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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  God Hates Lags
 Red Star.
 EoN.
 
 18
 
 
      | Posted - 2013.05.22 02:05:00 -
          [1] - Quote 
 Has it happened yet or is it still to come?
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        |  Cass Barr
 Red Star.
 EoN.
 
 31
 
 
      | Posted - 2013.05.22 02:07:00 -
          [2] - Quote 
 Damage yes, range cap no
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        |  Full Metal Kitten
 Sinq Laison Gendarmes
 Gallente Federation
 
 449
 
 
      | Posted - 2013.05.22 02:08:00 -
          [3] - Quote 
 No, but you can hack null cannons to target hostile MCC.
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        |  Cosgar
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 1088
 
 
      | Posted - 2013.05.22 02:12:00 -
          [4] - Quote 
 Range is still an issue, but the damage buff seems to be working. Most of my heavy friends have been able to finally get kills without people shrugging off their damage. I don't think the HMG will ever get the base range it used to have in chrome, but I don't think it needs it. Max effective range should be shorter than an AR but the HMG needs to have a higher DPS in its own optimal range.
 I still think a lot of the issues with HMG balancing is that they're comparing the weapon's DPS to light weapons since there are not other AI heavy weapons available yet. We need more racial AI and AV weapons so that the HMG and FG can be scaled properly.
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        |  Jotun Hiem
 The Tritan Industries
 RISE of LEGION
 
 670
 
 
      | Posted - 2013.05.22 02:13:00 -
          [5] - Quote 
 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.
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        |  Cosgar
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 1088
 
 
      | Posted - 2013.05.22 02:28:00 -
          [6] - Quote 
 
 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.
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        |  Jotun Hiem
 The Tritan Industries
 RISE of LEGION
 
 670
 
 
      | Posted - 2013.05.22 02:30:00 -
          [7] - 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. I honestly wouldn't say no to that.
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        |  D legendary hero
 One-Armed Bandits
 Unclaimed.
 
 0
 
 
      | Posted - 2013.05.23 18:12:00 -
          [8] - 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.
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        |  D legendary hero
 One-Armed Bandits
 Unclaimed.
 
 0
 
 
      | Posted - 2013.05.23 18:16:00 -
          [9] - 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.
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        |  CHICAGOCUBS4EVER
 TeamPlayers
 EoN.
 
 324
 
 
      | Posted - 2013.05.23 18:40:00 -
          [10] - Quote 
 
 Full Metal Kitten wrote:No, but you can hack null cannons to target hostile MCC.   
 
 quoted for TRuFneSs
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