|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 18:12:00 -
[1] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 18:16:00 -
[2] - Quote
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.
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 honest 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. |
|
|
|