits - and even then it still wasn't the insta win button that everyone thinks it was or fears will emerge.
I have been playing since Replication, I am only new as heavy user with this alt. Maybe you just don't understand the large potential of the heavy suit because you have been playing assault too long? My STD HMG tears proto users to shreds, who were, btw, the ones that were corner camping, I was the one running in lighting a fire under their asses.
EDIT: Do you even realize how stupid you sounded? I don't understand the lack of potential because I'm a noob? The one thing newbies are good at is singling out the most OP weapon and overusing it. That's why there is an overabundance of TACs, they lack skill and make up for it with gear. |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 18:22:00 -
[49] - 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?
Cosgar wrote:Jotun Hiem wrote:The damage for the STD is now a pretty awesome 18 damage per shot (I'm not exaggerating. 18 damage at 2000 RPM tears people apart), but the hard-cap on the range is still there and the damage falloff is still just as brutal. ARs and the HMG need to trade range falloffs to be honest. Phased plasma shouldn't be getting more incidental damage than projectile ammunition.
inaddition, to be hoest i also feel that the heavy suit should get 25% more shield and armor and that the HMG (minmintar) should do about 10% more damage to shileds than it is currently doing. it shouldb e less effective hat a hybrid, but still close. why? because i have had shield tankers withd uvoule tacticals charge right into my gun fire one v one and win out. mind you i have all my points i the hmg proficiency and a damage modifier, and proto heavy machine gun. so thiss houldnt happen.
the hmg balances itself, with having low mobility (so when people throw grenades at you you cant escape), and a highr eload time.
i have had people charge rightat me, and when they get weak us runaway, andi 'm so slowt hati cant finish them off. Sincethe machines creation (in real life) people couldn't just charge up the hill and survive. all i'm asking is that the weapon be allowedt o do what it is supposed to do.
to be honest the hmg should have just as much range if not more than an AR, the down side should be the dispersion at those ranges would make accuracy a problem. but that would be balaced. |
martinofski
Rebelles A Quebec Orion Empire
119
|
Posted - 2013.05.23 19:17:00 -
[50] - Quote
Heavy + HMG : Pros - HMG okay Damage output (around 650) - High HP, around 1500 if equipped with 2 complex shield extender and 3 complex plates). Cons -slow suit(easy target) -big hitbox(easy target) - HMG dispersion - Low range - Bigger scanning profile - Slow turning speed - Need a logi repairer, or repair module instead of plates - Definately can't strafe - rarely achieve headshot with most bullets - Can't carry anything - Can't jump
Assault/Logi + AR :
Pros - AR and TAR good DPS, 360 DPS and let say around 700 DPS for guy that can click fast enough. - Medium-High HP, around 800-900 if equipped with 4-5 complex shield extender - fast - can Strafe with ease. - Can carry equipment, which mean nanites, scanners, nanohives, droplink -medium hit box -higher headshot bonus - Can aim (with a sight) - Long range - Jump well enough to go over barriers
Cons... -Less speed than scout -Less HP than heavy
Help me here,because I have no kitten clue what else. I know i run heavy so my analysis might be a bit wrong, but I don,t mind people adding to this. |
|
Chinduko
KILL-EM-QUICK RISE of LEGION
94
|
Posted - 2013.05.23 19:27:00 -
[51] - Quote
On the standard suit lvl, the heavy with HMG isn't too bad but when you more to proto competition facing AR users with suits with 600 shield and 3-4-- armor, the heavy become obsolete. The HMG simply isn't able to get through their shields. You can use an AR but then, you might as well wear an assault or logi suit with high shields to serve the purpose of defense. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1870
|
Posted - 2013.05.23 19:44:00 -
[52] - Quote
Mr Sprinklez wrote:I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button.
lol
*sigh*... people and their judging of weapons in pub games against noobs. This community will NEVER learn. Thanks to CCP's data collecting in pubs, they saw how easy it was too mow down noobs using militia suits running straight at heavies, so they thought a nerf was needed.
People need to think OUTSIDE THE BOX. People don't pub 24/7 against noobs who don't know their arse from their elbow, and it's only when you play against good people you'll see how WEAK the class is. |
iceyburnz
Crux Special Tasks Group Gallente Federation
467
|
Posted - 2013.05.23 19:46:00 -
[53] - Quote
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. |
Dale Templar
Regime Of Shadow Marines Alpha Wolf Pack
0
|
Posted - 2013.05.23 19:48:00 -
[54] - Quote
+1 On the HMG being defensive, if I'm trying to capture a spot, and there's more than one heavy with a HMG, you can pretty much kiss it goodbye unless you're aided by a decent sniper or a barrage of grenades. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1871
|
Posted - 2013.05.23 19:48:00 -
[55] - 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.
Oh? Then please tell me good sir, how is it a "defensive weapon" for CQC, when we have such a poor turning speed? Ironic no?
We can't track people in CQC cuz we're too slow. Yeah that sounds about right. |
Muramasa Armads
Defensores Doctrina
13
|
Posted - 2013.05.23 21:15:00 -
[56] - Quote
I personally have always wanted to Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury.
|
Synthetic Surrogate
Venilen Eugenics Agency
60
|
Posted - 2013.05.23 21:26:00 -
[57] - Quote
Turkevich wrote:I made a heavy on an alt with 1.5 mil SPs and I was shredding people with a HMG. I usually get more kill assists than kills but that's fine with me. People usually run for cover when they see a heavy round a corner and you can use this to your advantage. At one point in a match my HMG was out of ammo so I switched to a SMG and waded into a room with 5-6 enemies. I killed a few and drove the rest off with a SMG. I really enjoy playing on that alt.
This.
I have a heavy with 1.3 million SP.
I get more kills with it than my assault with 4.3 million SP.
Perhaps the OP is trying to run a heavy as an assault? DERP
And for the poster that said scouts can do the heavies job better.. you gotta be kidding me right? |
Ignatius Crumwald
IMPSwarm Negative-Feedback
505
|
Posted - 2013.05.23 21:40:00 -
[58] - Quote
Synthetic Surrogate wrote:Turkevich wrote:I made a heavy on an alt with 1.5 mil SPs and I was shredding people with a HMG. I usually get more kill assists than kills but that's fine with me. People usually run for cover when they see a heavy round a corner and you can use this to your advantage. At one point in a match my HMG was out of ammo so I switched to a SMG and waded into a room with 5-6 enemies. I killed a few and drove the rest off with a SMG. I really enjoy playing on that alt. This. I have a heavy with 1.3 million SP. I get more kills with it than my assault with 4.3 million SP. Perhaps the OP is trying to run a heavy as an assault? DERP And for the poster that said scouts can do the heavies job better.. you gotta be kidding me right?
I'm not kidding. I proved it like 5 builds ago. the HMG is a joke. the heavy class is trash.
I will kill your heavy, or any proto heavy in my 0 SP investment totally free sneeze in my direction dragonfly scout build - all day. Solo. I'll even reload right in your face.
|
THUNDERGROOVE
ZionTCD Unclaimed.
53
|
Posted - 2013.05.23 21:54:00 -
[59] - 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. Heh. No. If you use a good enough HMG you can still do pretty good in the open as long as your squad is backing you. |
Polish Hammer
Conspiratus Immortalis
444
|
Posted - 2013.05.23 22:00:00 -
[60] - Quote
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 |
|
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 22:02:00 -
[61] - Quote
They should just get rid of the heavy class altogether. Assault has all of the same options available to it as heavy. Its place on the battlefield is way too niche to have an entire suit class dedicated t it.
De-compile to binary, print it out in grey scale, and fire it into the sun. |
Polish Hammer
Conspiratus Immortalis
444
|
Posted - 2013.05.23 22:03:00 -
[62] - Quote
Ignatius Crumwald wrote:They should just get rid of the heavy class altogether. Assault has all of the same options available to it as heavy. Its place on the battlefield is way too niche to have an entire suit class dedicated t it.
De-compile to binary, print it out in grey scale, and fire it into the sun. No. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 22:11:00 -
[63] - Quote
Polish Hammer wrote:Ignatius Crumwald wrote:They should just get rid of the heavy class altogether. Assault has all of the same options available to it as heavy. Its place on the battlefield is way too niche to have an entire suit class dedicated t it.
De-compile to binary, print it out in grey scale, and fire it into the sun. No.
Yes.
It's a sad relic of days gone by where hulking beasts wielding meat grinders stalked the Comms for prey.
It should go the way of the cavalry charge. Maybe we can pull the massive wastes of resources out of mothballs have the occasional Replication reenactment so the kids can see how sh!t got done in the olden days before Eve players cried nerf because they didn't understand the concept of strafing. |
Nonya Bizznizz
DUST University Ivy League
10
|
Posted - 2013.05.23 22:18:00 -
[64] - Quote
SoTa ReGnUM PoP wrote:Laheon wrote:Heavies aren't meant to be a heavy version of the assault.
Heavies are meant to defend a position - they exceed as a defensive role. Set up round a corner and anything coming around that corner is dead. On Manus Peak, I used a heavy to great effect defending point C, despite coming under heavy assault, with bombardment from a railgun installation, too. Most assaults were too cautious to come close, and those that did I ripped to shreds in seconds. Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that? Please - stop telling a class how to play. Even CCP said that Heavy's were meant to be point defense guys.
Please - accept the guy's helpful advice |
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 22:26:00 -
[65] - Quote
Nonya Bizznizz wrote:SoTa ReGnUM PoP wrote:Laheon wrote:Heavies aren't meant to be a heavy version of the assault.
Heavies are meant to defend a position - they exceed as a defensive role. Set up round a corner and anything coming around that corner is dead. On Manus Peak, I used a heavy to great effect defending point C, despite coming under heavy assault, with bombardment from a railgun installation, too. Most assaults were too cautious to come close, and those that did I ripped to shreds in seconds. Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that? Please - stop telling a class how to play. Even CCP said that Heavy's were meant to be point defense guys. Please - accept the guy's helpful advice Please accept my complete nonacceptance of that guy's advice.
EVEN CCP SAID YOU COULD PLAY AS A HEAVY MEDIC WELL HOW IN THE FLIPPING FLIP FLIPPER DO I DO THAT LIL JOHNNY NUMB SACK?
SPOILERS: You can't.
Don't listen to CCP. Retire the heavy. It makes my feelings feel bad.
|
Laheon
Osmon Surveillance Caldari State
616
|
Posted - 2013.05.23 22:28:00 -
[66] - Quote
Ignatius Crumwald wrote: Please accept my complete nonacceptance of that guy's advice.
EVEN CCP SAID YOU COULD PLAY AS A HEAVY MEDIC WELL HOW IN THE FLIPPING FLIP FLIPPER DO I DO THAT LIL JOHNNY NUMB SACK?
SPOILERS: You can't.
Don't listen to CCP. Retire the heavy. It makes my feelings feel bad.
Oh no, your feelings are hurt. Would you like a lolly?
If the heavy doesn't suit your playstyle, then don't play it. Simple. The heavy is, and has been, intended for point defense and AV since open beta. Suck it up, get used to it. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 22:33:00 -
[67] - Quote
Laheon wrote:Ignatius Crumwald wrote: Please accept my complete nonacceptance of that guy's advice.
EVEN CCP SAID YOU COULD PLAY AS A HEAVY MEDIC WELL HOW IN THE FLIPPING FLIP FLIPPER DO I DO THAT LIL JOHNNY NUMB SACK?
SPOILERS: You can't.
Don't listen to CCP. Retire the heavy. It makes my feelings feel bad.
Oh no, your feelings are hurt. Would you like a lolly? If the heavy doesn't suit your playstyle, then don't play it. Simple. The heavy is, and has been, intended for point defense and AV since open beta. Suck it up, get used to it.
Wow. People with autism are all heroes in my book.
Anyway, I'm not sure what playstyle that is. It's there a gamer BSDM community I'm not aware of? |
PAsReaver
G I A N T EoN.
7
|
Posted - 2013.05.23 22:33:00 -
[68] - Quote
Anyone who thinks that heavies are outdated and in effective can come and see me on the battlefield. yes it will be a bloodbath and yes you will kill me a few times but i will earn the respect that heavies deserve. And many players in top corps know that my heavy and my well trained heavy brothers will put down some serious firepower like we are meant to. I will say though that i am sad to see so many have left the class for the easy way out of assault. |
Iron Wolf Saber
Den of Swords
4598
|
Posted - 2013.05.23 22:35:00 -
[69] - Quote
I am not sure what you guys use it for.
I typically use it to keep people away from things or doing bad things.
like crossing the road. Or walking through a doorway. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1881
|
Posted - 2013.05.23 22:35:00 -
[70] - Quote
Laheon wrote:Oh no, your feelings are hurt. Would you like a lolly?
If the heavy doesn't suit your playstyle, then don't play it. Simple. The heavy is, and has been, intended for point defense and AV since open beta. Suck it up, get used to it.
Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG. |
|
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 22:37:00 -
[71] - Quote
PAsReaver wrote:Anyone who thinks that heavies are outdated and in effective can come and see me on the battlefield. yes it will be a bloodbath and yes you will kill me a few times but i will earn the respect that heavies deserve. And many players in top corps know that my heavy and my well trained heavy brothers will put down some serious firepower like we are meant to. I will say though that i am sad to see so many have left the class for the easy way out of assault.
^^ See? Dude wants hard mode in a competitive FPS. There really is a gamer BDSM community.
|
bill the noon
Condotta Rouvenor Gallente Federation
24
|
Posted - 2013.05.23 22:42:00 -
[72] - Quote
Can one of the people yelping about "its a defensive weapon" explain what the fundamental difference between attacking and defending is. If i can't put people down while attacking how do i suddenly gain the ability to kill them if the objective near me is blue. If an enemy can strafe step around me while im attacking what changes when im defending. Is the hit deyection different around base you have captured? Is there a damage bonus? We have the largest radar sig so if we are defending we will show up earlier then any other suit so its not like we can suprise the enemy. Also i have only seen the devs talk about how the sentinel suit was designed for a defensive role can some one provide a link to where the devs say the hmg is a defensive weapon. Lastly if the weapon isn't leathal how can it be used as a supressive weapon, as some people say it is supposed to be. If tue enemy isnt n danger of dying they will just ignore and or kill you. |
Laheon
Osmon Surveillance Caldari State
616
|
Posted - 2013.05.23 22:51:00 -
[73] - Quote
Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role.
@Billy
In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1883
|
Posted - 2013.05.23 22:59:00 -
[74] - Quote
Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role.
You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people.
You can't shove a specific role on a class, regardless what CCP says about it.
I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
|
XxWarlordxX97
Internal Error. Negative-Feedback
1772
|
Posted - 2013.05.23 23:06:00 -
[75] - Quote
Lance 2ballzStrong wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people. You can't shove a specific role on a class, regardless what CCP says about it. I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
|
Promethius Franklin
Villore Sec Ops Gallente Federation
3
|
Posted - 2013.05.23 23:07:00 -
[76] - Quote
Lance 2ballzStrong wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people. You can't shove a specific role on a class, regardless what CCP says about it. I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes. Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 23:12:00 -
[77] - Quote
Promethius Franklin wrote:Lance 2ballzStrong wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people. You can't shove a specific role on a class, regardless what CCP says about it. I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes. Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear.
You have quite the imagination. Where are these magical places where only the heavy can shine?
This can be done in exactly 4 places of importance in the entire game - places where it can be done better with an assault.
|
Sontie
Ill Omens EoN.
399
|
Posted - 2013.05.23 23:13:00 -
[78] - Quote
HMG is GREAT in PC
|
Lance 2ballzStrong
SyNergy Gaming EoN.
1883
|
Posted - 2013.05.23 23:14:00 -
[79] - Quote
Promethius Franklin wrote:Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear.
And you're wrong again. The removal of sharpshooter forced the HMG into a defensive role. Before it was a versatile suit / class. Able to attack and defend, which EVERY class should be able to do, as that is a very basic aspect of a FPS.
But people with your mentality are happy to force a class into 1 role and call that a day. The range nerf to all weapons hurt the HMG the most cuz without it, heavies are stuck camping. That's fun for people? Camping a room?
Plus this defensive role you speak of, it's also followed by another one I laugh at... the "support role". Support and defend what exactly? A 10-15m radius? lol
Forcing roles into a class is a sure way to see people move away from it... like many have done already.
|
XxWarlordxX97
Internal Error. Negative-Feedback
1772
|
Posted - 2013.05.23 23:14:00 -
[80] - Quote
Promethius Franklin wrote:Lance 2ballzStrong wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people. You can't shove a specific role on a class, regardless what CCP says about it. I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes. Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear. AR tact |
|
Laheon
Osmon Surveillance Caldari State
616
|
Posted - 2013.05.23 23:16:00 -
[81] - Quote
Lance 2ballzStrong wrote: You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people.
You can't shove a specific role on a class, regardless what CCP says about it.
I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
Kay, let's see. High HP, check. Low speed, check. What does that equal? A low mobility heavy weapons platform. That's its description, no? Its anti-personnel main weapon of choice is short range. No one can argue with that. Coupled with the low mobility, this means that it needs the enemy to come to it. Is there any fault with that logic? This automatically means defensive role. I can't see how you can't think that through. I'm not forcing the heavy suit into a role, that IS its role. Give it an AR and it still won't be able to keep up with an assault suit, simply because the assault suit is more mobile, and can trick the heavy user when running around cover (e.g. a shipping container-type thing) to pop round behind him.
Sure, you can play your heavy like that, but that's not his best role. Just like a scout's best role is not to take out tanks. Or an assault's best role is not to support the team.
It's really quite simple - the heavy's best role, the role it exceeds at, is defensive play. You CAN play it offensively, but you're much better off playing assault for that. You CAN use it to snipe, but it's a waste of the suit. You CAN use it with a shotgun, but it's effectively useless like that.
Again, I'm not forcing the suit into a role, I'm simply stating THAT'S WHAT'S IT'S BEST AT. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1884
|
Posted - 2013.05.23 23:21:00 -
[82] - Quote
Laheon wrote:
Kay, let's see. High HP, check. Low speed, check. What does that equal? A low mobility heavy weapons platform. That's its description, no? Its anti-personnel main weapon of choice is short range. No one can argue with that. Coupled with the low mobility, this means that it needs the enemy to come to it. Is there any fault with that logic? Again, I'm not forcing the suit into a role, I'm simply stating THAT'S WHAT'S IT'S BEST AT.
So you're saying a tank / HAV is BEST at defense cuz it's slow, has allot of HP and is anti personnel.
|
Ignatius Crumwald
IMPSwarm Negative-Feedback
506
|
Posted - 2013.05.23 23:22:00 -
[83] - Quote
You can defend any position better in proto assault that proto heavy for on reason- Two equipment slots. You can carry repair hives AND REs. You can single handedly hold a position way longer with that than you can with a skittle hose and some armor that eats 4 extra TAC rifle shots. |
bill the noon
Condotta Rouvenor Gallente Federation
24
|
Posted - 2013.05.23 23:24:00 -
[84] - Quote
Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground.
|
Polish Hammer
Conspiratus Immortalis
447
|
Posted - 2013.05.23 23:25:00 -
[85] - Quote
Ignatius Crumwald wrote:You can defend any position better in proto assault than you can in proto heavy for many reasons, but one reason in particular stands out- Two equipment slots. You can carry repair hives AND REs. You can single handedly hold a position way longer with that than you can with a skittle hose and some armor that eats 4 extra TAC rifle shots. So force people who enjoy playing into roles which they don't want to be in? Smooth. That should go over well.
Your trolling is cute though |
Promethius Franklin
Villore Sec Ops Gallente Federation
3
|
Posted - 2013.05.23 23:26:00 -
[86] - Quote
Ignatius Crumwald wrote:Promethius Franklin wrote: Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear.
You have quite the imagination. Where are these magical places where only the heavy can shine? This can be done in exactly 4 places of importance in the entire game - places where it can be done better with an assault. I've seen heavies hold their own quite well in a defensive role or spearheading close quartered charges. Just about any skirmish map has a number of points for a heavy to take advantage of with greater force of deterrence than an assault.
Lance 2ballzStrong wrote: And you're wrong again. The removal of sharpshooter forced the HMG into a defensive role. Before it was a versatile suit / class. Able to attack and defend, which EVERY class should be able to do, as that is a very basic aspect of a FPS.
But people with your mentality are happy to force a class into 1 role and call that a day. The range nerf to all weapons hurt the HMG the most cuz without it, heavies are stuck camping. That's fun for people? Camping a room?
Plus this defensive role you speak of, it's also followed by another one I laugh at... the "support role". Support and defend what exactly? A 10-15m radius? lol
Forcing roles into a class is a sure way to see people move away from it... like many have done already.
The removal of sharpshooter was a proportional nerf to all weapon ranges. What I don't quite understand there is how removing that, which effectively decreases the window in which AR's are effective but HMG's are not hurts HMG's. That said what you should be mad at was the additional range nerf of HMG's which further limited the weapon.
Oddly though neither one of these terribly limits the CQC capabilities of the weapon in my experience.
I suppose I'm not understanding what the point is of different weapons if they all perform in the same roles with the same efficiency. |
Synthetic Surrogate
Venilen Eugenics Agency
60
|
Posted - 2013.05.23 23:28:00 -
[87] - Quote
Ignatius Crumwald wrote:Synthetic Surrogate wrote:Turkevich wrote:I made a heavy on an alt with 1.5 mil SPs and I was shredding people with a HMG. I usually get more kill assists than kills but that's fine with me. People usually run for cover when they see a heavy round a corner and you can use this to your advantage. At one point in a match my HMG was out of ammo so I switched to a SMG and waded into a room with 5-6 enemies. I killed a few and drove the rest off with a SMG. I really enjoy playing on that alt. This. I have a heavy with 1.3 million SP. I get more kills with it than my assault with 4.3 million SP. Perhaps the OP is trying to run a heavy as an assault? DERP And for the poster that said scouts can do the heavies job better.. you gotta be kidding me right? I'm not kidding. I proved it like 5 builds ago. the HMG is a joke. the heavy class is trash. I will kill your heavy, or any proto heavy in my 0 SP investment totally free sneeze in my direction dragonfly scout build - all day. Solo. I'll even reload right in your face.
If a scout is going 1 Vs 1 against a heavy they SHOULD have an advantage.. What is your point here? It sounds like you want a heavies HP on a scout?
My main is a scout.
With 3 complex shield extenders I still get one shotted by a certain Tac Ar.
Every single class complains that they are "broken" and such and such class can do their job better.
QQ
Can you link to your "proof" that a scout can do a heavies job better?
What do you consider to |
Laheon
Osmon Surveillance Caldari State
616
|
Posted - 2013.05.23 23:28:00 -
[88] - Quote
Lance 2ballzStrong wrote:[ So you're saying a tank / HAV is BEST at defense cuz it's slow, has allot of HP and is anti personnel.
The majority of tank turrets (currently 2/3 of them) are primarily anti-tank. Blasters are the only real anti-personnel turret, in that they're high ROF and short range. Railguns are primarily anti-tank, due to high range, low ROF, high damage. Missiles... Well, we won't even go there.
But in answer to your question, yes, yes it is. Tanks are awful offensively unless supported by a squad, because AV will ambush and take them out easily. When playing offensively without a squad, the tank will need to keep moving, unless it wants to be hit by a lot of concentrated AV. Not good for offensive play, since usually you want to hold the ground you take. Even defensively they need a squad, for the same reason.
Frankly, if you can't be bothered coming up with a decent, logical argument to my post, then you have no case. |
Promethius Franklin
Villore Sec Ops Gallente Federation
4
|
Posted - 2013.05.23 23:31:00 -
[89] - Quote
Ignatius Crumwald wrote:You can defend any position better in proto assault than you can in proto heavy for many reasons, but one reason in particular stands out- Two equipment slots. You can carry repair hives AND REs. You can single handedly hold a position way longer with that than you can with a skittle hose and some armor that eats 4 extra TAC rifle shots. Those are issues at best with the proto heavy, not the HMG. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
507
|
Posted - 2013.05.23 23:31:00 -
[90] - Quote
Nonsense. Complete nonsense. Like, do you even play this game? A heavy is basically a stationary turret with the health of a dropsuit and a half.
There is nowhere that a heavy is the best option. No. Where. It doesn't exist. |
|
Lance 2ballzStrong
SyNergy Gaming EoN.
1884
|
Posted - 2013.05.23 23:32:00 -
[91] - Quote
Laheon wrote:But in answer to your question, yes, yes it is. Tanks are awful offensively unless supported by a squad, because AV will ambush and take them out easily. When playing offensively without a squad, the tank will need to keep moving, unless it wants to be hit by a lot of concentrated AV. Not good for offensive play, since usually you want to hold the ground you take. Even defensively they need a squad, for the same reason.
Frankly, if you can't be bothered coming up with a decent, logical argument to my post, then you have no case.
lol
My point was tanks have 2 very capable roles, attack and defend, while the Heavy, which you described as being a walking HAV has 1. Now you're just confusing yourself.
So where's your logic?
You're still forcing the heavy into 1 roll, while the HAV can do both well enough. |
Promethius Franklin
Villore Sec Ops Gallente Federation
4
|
Posted - 2013.05.23 23:35:00 -
[92] - Quote
Ignatius Crumwald wrote:Nonsense. Complete nonsense. Like, do you even play this game? A heavy is basically a stationary turret with the health of a dropsuit and a half.
There is nowhere that a heavy is the best option. No. Where. It doesn't exist. Yet people are doing what you claim is impossible and using them successfully. How do you account for that? A random collection of accidents? |
Laheon
Osmon Surveillance Caldari State
616
|
Posted - 2013.05.23 23:36:00 -
[93] - Quote
Lance 2ballzStrong wrote: lol
My point was tanks have 2 very capable roles, attack and defend, while the Heavy, which you described as being a walking HAV has 1. Now you're just confusing yourself.
So where's your logic?
You're still forcing the heavy into 1 roll, while the HAV can do both well enough.
Again, I'm not *forcing* the heavy into a role. That IS it's role. I also never said that the heavy was BEST at any particular role, but that the role it's best at is defense, be it AP or AV defense. There's a difference. It's like saying option A is best across the board, scoring 90% in categories 1, 2 and 3, but option B scores best in category 3, with 89%, whereas it scores 50% in the other two.
If you want to play heavy, then do so, but don't force it into a role it's not suited to e.g. assault.
At the current time, assaults can take the place of the heavy in a defensive role, but that's simply because of the TAR, not because of any fault on the HMG's part.
Ignatius Crumwald wrote:Nonsense. Complete nonsense. Like, do you even play this game? A heavy is basically a stationary turret with the health of a dropsuit and a half.
There is nowhere that a heavy is the best option. No. Where. It doesn't exist.
Read above. |
Kane Fyea
BetaMax. CRONOS.
170
|
Posted - 2013.05.23 23:36:00 -
[94] - Quote
Lance 2ballzStrong wrote:Laheon wrote:But in answer to your question, yes, yes it is. Tanks are awful offensively unless supported by a squad, because AV will ambush and take them out easily. When playing offensively without a squad, the tank will need to keep moving, unless it wants to be hit by a lot of concentrated AV. Not good for offensive play, since usually you want to hold the ground you take. Even defensively they need a squad, for the same reason.
Frankly, if you can't be bothered coming up with a decent, logical argument to my post, then you have no case. lol My point was tanks have 2 very capable roles, attack and defend, while the Heavy, which you described as being a walking HAV has 1. Now you're just confusing yourself. So where's your logic? You're still forcing the heavy into 1 roll, while the HAV can do both well enough. I'd love to see an HAV be offensive when I pull out my swarms. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
507
|
Posted - 2013.05.23 23:38:00 -
[95] - Quote
Promethius Franklin wrote:Ignatius Crumwald wrote:Nonsense. Complete nonsense. Like, do you even play this game? A heavy is basically a stationary turret with the health of a dropsuit and a half.
There is nowhere that a heavy is the best option. No. Where. It doesn't exist. Yet people are doing what you claim is impossible and using them successfully. How do you account for that? A random collection of accidents?
Define "Successfully"
If you define it as some trash player running around in a 400K ISK Fitting padding KDR by ripping up militia suits then you need to maybe look for another definition. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
507
|
Posted - 2013.05.23 23:42:00 -
[96] - Quote
Laheon wrote:Lance 2ballzStrong wrote: lol
My point was tanks have 2 very capable roles, attack and defend, while the Heavy, which you described as being a walking HAV has 1. Now you're just confusing yourself.
So where's your logic?
You're still forcing the heavy into 1 roll, while the HAV can do both well enough.
Again, I'm not *forcing* the heavy into a role. That IS it's role. I also never said that the heavy was BEST at any particular role, but that the role it's best at is defense, be it AP or AV defense. There's a difference. It's like saying option A is best across the board, scoring 90% in categories 1, 2 and 3, but option B scores best in category 3, with 89%, whereas it scores 50% in the other two. If you want to play heavy, then do so, but don't force it into a role it's not suited to e.g. assault. At the current time, assaults can take the place of the heavy in a defensive role, but that's simply because of the TAR, not because of any fault on the HMG's part. Ignatius Crumwald wrote:Nonsense. Complete nonsense. Like, do you even play this game? A heavy is basically a stationary turret with the health of a dropsuit and a half.
There is nowhere that a heavy is the best option. No. Where. It doesn't exist. Read above.
Eff the TacAR, I can do it with a scrambler rifle. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1884
|
Posted - 2013.05.23 23:49:00 -
[97] - Quote
Laheon wrote:Lance 2ballzStrong wrote: lol
My point was tanks have 2 very capable roles, attack and defend, while the Heavy, which you described as being a walking HAV has 1. Now you're just confusing yourself.
So where's your logic?
You're still forcing the heavy into 1 roll, while the HAV can do both well enough.
Again, I'm not *forcing* the heavy into a role. That IS its role. I also never said that the heavy was BEST at any particular role, but that the role it's best at is defense, be it AP or AV defense. There's a difference. It's like saying option A is best across the board, scoring 90% in categories 1, 2 and 3, but option B scores best in category 3, with 89%, whereas it scores 50% in the other two. If you want to play heavy, then do so, but don't force it into a role it's not suited to e.g. assault. At the current time, assaults can take the place of the heavy in a defensive role, but that's simply because of the TAR, not because of any fault on the HMG's part.
What's funny about you saying it's mainly a defensive role, and this will ALWAYS be funny, is that Assault proto > Heavy Proto
You act like the heavy HMG is the god of Defensive cqc when in fact it's meh. An assault player will do a better job. So if a class / role can't even play it's role, what good is it?
Again, it brings me back to the class was better when it was versatile, now? lol
|
Chinduko
KILL-EM-QUICK RISE of LEGION
97
|
Posted - 2013.05.23 23:55:00 -
[98] - Quote
I see a flaw and experienced players, stop me if it's incorrect. If a heavy's sole purpose is to defend, do they wait for their team to take an objective until they can actually perform their jobs? If so, that means that all heavy specialized players should just wait in the MCC until they have an objective to defend. The problem becomes noticed if the team is unable to take an objective and must attack the for the duration of match. I suppose that it's accepted that since the heavy cannot help you attack, they can freely sit in the MCC until the team does grab that objective or gets redlined, in which case, the heavy we never need to leave the MCC. CCP claims the heavy is only for defending as well so that implies CCP expects the heavy soldier to remain in the spawn point if there is no objective to defend. That seems logical to me.
If you are a heavy, you do this; sit in the MCC until you are able to defend something. If someone complains, you tell them you're job is not to attack, it is to defend.
CCP caters to all classes but not the heavy. They gave the assault and logistics drop suits that can mass up to or more than1k total armor and shield to match the heavy. I have a corp mate that has 600 shield, 400 armor and a GLU TAC because the minmatar assault has 5 high slots and 4 low slots. He can do the defensive job of a heavy much better as he has only 100 less hp than I do and he can actually kill other players while still keeping much better mobility than my heavy. The assault really can do the job of a heavy better.
They gave snipers plenty of open spaces and a redline close to the action so they cannot be flanked nearly as easily and a buff to sniper rifles dmg.
They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP! |
Lance 2ballzStrong
SyNergy Gaming EoN.
1885
|
Posted - 2013.05.23 23:59:00 -
[99] - Quote
Chinduko wrote:They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP!
5% reduction in bullet spread bro! |
Chinduko
KILL-EM-QUICK RISE of LEGION
98
|
Posted - 2013.05.24 00:00:00 -
[100] - Quote
Lance 2ballzStrong wrote:Chinduko wrote:They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP! 5% reduction in bullet spread bro!
The heavy doesn't have much spread as is. The accuracy has always been good, at least I thought so. Some might even complain that the reduced spread is a negative as well. I personally never noticed an issue with too much bullet spread but I'm only one person. Perhaps others did. |
|
Ignatius Crumwald
IMPSwarm Negative-Feedback
507
|
Posted - 2013.05.24 00:03:00 -
[101] - Quote
Chinduko wrote:Lance 2ballzStrong wrote:Chinduko wrote:They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP! 5% reduction in bullet spread bro! The heavy doesn't have much spread as is. The accuracy has always been good, at least I thought so. Some might even complain that the reduced spread is a negative as well. I personally never noticed an issue with too much bullet spread but I'm only one person. Perhaps others did.
WAT WAT WAT WAT WTA OMG AREUFRIGASDDLKJHD:IIHSADOPIHSADIUH!!!!
Seriously, Bro?
|
bill the noon
Condotta Rouvenor Gallente Federation
24
|
Posted - 2013.05.24 00:03:00 -
[102] - Quote
still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. |
Chinduko
KILL-EM-QUICK RISE of LEGION
98
|
Posted - 2013.05.24 00:04:00 -
[103] - Quote
Ignatius Crumwald wrote:Chinduko wrote:Lance 2ballzStrong wrote:Chinduko wrote:They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP! 5% reduction in bullet spread bro! The heavy doesn't have much spread as is. The accuracy has always been good, at least I thought so. Some might even complain that the reduced spread is a negative as well. I personally never noticed an issue with too much bullet spread but I'm only one person. Perhaps others did. WAT WAT WAT WAT WTA OMG AREUFRIGASDDLKJHD:IIHSADOPIHSADIUH!!!! Seriously, Bro?
I may be the only one |
Lance 2ballzStrong
SyNergy Gaming EoN.
1885
|
Posted - 2013.05.24 00:07:00 -
[104] - Quote
Chinduko wrote:
The heavy doesn't have much spread as is. The accuracy has always been good, at least I thought so. Some might even complain that the reduced spread is a negative as well. I personally never noticed an issue with too much bullet spread but I'm only one person. Perhaps others did.
wait, what?
wow... |
Promethius Franklin
Villore Sec Ops Gallente Federation
5
|
Posted - 2013.05.24 00:12:00 -
[105] - Quote
bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. |
Polish Hammer
Conspiratus Immortalis
448
|
Posted - 2013.05.24 00:15:00 -
[106] - Quote
Alright, if you're going to sit there and tell me "NO, YOU'RE POINT DEFENSE, NOTHING MORE!!"
Then I want the standard HMG's (not the officer variants) to have greater RPM, with no increase in overheat.
Then I'll be okay with it, until then, quit telling me how to play something i've been doing for damn near a year now. |
Master Jaraiya
Ultramarine Corp Orion Empire
93
|
Posted - 2013.05.24 00:46:00 -
[107] - Quote
I play as strictly a heavy.
Adapt or Die!...okay!
You want me as a defensive role, fine, not a problem!
I think outside the box! There are ways to defend other than simply camping a hacked objective.
EDIT: not gonna tell you all my tactics
I have adapted. |
Big Popa Smurff
Seraphim Initiative. CRONOS.
208
|
Posted - 2013.05.24 00:57:00 -
[108] - Quote
Give us more suits. Give me my B-Series back. Give heavies who don't use HMG's the Atlas suit. Give our turning speed back. Give our assault and defence role back. God give me patience. |
bill the noon
Condotta Rouvenor Gallente Federation
25
|
Posted - 2013.05.24 01:05:00 -
[109] - Quote
Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. well he didn't say heavies were designed , he said sentinels . while the thread he mentioned it in was an hmg thread people were also complaining about lack of high slots, massdrivers and other things. he also in that thread talked of increased falloff damage as being a solution to the heavies weakness before they increased the damage by aprx. 6 points. so yes i would like them to specifically state that the hmg is defensive. if only so i can then get them to explain the difference between an offensive and defensive weapon. for if im defending objective X, and it has a hallway or door that makes the hmg especially useful. then when im attacking objective X it has a hallway or door (or whatever layout) that is that useful. the terrain is the same the only difference is what color the objective is. at least now with the new patch i just downloaded the hit detection got sooooo much better. |
bill the noon
Condotta Rouvenor Gallente Federation
25
|
Posted - 2013.05.24 01:40:00 -
[110] - Quote
still waiting for a link that shows where a dev says that hmg's are defensive weapons. or if a dev could come on and state this to clear up confusion, |
|
bill the noon
Condotta Rouvenor Gallente Federation
25
|
Posted - 2013.05.24 01:54:00 -
[111] - Quote
Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. 163 kills 0.65 kd . who's alt are you prome. or are you just a noob. still waiting on that link |
Promethius Franklin
Villore Sec Ops Gallente Federation
5
|
Posted - 2013.05.24 02:08:00 -
[112] - Quote
bill the noon wrote:Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. 163 kills 0.65 kd . who's alt are you prome. or are you just a noob. still waiting on that link I'm no ones alt. You yourself can see I play the game on this character if you are looking at my stats. I'm not a noob, I'm just terrible at shooters, run militia level gear and I'm not afraid to run through a hell of bullets to try to take an objective. My KD will always be poor.
Edit: After some searching here is a post from CCP on the subject addressing people's complaints about the HMG while referencing the heavy AND point defense. |
Sid Taris
VENGEANCE FOR HIRE
0
|
Posted - 2013.05.24 02:16:00 -
[113] - Quote
just for the purpose of this post....yes heavies are tricky to play and yes they could use some work, but learn to play smart instead of trying to play like call of duty. I am full spec'd into heavy (4.8 mil SP) and i run a proto basic frame with a enhanced extender, complex recharger, complex regulator, basic plates and basic repairer. I use a proto HMG....my past three games (no less than an 1 hr)
38-4 17-8 16-2
Use it the way its meant to be used....in crowds with squadmates. i actually am to the point where i can easily take on three people with adv armor and kill them all if not at least two. IF they have range on you, turn around and run til they come to you. Dont press the range fight... |
JIM NASTICS
Seituoda Taskforce Command Caldari State
0
|
Posted - 2013.05.24 02:18:00 -
[114] - 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? //////////
Thank you im a heavy never been anything else in this game they f#&$d us no range at all MY SCRABLER PISTOL DOES MORE DMG AND HAS FURTHER RANGE WTF CCP
|
Promethius Franklin
Villore Sec Ops Gallente Federation
5
|
Posted - 2013.05.24 02:29:00 -
[115] - Quote
bill the noon wrote:Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. well he didn't say heavies were designed , he said sentinels . while the thread he mentioned it in was an hmg thread people were also complaining about lack of high slots, massdrivers and other things. he also in that thread talked of increased falloff damage as being a solution to the heavies weakness before they increased the damage by aprx. 6 points. so yes i would like them to specifically state that the hmg is defensive. if only so i can then get them to explain the difference between an offensive and defensive weapon. for if im defending objective X, and it has a hallway or door that makes the hmg especially useful. then when im attacking objective X it has a hallway or door (or whatever layout) that is that useful. the terrain is the same the only difference is what color the objective is. at least now with the new patch i just downloaded the hit detection got sooooo much better. Didn't see this post at first, but I find it interesting.
Mainly the attempt to separate the heavy from the sentinel. As I understood a heavy was a sentinel lacking in the role specific bonuses granted by the skill. Are those bonuses to you so intrinsic to a defensive role that you believe the 2 can really be divorced?
Yes, there are a number of complaints, but as linked the comments immediately following what the sentinel, yet by some mental exercise you have undergone not the heavy, stated the way the HMG specifically was supposed to fill it's part in that role while not encroaching on others.
Which leads to the other point of some confusion for me regarding your position. The post identified the HMG as a tool for the heavy to do the job envisioned by CCP, yet you divorce it from that role by referencing the shortcomings of the heavy/sentinel. This doesn't make sense to me to say anything other than how underpowered the class may be for it's role rather than how the HMG should have a pass from that same role. |
bill the noon
Condotta Rouvenor Gallente Federation
25
|
Posted - 2013.05.24 02:30:00 -
[116] - Quote
Promethius Franklin wrote:bill the noon wrote:Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. 163 kills 0.65 kd . who's alt are you prome. or are you just a noob. still waiting on that link I'm no ones alt. You yourself can see I play the game on this character if you are looking at my stats. I'm not a noob, I'm just terrible at shooters, run militia level gear and I'm not afraid to run through a hell of bullets to try to take an objective. My KD will always be poor. 19309 wp . if your not an alt and youve only earned 20k in wp, thats pretty nob . still waiting for link |
Promethius Franklin
Villore Sec Ops Gallente Federation
5
|
Posted - 2013.05.24 02:33:00 -
[117] - Quote
bill the noon wrote:Promethius Franklin wrote:bill the noon wrote:Promethius Franklin wrote:bill the noon wrote:still waiting for a link to where a dev says the hmg ( not the sentinel suit) is a defensive weapon. Considering it's one of 2 weapons that are exclusive to that suit and the fact that the role was brought up by CCP while discussing HMG balance I'd say demanding a direct statement is at this point being a bit purposefully obtuse. 163 kills 0.65 kd . who's alt are you prome. or are you just a noob. still waiting on that link I'm no ones alt. You yourself can see I play the game on this character if you are looking at my stats. I'm not a noob, I'm just terrible at shooters, run militia level gear and I'm not afraid to run through a hell of bullets to try to take an objective. My KD will always be poor. 19309 wp . if your not an alt and youve only earned 20k in wp, thats pretty nob . still waiting for link You have the link a few posts ago. That aside is your defense at this point really going to just be stat elitism? |
Mike Poole
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.05.24 02:39:00 -
[118] - Quote
Promethius Franklin wrote:Edit: After some searching here is a post from CCP on the subject addressing people's complaints about the HMG while referencing the heavy AND point defense.
The problem with CCP's idealized vision of how a Heavy with a HMG should operate is it's based on a fantasy world they've yet to develop.
There are a relative handful of narrow areas where targets are confined to narrow spaces where they believe the HMG should find it's niche and fewer still that actually have an objective or actual strategic advantage that can't be surpassed by going around or sniping from out of the HMG's range.
Long range weapons with high accuracy rule in this game and you can't expect a weapon with something like 2/3 the range of other weapons at best and a huge dispersion to accomplish much. |
bill the noon
Condotta Rouvenor Gallente Federation
25
|
Posted - 2013.05.24 03:30:00 -
[119] - Quote
You have the link a few posts ago. That aside is your defense at this point really going to just be stat elitism?[/quote]
you edited in the link, here is what the post says about the hmg thanks for posting it troll.
"The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible."
notice how everything i said was correct. they thought damage fine then jacked it , it doesn't mention being defensive.
here is the part about the sentinel
- The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe.
notice how he says the sentinel was designed for defense not the hmg was designed for defense . he says that the hmg was very effective before it got 50% more powerful they increased the turn rate and tightened the cone. while it might seems to some one with less then a weekends worth of wp to say they don't want you attacking. i think that this leaves it ambiguous enough to ask for clarification. for if a weapon can be used effectively to defend an "outposts where targets are confined to narrow spaces" why cant a weapon be used to attack an"outposts where targets are confined to narrow spaces" also why do i got to get trolled to use your forums |
XxWarlordxX97
Internal Error. Negative-Feedback
1772
|
Posted - 2013.05.24 04:00:00 -
[120] - Quote
Big Popa Smurff wrote:Give us more suits. Give me my B-Series back. Give heavies who don't use HMG's the Atlas suit. Give our turning speed back. Give our assault and defence role back. God give me patience.
Sounds good |
|
Imp Smash
On The Brink CRONOS.
109
|
Posted - 2013.05.24 04:50:00 -
[121] - Quote
I find heavies to be damn effective in PC. And it's actually not too hard to get headshots with that hmg. May e thy need a fix - I don't know - by heavies are far from useless IMO. |
Jenova's Witness
Red and Silver Hand Amarr Empire
9
|
Posted - 2013.05.24 05:03:00 -
[122] - Quote
We need more AI heavy weapons so that the HMG's range/DPS isn't scaled with light weapons anymore. |
137H4RGIC
SVER True Blood Unclaimed.
68
|
Posted - 2013.05.24 06:14:00 -
[123] - Quote
Hi, I'm a Heavy, and I'm one of the best heavies in the game for PC :3
heavies are not OP, not UP, they're working as intended as point defense units |
Ignatius Crumwald
IMPSwarm Negative-Feedback
508
|
Posted - 2013.05.24 06:18:00 -
[124] - Quote
Heavies are trash and if they are working as intended then CCP doesn't intend them to work.
Trust me when I say, My opinion is the only one that matters on this subject. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
70
|
Posted - 2013.05.24 07:00:00 -
[125] - Quote
I think the HMG should be more of a way to show others you mean them harm, rather than actually causing harm.
Like, if I don't want to be your friend anymore, but I don't feel like saying the words, then BAM! HMG...
Or like if you have to really use the john but some one is walking in there just before you, BAM! HMG...
Or like if your mom is all about you getting better grades or shes going to sell you to the landlord for rent again, BAM! HMG... |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:24:00 -
[126] - Quote
martinofski wrote:Heavy + HMG : Pros - HMG okay Damage output (around 650) - High HP, around 1500 if equipped with 2 complex shield extender and 3 complex plates). Cons -slow suit(easy target) -big hitbox(easy target) - HMG dispersion - Low range - Bigger scanning profile - Slow turning speed - Need a logi repairer, or repair module instead of plates - Definately can't strafe - rarely achieve headshot with most bullets - Can't carry anything - Can't jump
Assault/Logi + AR :
Pros - AR and TAR good DPS, 360 DPS and let say around 700 DPS for guy that can click fast enough. - Medium-High HP, around 800-900 if equipped with 4-5 complex shield extender - fast - can Strafe with ease. - Can carry equipment, which mean nanites, scanners, nanohives, droplink -medium hit box -higher headshot bonus - Can aim (with a sight) - Long range - Jump well enough to go over barriers
Cons... -Less speed than scout -Less HP than heavy
Help me here,because I have no kitten clue what else. I know i run heavy so my analysis might be a bit wrong, but I don,t mind people adding to this.
that sounds just about right, dnt forget heavy long reload time, over heating and low damage to shields |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:32:00 -
[127] - Quote
Lance 2ballzStrong wrote:Mr Sprinklez wrote:I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button. lol *sigh*... people and their judging of weapons in pub games against noobs. This community will NEVER learn. Thanks to CCP's data collecting in pubs, they saw how easy it was too mow down noobs using militia suits running straight at heavies, so they thought a nerf was needed. People need to think OUTSIDE THE BOX. People don't pub 24/7 against noobs who don't know their arse from their elbow, and it's only when you play against good people you'll see how WEAK the class is.
exactly. to anyone knowing what they are doing they will just walk or jump backwards and anihlate you in your heavy suit, or they will get close jump over you and anihlate you. hell, some people have so much shield ad armor (because heavys get almost no slots or PG/CPU we cant really shield tank, or even armor tank as hard as everyone else) they can charge right through my gun fire and still win.
CCP needs to give the HMG the range of the tac AR (the dispersion, and low damage per shot balance it out.) once the spooling is complete it should be as accurate as an AR (remember this is a future gun. The heavy suit needs to be completely re-conceptualized. why? because they refuse to give the heavy suit the armor and shielding it needs to be able to tank bullets, but keep the heavy so slow that anyone can win over him |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:42:00 -
[128] - Quote
Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury.
CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is.
due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades.
the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 18:48:00 -
[129] - Quote
Ignatius Crumwald wrote:Heavies aren't complaining that they die open field. They're complaining that they cannot compete in areas where they are supposed to excel because the suit and weapons have been over-nerfed to the point of making them uncompetitive VS assault in those areas where you claim they are supposed to be superior.
I can do everything a heavy is supposed to do better with an assault or a scout and have more SP to spend elswhere, so why even have them at all?
If the devs aren't willing to let them excel in anything other than being big slow targets that take 6-8 extra bullets to kill, I actually have to recommend that CCP look into dropping the heavy suits and heavy weapons all together.
A little extra damage drop-off range on the HMG ain't gonna do ish.
^this +1 |
XxWarlordxX97
Internal Error. Negative-Feedback
1775
|
Posted - 2013.05.24 18:48:00 -
[130] - Quote
D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you? |
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D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:50:00 -
[131] - Quote
Nonya Bizznizz wrote:SoTa ReGnUM PoP wrote:Laheon wrote:Heavies aren't meant to be a heavy version of the assault.
Heavies are meant to defend a position - they exceed as a defensive role. Set up round a corner and anything coming around that corner is dead. On Manus Peak, I used a heavy to great effect defending point C, despite coming under heavy assault, with bombardment from a railgun installation, too. Most assaults were too cautious to come close, and those that did I ripped to shreds in seconds. Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that? Please - stop telling a class how to play. Even CCP said that Heavy's were meant to be point defense guys. Please - accept the guy's helpful advice
CCP said the heavies were supposed to be walking tanks. what tank can you destroy in half a clip from an AR? CCP said the heavy suit is supposed to be resistant to small arms fire and small explosives. yeah, CCP lied to you pal.
Defensive my ass, on if they enemy doesnt know what they are doing. anyone the chucks in one flux grenade will nail you because you cant run from it, and since your hmg doesnt do beans to armor and the enemy can run all over you, you will die every time. or better yet the enemy posts up on a roof, you cant hit them at the top of that roof, so they shoot you and you cant shoot them.
SNIPERS PLAY A DEFENSIVE ROLE. SNIPERS CAN STAVE OF A LARGER FORCE BECAUSE THEY ARE TOO FAR TO BE HIT, BUT CAN PICK OFF ENEMIES ONE BY ONE. A heavy can do that, we are just free points |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
71
|
Posted - 2013.05.24 18:52:00 -
[132] - Quote
Realistically. the HMG should have the stats it had in Replication. |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:54:00 -
[133] - Quote
bill the noon wrote:Can one of the people yelping about "its a defensive weapon" explain what the fundamental difference between attacking and defending is. If i can't put people down while attacking how do i suddenly gain the ability to kill them if the objective near me is blue. If an enemy can strafe step around me while im attacking what changes when im defending. Is the hit deyection different around base you have captured? Is there a damage bonus? We have the largest radar sig so if we are defending we will show up earlier then any other suit so its not like we can suprise the enemy. Also i have only seen the devs talk about how the sentinel suit was designed for a defensive role can some one provide a link to where the devs say the hmg is a defensive weapon. Lastly if the weapon isn't leathal how can it be used as a supressive weapon, as some people say it is supposed to be. If tue enemy isnt n danger of dying they will just ignore and or kill you.
^^my point exactly. |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:01:00 -
[134] - Quote
Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground.
actually on defense its the other way around, the enemy controls when they attack, where they attack, and how they will attack on defense you must react to their assualt. by keeping surveilnce (which heavies cant do) and extending you defensive parameters (heavies are to slow and cant carry drop uplinks) you can stop threats early. if heavies are as you say then they are only a last resort. normally at that point you are out gunned and manuvered. so you get 1-2kills and then they take the objective anyway. whats the point? |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 19:02:00 -
[135] - Quote
Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground.
well, bc of the **** turn speed, the only CQC we excel at is straight ahead
so........wheres the logic in that? |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:03:00 -
[136] - Quote
Lance 2ballzStrong wrote:Promethius Franklin wrote:Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear. And you're wrong again. The removal of sharpshooter forced the HMG into a defensive role. Before it was a versatile suit / class. Able to attack and defend, which EVERY class should be able to do, as that is a very basic aspect of a FPS. But people with your mentality are happy to force a class into 1 role and call that a day. The range nerf to all weapons hurt the HMG the most cuz without it, heavies are stuck camping. That's fun for people? Camping a room? Plus this defensive role you speak of, it's also followed by another one I laugh at... the "support role". Support and defend what exactly? A 10-15m radius? lol Forcing roles into a class is a sure way to see people move away from it... like many have done already.
expect to see more AR, SR and snipers with the respec on may 31st |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 19:07:00 -
[137] - Quote
bill the noon wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground. bullshit . how am i in control of where i encounter the enemy if i show up on radar first, objectives have multiple ways in, and i can be easily out flanked. go thru the maps in your head, most objectives have a wide open side to them. not to mention that if the enemy does come to me i also have to make sure they aren't too close as they can strafe around me quite easily, and i cant run from a grenade well. and as the assault suits have a shorter wait for sheild recharge they can play peekaboo with me till i have to reload.
well said +1 |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:08:00 -
[138] - Quote
Laheon wrote:Lance 2ballzStrong wrote: You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people.
You can't shove a specific role on a class, regardless what CCP says about it.
I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
Kay, let's see. High HP, check. Low speed, check. What does that equal? A low mobility heavy weapons platform. That's its description, no? Its anti-personnel main weapon of choice is short range. No one can argue with that. Coupled with the low mobility, this means that it needs the enemy to come to it. Is there any fault with that logic? This automatically means defensive role. I can't see how you can't think that through. I'm not forcing the heavy suit into a role, that IS its role. Give it an AR and it still won't be able to keep up with an assault suit, simply because the assault suit is more mobile, and can trick the heavy user when running around cover (e.g. a shipping container-type thing) to pop round behind him. Sure, you can play your heavy like that, but that's not his best role. Just like a scout's best role is not to take out tanks. Or an assault's best role is not to support the team. It's really quite simple - the heavy's best role, the role it exceeds at, is defensive play. You CAN play it offensively, but you're much better off playing assault for that. You CAN use it to snipe, but it's a waste of the suit. You CAN use it with a shotgun, but it's effectively useless like that. Again, I'm not forcing the suit into a role, I'm simply stating THAT'S WHAT'S IT'S BEST AT.
high HP check, low mobility check, what does that equal? a turret. that wasnt the discription the CCP gave heavies. a shotgun has high mobility and damage in close range, so it is better at CQC. anything CQC must be fast and agiliy. the heavy is not. scout cant take out tank? think again, with proto swarm launchers and AV 'nades anyone can take out a tank
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D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:21:00 -
[139] - Quote
Chinduko wrote:I see a flaw and experienced players stop me if it's incorrect. If a heavy's sole purpose is to defend, do they wait for their team to take an objective until they can actually perform their jobs? If so, that means that all heavy specialized players should just wait in the MCC until they have an objective to defend. The problem becomes noticed if the team is unable to take an objective and must attack the for the duration of match. I suppose that it's accepted that since the heavy cannot help you attack, they can freely sit in the MCC until the team does grab that objective or gets redlined, in which case, the heavy we never need to leave the MCC. CCP claims the heavy is only for defending as well so that implies CCP expects the heavy soldier to remain in the spawn point if there is no objective to defend. That seems logical to me. If you are a heavy, you do this; sit in the MCC until you are able to defend something. If someone complains, you tell them you're job is not to attack, it is to defend. CCP caters to all classes but not the heavy. They gave the assault and logistics drop suits that can mass up to or more than1k total armor and shield to match the heavy. I have a corp mate that has 600 shield, 400 armor and a GLU TAC because the minmatar assault has 5 high slots and 4 low slots. He can do the defensive job of a heavy much better as he has only 100 less hp than I do and he can actually kill other players while still keeping much better mobility than my heavy. The assault really can do the job of a heavy better. They gave snipers plenty of open spaces and a redline close to the action so they cannot be flanked nearly as easily and a buff to sniper rifles dmg. They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP!
^^thats exactly my point. this is the "defensive" really a quite boring one unless you like camping. and since people can sneak up on heavies easy expect o get nova knived. lolz
so until objectives are taken you squads are down a man assuming there is one heavy in each squad. might as will just spec into HAVs and buy vehicle mods, its much cheaper and you get more kills, you lose few of them, and you get your team more points |
SoTah Pawp
Amarr Templars Amarr Empire
1
|
Posted - 2013.05.24 19:25:00 -
[140] - Quote
SoTa ReGnUM PoP wrote:Laheon wrote:SoTa ReGnUM PoP wrote: 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.
I didn't mention tanks...? I said installation. From halfway across the map. I got behind cover, and despite being in a pretty limited area, managed to defend C for a few minutes. I'll tell a class how to play until people who play that class actually understand that the heavy is a defensive tool. Anyone looking at the slow speed can tell you that. Heavies just can't cross ground quickly enough to get between cover and can't run up quickly enough to apply DPS consistently. Assaults and scouts are much better at assaulting positions than heavies. Heavies simply don't have the speed to assault. Got it yet? CCP has gone on record as saying this is the heavy's role, what it has been designed for. Heavies are not defensive tools - that is the counter every idiot who fears OP infantry tanks spouts. We are walls that move the battlefield or get picked off for being idiots standing out in the open. Any points to say heavies are only meant to be one thing is worthy of being called ignorant. CCP calls heavies JUGGERNAUGTS that stand toe to toe with tanks - so if we were to take CCP to there word they're already lying about what our class can do. Heavies don't move fast - you're right - they need to move smart instead. For when they do reach the front lines safe they can move it forward. Or used to be able too - now a heavy trying anything but point defense is folly and proof CCP has no idea wtf they're doing. And I'll remind you we are suppose to be able to create our own perfect solider. My ideal one would be a slow moving tank , ops, not going to happen, why even with all of CCP's brag of customization? It's ridiculous and posts like yours supports CCP's ignorance of there own creation. ^^^
Why are people circling around this damn topic? Keep it moving forward and don't let an idiots opinion who didn't read this thread all the way side-step you. |
|
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:39:00 -
[141] - Quote
Novawolf McDustingham The514th wrote:Realistically. the HMG should have the stats it had in Replication.
please remind me, what was that like? |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:39:00 -
[142] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you?
perhaps. |
XxWarlordxX97
Internal Error. Negative-Feedback
1778
|
Posted - 2013.05.25 02:34:00 -
[143] - Quote
D legendary hero wrote:XxWarlordxX97 wrote:D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you? perhaps. Hm |
D legendary hero
One-Armed Bandits Unclaimed.
6
|
Posted - 2013.05.26 05:22:00 -
[144] - Quote
1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
517
|
Posted - 2013.05.26 08:51:00 -
[145] - Quote
D legendary hero wrote:1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective.
#3 is probably the best idea. Body shots should have around 80% base effectiveness from small arms fire (light weapons and side arms) and heavies should get their own class of armor plating that can increase this. Heavies are the easiest class to head shot by far so I don't see something like this making them overpowered. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
93
|
Posted - 2013.05.26 08:51:00 -
[146] - Quote
D legendary hero wrote:Novawolf McDustingham The514th wrote:Realistically. the HMG should have the stats it had in Replication. please remind me, what was that like?
Warm apple pie... |
Master Jaraiya
Ultramarine Corp
105
|
Posted - 2013.05.26 12:22:00 -
[147] - Quote
The HMG needs this:
Master Jaraiya wrote:
I understand you wanted to make the Heavy play the role of point defender. To me this means being able to take on at least a full squad of 6 by myself as is often the case. In order for this to happen HMG needs either:
category a.) Longer range, tighter bullet spread, less kick/heat build up, smaller targeting reticule, wind up upon ADS, suppression effect: stopping power (-__% movement speed per landed round), more damage
or
category b.)Faster turning speed, more damage, faster wind up when AFH, suppression effect: blur (-__% visibility per landed round), longer range, tighter spread, wind up upon ADS, less kick/heat build up
I wouldn't mind seeing a category a.) HMG(point man assaulter) and a category b.) HMG(point defender) in each tier for the HMG in order to add more diversification for the Heavy's role. Either one of these categories would work for point defender, however.
These are my suggestions please note under each category suggestions are listed in order of importance for intended purpose.
These suggestions are based off of my own experience, other players' suggestions, and the DEVs'/players' communications.
Had this posted in another thread, but it didn't receive much attention for some reason. Personally I think this is exactly what the HMG needed then and my opinion hasn't changed. |
Raze galder
Royal Uhlans Amarr Empire
52
|
Posted - 2013.05.26 13:28:00 -
[148] - Quote
D legendary hero wrote:1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. I like this idea i like that your trying to make heavy's a bit faster but not assault fast and i never understood why sp into heavy did not give u some form of passive resistance. |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.26 14:34:00 -
[149] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
9
|
Posted - 2013.05.26 15:09:00 -
[150] - Quote
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 |
|
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. |
|
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?
|
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. |
|
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. |
|
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
|
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 |
|
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.
|
|
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 |
|
Imp Smash
Seraphim Auxiliaries CRONOS.
142
|
Posted - 2013.06.27 11:47:00 -
[241] - Quote
Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. |
Master Jaraiya
Ultramarine Corp
327
|
Posted - 2013.06.27 13:48:00 -
[242] - Quote
Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. Judgingvfrom my experience actual accuracy only effects CQC. If you care to go back a couple pages and read my posts you will see why HMGs are not meant for CQC. HMGs should be the absolute best area denial weapon in the game.
As i stated earlier the HMG values for maximum and effective range need to be increased to 20% more than the AR. Our damage should be increased to somewhere between the SMG and AR. It should probably stay closer to the SMG maybe 1 point more. I'll also add that the time it takes to spin up should be slightly reduced. As it stands now we are 1/4 of the way through 1 reload by the time we have enough accuracy to be effective. By this time 1/3 of our HP is usually gone and we haven't killed anyone yet.
At least that usually my experience. |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
42
|
Posted - 2013.06.27 15:11:00 -
[243] - Quote
Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 15:49:00 -
[244] - Quote
THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good yeah in general range is the only complaint by a lot of the heavy community it seems too bad (as someone else pointed out to me) CCp doesnt respond to the heavy community and hasnt since the damage/range fiasco at release |
Himiko Kuronaga
SyNergy Gaming EoN.
706
|
Posted - 2013.06.27 16:20:00 -
[245] - Quote
Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo.
Fully tightened, the HMG is actually too accurate. As in the circle you see? Thats not where the bullets are going. The tiny dot in the center is.
Which means if you are spraying, you'll hit nothing. You need to absolutely hold the dot on the enemy the whole time to do damage. Like a laser rifle that has kickback. Except of course, when you're moving, then the bullets fly wherever the hell they damn well please.
What might actually help in CQC would be if the HMG had an overall wider spread, lower RoF and higher damage per shot. You could afford to have **** accuracy in that case and just spray. Be guaranteed to hit something. |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
44
|
Posted - 2013.06.27 16:53:00 -
[246] - Quote
KOBLAKA1 wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good yeah in general range is the only complaint by a lot of the heavy community it seems too bad (as someone else pointed out to me) CCp doesnt respond to the heavy community and hasnt since the damage/range fiasco at release EDIT: 2013.05.15 09:13 CCP remnant posted in https://forums.dust514.com/default.aspx?g=posts&m=768636#post768636 is the latest response i could find in reference to the heavy or hmg from someone who actually "devs" the issue and is not about the lolmando They did it was lowered then raised it was tomuch then it wasbalancedout |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
44
|
Posted - 2013.06.27 16:54:00 -
[247] - Quote
Himiko Kuronaga wrote:Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. Fully tightened, the HMG is actually too accurate. As in the circle you see? Thats not where the bullets are going. The tiny dot in the center is. Which means if you are spraying, you'll hit nothing. You need to absolutely hold the dot on the enemy the whole time to do damage. Like a laser rifle that has kickback. Except of course, when you're moving, then the bullets fly wherever the hell they damn well please. What might actually help in CQC would be if the HMG had an overall wider spread, lower RoF and higher damage per shot. You could afford to have **** accuracy in that case and just spray. Be guaranteed to hit something. Your so wrong if you stand still spray and dont aim you will not hit anything you have yo burts fire andstraff being aheavy is harder then any other because you are so slow |
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.28 02:47:00 -
[248] - Quote
Master Jaraiya wrote:Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. Judging from my experience actual accuracy only effects CQC. If you care to go back a couple pages and read my posts you will see why HMGs are not meant for CQC. HMGs should be the absolute best area denial weapon in the game. As i stated earlier the HMG values for maximum and effective range need to be increased to 20% more than the AR. Our damage should be increased to somewhere between the SMG and AR. It should probably stay closer to the SMG maybe 1 point more. I'll also add that the time it takes to spin up should be slightly reduced. As it stands now we are 1/4 of the way through 1 reload by the time we have enough accuracy to be effective. By this time 1/3 of our HP is usually gone and we haven't killed anyone yet. At least that usually my experience. @ Sofa I have only played 1 PC battle, and it was way to laggy to judge HMG performance. I don't feel like this totally disqualified me from judging what the HMG really needs as long as I remain humble about it, and try to apply some (un)common sense. I do see your point though. Pubs are full of randoms running around haphazardly like this is a twitch shooter.
i have played plenty of PC battles and i can concur with what you are saying. 1+ |
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.28 02:48:00 -
[249] - Quote
THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good
it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s |
Disturbingly Bored
The Strontium Asylum
317
|
Posted - 2013.06.28 03:29:00 -
[250] - Quote
D legendary hero wrote:way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person
Flux grenades work really, really nice with HMG. Especially if you have 2-3 reds clustered together.
Just a friendly tip. |
|
Master Jaraiya
Ultramarine Corp
331
|
Posted - 2013.06.28 04:08:00 -
[251] - Quote
Disturbingly Bored wrote:D legendary hero wrote:way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Flux grenades work really, really nice with HMG. Especially if you have 2-3 reds clustered together. Just a friendly tip. I would use flux nades, but sadly I have to equip AV nades or become roadkill!
Before you say "don't run in the open n00b" or something similar, I don't. I have seen these carmageddon guys get into some crazy places to get kills! SMH |
XxWarlordxX97
Internal Error. Negative-Feedback
2175
|
Posted - 2013.06.28 04:41:00 -
[252] - Quote
D legendary hero wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person
Damage mods or Flux |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
134
|
Posted - 2013.06.28 04:51:00 -
[253] - 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?
Im gonna be honest here, because i play shotguns and Novas so i know what ou are talking about with the ''open maps'', specially the ones with 3 and 4 objectives....And yeh, you can feel purposeless at times, i even made a LOgi loadout just to help my temmates in this maps since i'll get murdered with my 270 total HP XD
I have an ALT account too, where i use heavy. In those maps i go PURELY Forge gun and Scrambler Pistol or SMG. In city maps i stay in the cities where i can ''safely'' shred people to pieces with the HMG.
Its all i can say. |
Disturbingly Bored
The Strontium Asylum
317
|
Posted - 2013.06.28 04:55:00 -
[254] - Quote
XxWarlordxX97 wrote: Damage mods or Flux
Damage mods AND Flux |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
310
|
Posted - 2013.06.28 05:06:00 -
[255] - Quote
I went full Minmatar assault with twin SMGs- I know I'm still a masochist, but most important of all, I have yet to lose a one on one face to face battle with an HMG heavy of any shape or size - even killed a few getting logibro'd.
HMG is pathetic. End of story. |
SoTa PoP
Internal Error. Negative-Feedback
2817
|
Posted - 2013.06.28 05:09:00 -
[256] - Quote
Novawolf McDustingham The514th wrote:I went full Minmatar assault with twin SMGs- I know I'm still a masochist, but most important of all, I have yet to lose a one on one face to face battle with an HMG heavy of any shape or size - even killed a few getting logibro'd.
HMG is pathetic. End of story. Must of been some bad heavies.
And with that corp tag it's hard to take you seriously lol |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
44
|
Posted - 2013.06.28 05:10:00 -
[257] - Quote
Lol im a heavy always have been im fine with it ill scrabler pistol you |
TheMarkOf22
Internal Error. Negative-Feedback
232
|
Posted - 2013.06.28 05:20:00 -
[258] - Quote
hmg is probably the best weapon in the game |
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
45
|
Posted - 2013.06.28 05:26:00 -
[259] - Quote
TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
310
|
Posted - 2013.06.28 05:27:00 -
[260] - Quote
TheMarkOf22 wrote:hmg is probably the best weapon in the game
Nope, Tamsen.
|
|
Novawolf McDustingham The514th
The Official Mintchip Fanclub
310
|
Posted - 2013.06.28 05:35:00 -
[261] - Quote
SoTa PoP wrote:Novawolf McDustingham The514th wrote:I went full Minmatar assault with twin SMGs- I know I'm still a masochist, but most important of all, I have yet to lose a one on one face to face battle with an HMG heavy of any shape or size - even killed a few getting logibro'd.
HMG is pathetic. End of story. Must of been some bad heavies. And with that corp tag it's hard to take you seriously lol
It's hard to take you seriously with the hentai blaring in the background.
|
Sloth9230
Reaper Galactic
2043
|
Posted - 2013.06.28 05:46:00 -
[262] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Damage mods or Flux Why is that plural? They have 1 high |
SoTa PoP
Internal Error. Negative-Feedback
2817
|
Posted - 2013.06.28 05:50:00 -
[263] - Quote
Novawolf McDustingham The514th wrote:SoTa PoP wrote:Novawolf McDustingham The514th wrote:I went full Minmatar assault with twin SMGs- I know I'm still a masochist, but most important of all, I have yet to lose a one on one face to face battle with an HMG heavy of any shape or size - even killed a few getting logibro'd.
HMG is pathetic. End of story. Must of been some bad heavies. And with that corp tag it's hard to take you seriously lol It's hard to take you seriously with the hentai blaring in the background. Hentai > Min
GOML |
TheMarkOf22
Internal Error. Negative-Feedback
232
|
Posted - 2013.06.28 05:55:00 -
[264] - Quote
THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be
There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's |
Kane Fyea
DUST University Ivy League
468
|
Posted - 2013.06.28 05:56:00 -
[265] - Quote
Sloth9230 wrote:XxWarlordxX97 wrote:D legendary hero wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Damage mods or Flux Why is that plural? They have 1 high The proto basic heavies have 2 highs. |
SoTa PoP
Internal Error. Negative-Feedback
2817
|
Posted - 2013.06.28 05:56:00 -
[266] - Quote
TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's .... what? HMG has more range then AR?
Lol? You're drunk go home. |
Kane Fyea
DUST University Ivy League
468
|
Posted - 2013.06.28 06:00:00 -
[267] - Quote
TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's This thread says your drunk
https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unread
Duvolle Assault Rifle Max Range: 71m (-16) Optimal Range: 1 - 42m (+3) Meta: 8
Boundless HMG Max Range: 54m (-11) Optimal Range: 1-33m (-5) Meta: 8 |
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.28 10:59:00 -
[268] - Quote
Kane Fyea wrote:TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's This thread says your drunk https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadDuvolle Assault Rifle Max Range: 71m (-16) Optimal Range: 1 - 42m (+3) Meta: 8 Boundless HMG Max Range: 54m (-11) Optimal Range: 1-33m (-5) Meta: 8
when you factor in the high as dispersion and recoil of the HMG, plus its low damage, compared with the zero dispersion and recoil of an AR and its high damage. there is no point to the HMG.
|
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.28 11:06:00 -
[269] - Quote
Disturbingly Bored wrote:D legendary hero wrote:way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Flux grenades work really, really nice with HMG. Especially if you have 2-3 reds clustered together. Just a friendly tip.
i tried that a while back, by the time i finish cooking my flux grenade my shields are already gone. if i throw it without cooking it and start shooting, i normally take down 80% of their shields by the time it goes off.
and before you say "you gotta cook it before they know your there" that doesnt happen because the suit has **** poror scanners, and every other suit by default has lower scan profiles so everyone knows where your heaviy suit is before you know where they are |
NOAMIzzzzz
The Shadow Cavalry Mercenaries DARKSTAR ARMY
1
|
Posted - 2013.06.28 11:40:00 -
[270] - Quote
we heavys really needed this thread |
|
Himiko Kuronaga
SyNergy Gaming EoN.
709
|
Posted - 2013.06.28 14:55:00 -
[271] - Quote
THEDRiZZLE Aqua teen wrote:Himiko Kuronaga wrote:Imp Smash wrote:Honestly I'm cool with heavies being point defense.
Honestly I don't think they are.
Heavies HMGs are simply not as powerful as ARs at any range. The HMG accuracy is still a real problem imo. Fully tightened, the HMG is actually too accurate. As in the circle you see? Thats not where the bullets are going. The tiny dot in the center is. Which means if you are spraying, you'll hit nothing. You need to absolutely hold the dot on the enemy the whole time to do damage. Like a laser rifle that has kickback. Except of course, when you're moving, then the bullets fly wherever the hell they damn well please. What might actually help in CQC would be if the HMG had an overall wider spread, lower RoF and higher damage per shot. You could afford to have **** accuracy in that case and just spray. Be guaranteed to hit something. Your so wrong if you stand still spray and dont aim you will not hit anything you have yo burts fire andstraff being aheavy is harder then any other because you are so slow
You can you please rephrase this a manner that actually makes sense? |
KOBLAKA1
Opus Arcana Covert Intervention
119
|
Posted - 2013.06.28 15:28:00 -
[272] - Quote
Quote:Quote: Your so wrong if you stand still spray and dont aim you will not hit anything you have yo burts fire andstraff being aheavy is harder then any other because you are so slow
You can you please rephrase this a manner that actually makes sense?
You're so wrong if you stand still spray and dont aim you will not hit anything. you have to burst fire and strafe. Being a heavy is harder then any other because you are so slow
Fixed that |
XxWarlordxX97
Internal Error. Negative-Feedback
2178
|
Posted - 2013.06.28 21:32:00 -
[273] - Quote
SoTa PoP wrote:TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's .... what? HMG has more range then AR? Lol? You're drunk go home.
|
XxWarlordxX97
Internal Error. Negative-Feedback
2178
|
Posted - 2013.06.28 21:33:00 -
[274] - Quote
Sloth9230 wrote:XxWarlordxX97 wrote:D legendary hero wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Damage mods or Flux Why is that plural? They have 1 high
You want to use the bad heavy suit |
Himiko Kuronaga
SyNergy Gaming EoN.
712
|
Posted - 2013.06.29 05:29:00 -
[275] - Quote
KOBLAKA1 wrote:Quote:Quote: Your so wrong if you stand still spray and dont aim you will not hit anything you have yo burts fire andstraff being aheavy is harder then any other because you are so slow
You can you please rephrase this a manner that actually makes sense? You're so wrong if you stand still spray an d dont aim you will not hit anything. you have to burst fire and strafe. Being a heavy is harder then any other because you are so slow Fixed that
Grammatically it is sound, however it still does not make sense.
If you stand still and spray, your accuracy tightens. If you strafe and burst, your accuracy as actually at its worst due to two negative factors affecting it -- movement and lack of spin.
Now he has said that staying still, spraying, AND not aiming will make you miss, and thats true. Doing anything and not aiming is liable to make you miss, with any weapon. Kind of important to aim, or at least try to. However that is not combative of my previous statements, so we will remove the "not aim" part from his statement and try again.
Now he has said that staying still and spraying will make you miss. Which actually supports my argument from earlier, because as I said, the accuracy becomes too good and the lack of spread means you require perfect precision aim in a close-range tracking environment. Or you require perfect precision aim at a farther range without the ability to truly zoom in. Either way, its a rough task.
He then goes on to mention that strafe and bursting, the two negative factors, increases overall spread. That's true, it does. And it IS the key to winning in close range fights most of the time. So basically everything he's said is correct, unfortunately, it also means I am not wrong. The spread is what is winning him the fight, ergo, it proves everything I said was correct about the weapon being too accurate.
So essentially, everything he said can be broken down to "Hey man you're wrong, so here's a bunch of reasons that you're right".
Understand now? It makes no sense. |
Sloth9230
Reaper Galactic
2069
|
Posted - 2013.06.29 20:47:00 -
[276] - Quote
XxWarlordxX97 wrote:Sloth9230 wrote:XxWarlordxX97 wrote:D legendary hero wrote:THEDRiZZLE Aqua teen wrote:Hmg is fine it need that hard stop dmg to increase and the turn speed is a lil to slow thats it dmg and everythibgis good it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person Damage mods or Flux Why is that plural? They have 1 high You want to use the bad heavy suit ... Looking at the racial bonuses.... yes, yes I do |
KOBLAKA1
Opus Arcana Covert Intervention
127
|
Posted - 2013.06.29 20:54:00 -
[277] - Quote
Sloth9230 wrote:XxWarlordxX97 wrote:Sloth9230 wrote:XxWarlordxX97 wrote:D legendary hero wrote:
it takes way to long to burn through shields, and since everyone shield tanks you end up losing or being crippled in 1v1s and since this is a supressive fire weapon, its kinda pitiful not being able to supress one person
Damage mods or Flux Why is that plural? They have 1 high You want to use the bad heavy suit ... Looking at the racial bonuses.... yes, yes I do basic amarr heavy frame ftw, i have higher survivability with 2 complex shield mods and armor reps in low. |
TheMarkOf22
Internal Error. Negative-Feedback
233
|
Posted - 2013.06.29 21:02:00 -
[278] - Quote
Kane Fyea wrote:TheMarkOf22 wrote:THEDRiZZLE Aqua teen wrote:TheMarkOf22 wrote:hmg is probably the best weapon in the game It isfor cqc but it should be There is CQC and sniping at the moment, there is no mid range game and hmg has more distance then the AR's This thread says your drunk https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadDuvolle Assault Rifle Max Range: 71m (-16) Optimal Range: 1 - 42m (+3) Meta: 8 Boundless HMG Max Range: 54m (-11) Optimal Range: 1-33m (-5) Meta: 8
That's some **** some random dude made, not facts... |
KOBLAKA1
Opus Arcana Covert Intervention
127
|
Posted - 2013.06.29 21:05:00 -
[279] - Quote
go spec hmg and then talk, AR outranges us |
TheMarkOf22
Internal Error. Negative-Feedback
233
|
Posted - 2013.06.29 21:08:00 -
[280] - Quote
KOBLAKA1 wrote:go spec hmg and then talk, AR outranges us
i will gladly, give me a respec or level my account.
If you can't kill with a heavy/hmg your really bad, easiest thing in the game to use. |
|
KOBLAKA1
Opus Arcana Covert Intervention
134
|
Posted - 2013.06.29 22:49:00 -
[281] - Quote
So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play) |
D legendary hero
Strong-Arm
239
|
Posted - 2013.06.30 05:25:00 -
[282] - Quote
KOBLAKA1 wrote:So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play)
^^just to add to this, the LMG of WWII to present fires standrd AR rounds at higher velocity and is pretty much just as accurate, and is used for supression on a squad level.
modern HMGs fire larger rounds and can sustain fire for hours. many of them can saw walls in half....lol
the HMG in dust obviously doesn't do the job of the modern HMG, or even the modern LMG. since DUST takes place in the future why does it do so little damage? shouldnt the future be better than the past? lol according to the above definitions the HMG should at the vaery least be doing AR damage. but for the sake of balance i would accept the SMG damage per shot. right now the HMG does less damage per shot that every other gun in the game... seriously the AHMG does 5%-10% more DPS than a milita SMG. WTF
something must change. |
Morathi III
Pro Hic Immortalis
107
|
Posted - 2013.06.30 05:34:00 -
[283] - Quote
D legendary hero wrote:KOBLAKA1 wrote:So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play) ^^just to add to this, the LMG of WWII to present fires standrd AR rounds at higher velocity and is pretty much just as accurate, and is used for supression on a squad level. modern HMGs fire larger rounds and can sustain fire for hours. many of them can saw walls in half....lol the HMG in dust obviously doesn't do the job of the modern HMG, or even the modern LMG. since DUST takes place in the future why does it do so little damage? shouldnt the future be better than the past? lol according to the above definitions the HMG should at the vaery least be doing AR damage. but for the sake of balance i would accept the SMG damage per shot. right now the HMG does less damage per shot that every other gun in the game... seriously the AHMG does 5%-10% more DPS than a milita SMG. WTF something must change. You noticed this is a game right?, you taken this class to be in EZ mode , heavy are good in some situation and bad at other, be friend with a dedicated logi and the heavy become extremly effective inside complex. The only things heavy need in my opinion its their other racial variant. |
D legendary hero
Strong-Arm
239
|
Posted - 2013.06.30 05:44:00 -
[284] - Quote
^^ and this is the problem.
so you are saying if you want to be a heavy that you NEED a logi? that any heavy that isn't follwing a logi around should instantly die to every one?
no one suit should be completely useless without one specific thing. and no, shotguns, nova knives, SMGs, remote explsives, grenades, and flaylocks are for. MDs too.
the HMG is not a CQC weapons, and these imaginary hallways and corridors onyl exist on one map right now and ARs do the job just as good. so, NO you are wrong.
the only class in EZ mod is the AR, as it has been gve consistent buffs, since Uprising, and its the noobs weapon of choice because it literally beats everything at pretty much every range save snipers. the AR has no recoil, never over heats, has a 60 bullet magazine the basic version doing over 839 damage using 27 bullets, doing 425 dps without mods, or the 10% buff, or proficiency, and it has zero dispersion and alsmot no damage fall off.
that is EZ mod.
|
Morathi III
Pro Hic Immortalis
107
|
Posted - 2013.06.30 05:57:00 -
[285] - Quote
Heavy and logi are the best in defense, flaylock currently dont help true i cant arg against this, against shotgun if you start your engagement at your range you win, if its at is range he win ( in majority ), LAV is a major problem also, they are ridiculous, you want to beat on open map an AR in one vs one?, really?. For what i know inside complex is at the advantage of heavy. The two big problem i see is flaylock and LAV and i just cant believe they stay like they are. |
D legendary hero
Strong-Arm
240
|
Posted - 2013.06.30 14:08:00 -
[286] - Quote
flaylocks aren't a problem at all in fact they should have their splash radius buffed alittle. the flaylock is doing what it was designed to do. LAV are a problem because not enough ppl are running AV nades. some packed AV nades can destroy most LAVs (exept the logi ones. they are a problem.)
the problem is the heavy suit itself and the pitiful proformance of the HMG. A logi is supposed to enhance the heavis not fill the holes in all his weaknesses.
i've seen logis be just as effective running around with assaults, or worse caldari logis running around with just as much ehp as heavies and out damaging the heavy with GEKs
CQC is not for the heavy we have low damage, low turn speed, and long reload.
the HMG and AR should have pretty much equal range, and the HMG should do damage starting from 25 damage going up to and maxing at 31 damage per shot. b the high dispersion, recoil, and initial inaccuracy of the HMG plus its higher damage fall off balances it out therefore, your AR in an open field must actually aim and hit the heavy, likewise the heavy must aim, control recoil, and sacrifice a lot of bullets through dispersion to hit the agile AR user at that long range. this requires skill
|
oso tiburon
The Generals EoN.
43
|
Posted - 2013.06.30 14:20:00 -
[287] - Quote
D legendary hero wrote:flaylocks aren't a problem at all in fact they should have their splash radius buffed alittle. the flaylock is doing what it was designed to do. LAV are a problem because not enough ppl are running AV nades. some packed AV nades can destroy most LAVs (exept the logi ones. they are a problem.)
the problem is the heavy suit itself and the pitiful proformance of the HMG. A logi is supposed to enhance the heavis not fill the holes in all his weaknesses.
i've seen logis be just as effective running around with assaults, or worse caldari logis running around with just as much ehp as heavies and out damaging the heavy with GEKs
CQC is not for the heavy we have low damage, low turn speed, and long reload.
the HMG and AR should have pretty much equal range, and the HMG should do damage starting from 25 damage going up to and maxing at 31 damage per shot. b the high dispersion, recoil, and initial inaccuracy of the HMG plus its higher damage fall off balances it out therefore, your AR in an open field must actually aim and hit the heavy, likewise the heavy must aim, control recoil, and sacrifice a lot of bullets through dispersion to hit the agile AR user at that long range. this requires skill
if the hmgs did that much damage just picture the QQ threads from the cod fan boys though we would drown in tears |
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:26:00 -
[288] - Quote
^^but i dnt care about them. im not nerfing their duvoules, GEKs or any of their guns. i just want my gun to be able to do what its supposed to.
25 damage per shot, for the STD HMG 28 damage per shot ADV HMG 31 damage per shot PROTO HMG
this is what an HMG should do. |
SoTa PoP
Internal Error. Negative-Feedback
2940
|
Posted - 2013.06.30 14:31:00 -
[289] - Quote
D legendary hero wrote:^^but i dnt care about them. im not nerfing their duvoules, GEKs or any of their guns. i just want my gun to be able to do what its supposed to.
25 damage per shot, for the STD HMG 28 damage per shot ADV HMG 31 damage per shot PROTO HMG
this is what an HMG should do. I've been keeping track of your posts for a while and have stayed quiet on them - but maybe I should finally just say this:
Are you really so bad with the HMG that you want damage buff too? Turn speed in death mode - normal aiming - and a little range - that's all we need. I destroy at it is even with crap range. Give me more DPS and you'll see more QQ threads then the current doomsaying threads. I just need to be able to track my enemy - I kill them just fine. |
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:37:00 -
[290] - Quote
^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
|
|
Morathi III
Pro Hic Immortalis
107
|
Posted - 2013.06.30 14:41:00 -
[291] - Quote
D legendary hero wrote:^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
Im shotgunner, never see something more easy than killing an AR fatty, the one who killing me more than anything is a good HMG user, |
SoTa PoP
Internal Error. Negative-Feedback
2940
|
Posted - 2013.06.30 14:50:00 -
[292] - Quote
D legendary hero wrote:^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
Wrong - On several counts.
HMG gets used quiet a bit in pubs - it's the competitive level you rarely see it - and it's because shotgunners do our job better then we can on every level. Turn speed solves that. Your numbers are misleading. They do not take in to fact that a lot more bullets could be landing then dispersion apparently allows for you. You speak like every combat we're in will be at our max range - only a bad heavy would keep putting themselves into that position. HMG was never designed from the start to be good at any range but up close - but it never should of done NOTHING if it tried. As it stands now I can kill any player in proto - part of your argument is we need damage mods... well - duh? What's the point of them if we don't need them? For forge guns? To increase how OP we'd be?
You really do just seem like a bad heavy. Your solutions will OP us way too much - your asking for us to be BETTER then we were in chromosome when we rocked house. >_>;;
The other problem we face is we're forced to armor tank when armor is completely broken - making us seem more like paper then we should.
|
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:55:00 -
[293] - Quote
^^you haven't the slightest idea what your talking about. i have consistently encoutered the problems i have been talking about. and i have made several threads on the subject. i have posted on the subject several times and plenty of pro heavies such as myself ahve agreed with me.
if you have a problem present some numbers. because right now your really just trolling. your insulting me without evidence to back up what you say.
|
LT SHANKS
Amarr Templars Amarr Empire
35
|
Posted - 2013.06.30 14:56:00 -
[294] - Quote
Burst HMG - Used to tear through single targets in a CQC Ambush map Assault HMG - Used to make the player feel as if he or she is doing something from a distance against TARs and the like HMG - Does both roles of the Burst and Assault, but to a much lesser degree |
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:56:00 -
[295] - Quote
Morathi III wrote:D legendary hero wrote:^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
Im shotgunner, never see something more easy than killing an AR fatty, the one who killing me more than anything is a good HMG user,
no you normally die because you run directly at the heavy guy in a cheap @$$ suit. if you shield tanked some you could still charge a heavy and win. i have done it. and with a freaking dren shotgun, and no SP into shotguns i can run around in a free suit and pwn heavies. |
Morathi III
Pro Hic Immortalis
108
|
Posted - 2013.06.30 15:00:00 -
[296] - Quote
D legendary hero wrote:Morathi III wrote:D legendary hero wrote:^^besides me, you ad the 10 or so other heavies on this thread, ask yourself who uses the HMG? now out of the 10+ people who use it on this thread who uses it without damage mods?
all the heavies i ever play in matches uses either ishikune assault forguns, OR assault rifles. why do you think that is so? why have so many people completely abandoned the HMG? its almost as rare as finding a laser or mass driver thse days.
i have countless time explained how inferior the HMG is to the AR. i refuse to write it again. if you have been reading these posts and threads carefully, you would never have posted this^^.
Im shotgunner, never see something more easy than killing an AR fatty, the one who killing me more than anything is a good HMG user, no you normally die because you run directly at the heavy guy in a cheap @$$ suit. if you shield tanked some you could still charge a heavy and win. i have done it. and with a freaking dren shotgun, and no SP into shotguns i can run around in a free suit and pwn heavies. Anybody is dead when is back stabbed by a shotgun thats a fact, not only heavies |
SoTa PoP
Internal Error. Negative-Feedback
2940
|
Posted - 2013.06.30 15:01:00 -
[297] - Quote
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. ;) |
TheMarkOf22
Internal Error. Negative-Feedback
233
|
Posted - 2013.06.30 15:24:00 -
[298] - Quote
KOBLAKA1 wrote:So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play)
Yes, I can run around with just nova knives and out kill the majority of this player base.
HMG is easy, more health, more ammo, I don't have to use ADS or Terrible sights.
The only thing I would want is 1 equipment slot. |
XxWarlordxX97
Internal Error. Negative-Feedback
2190
|
Posted - 2013.06.30 17:10:00 -
[299] - Quote
TheMarkOf22 wrote:KOBLAKA1 wrote:So you are a master with it even though you havent specced it? Obviously its not easiest thing in the game to use or everyone would be using it. And what do kills have to do with my comment? pretty sure I never said anything about kills, I do just fine. You must have been on the business end one too many times and are butthurt about it.
Heavy Machine Guns are not CQC weapons. Thats what SMGs are for.
Heavy machine gun definition: The heavy machine gun or HMG is a larger class of machine gun generally recognized to refer to two separate stages of machine gun development. The term was originally used to refer to the generation of machine guns which came into widespread use in World War I. These fired standard rifle cartridges such as the 7.92 Mauser, .303 British or 7.62+ù54mmR, but featured heavy construction, elaborate mountings, and water-cooling mechanisms that enabled long-range sustained automatic fire with excellent accuracy.
SubMachinegun Definition: A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges.[1] It combines the automatic fire of a machine gun with the cartridge of a pistol and have poor accuracy past 50m.
"hey this the future don't compare Dust to modern day"... Unless we aren't using english in DUST it applies. These are definitions not comparisons. This is what it is to be in these category of weapon. As it stands the HMG is just a SMG with a big clip...
Also you're not your (of course this could mean you don't understand english...in which case quit skipping summer school to play) Yes, I can run around with just nova knives and out kill the majority of this player base. HMG is easy, more health, more ammo, I don't have to use ADS or Terrible sights. The only thing I would want is 1 equipment slot. If you use a modded controller it is easy |
Disturbingly Bored
The Strontium Asylum
324
|
Posted - 2013.06.30 21:16:00 -
[300] - Quote
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. |
|
The Knight Faust
Royal Uhlans Amarr Empire
12
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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