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D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 07:06:00 -
[1] - Quote
Why? Let me briefly state that I only play as a heavy all the time. i am a professional heavy. I have 200-300 copies of every HMG from the basic to the proto. I maxed out the proficiency so as to maximize damage, etc. I even bought the seismic heavy damage modifier. with that said, here is why i think there should be a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
1. limited mobility 2. its antipersonnel purpose
limited mobility to elaborate. the heavies limited mobility makes it so that when i gain the upper hand on an enemy who charges me directly, they simply turn around and run away. As a result enemies can literally jump and run circles around me and i am powerless. as a result i am ineffective at mid-range and close-range. this i feel should change. i also find that while i am engaging an enemy at mid-range they can walk backwards faster than i can run and simply cook a grenade and kill me. at other times i have engaged enemies literally across the street, and couldn't do an damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically.
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :)
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
thank you for hearing me out. I appreciate your concern |
Exmaple Core
Hellstorm Inc League of Infamy
349
|
Posted - 2013.05.23 07:08:00 -
[2] - Quote
heavy is fine noww if it was buffed itd be a super soldier. It has a role to deffend on the battlefeild and the ocassional spearhead of the charge. Heavys doing well at it :) |
Ignatius Crumwald
IMPSwarm Negative-Feedback
503
|
Posted - 2013.05.23 07:16:00 -
[3] - Quote
HMG needs a 5-7 point damage buff across the board with a 50% faster heat buildup.
Range is fine, it just has a hard range limit right now. Accuracy needs to be way lower at spin-up and damn near laser at full auto. Again, this weapon should have been balanced by the heat buildup, not by gimping the damage.
I don't know why i bother... Forehead, meet brick wall. |
Acturus Galaxy
Horizons' Edge
48
|
Posted - 2013.05.23 07:28:00 -
[4] - Quote
I have seen plenty of heavies doing fine when I as logi follow them around with my core repair tool providing 100hp/s. What I do not understand is the proto or advanced heavies that call down a LAV which I hop into believing it will just be short taxi ride. No no, the heavy drive around trying to run over reddots getting both him and me killed, my logi suit cost arund 100-190k isk and the proto heavy suit and weapon could not have been cheap.
I beg you heavies to stay on foot when you have a logi following you. I seriously consider changing to six kin repair tool for general healing of wounded infantry or instead following gallente assaults as they at least stay on foot and go into cover when under fire.
I used to play a heavy in the old build and I see many rookie mistakes by other heavies now, the most obvious is moving away from the team thinking they are a one man army. I have stopped following heavies on these suicide missions, stay in cover and keep close to your team mates. There are some heavies that I see go 18-20/1-2 in ambush and skirmish, and common for them are that they stay with their squad. Buffing them would make them insane. |
TheEnd762
Algintal Core Gallente Federation
32
|
Posted - 2013.05.23 07:38:00 -
[5] - Quote
No buffs of any kind on heavies/HMGs. I wasn't a fan of them and their HMGs being able to hit me accurately up on the scaffolding of Ashland while they were on the ground. The HMG definitely shouldn't get anymore accurate after spin-up. It's a bullet-hose, and should have the cone-of-fire of one. I'm glad they got balanced. If anything, heavies could stand to pivot slower than they currently do. Maybe give them a turn radius, like a boat. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
503
|
Posted - 2013.05.23 07:49:00 -
[6] - Quote
Really? A turn speed drop? A super soldier? A logi can circle strafe a Heavy to death. You're all ******** beyond belief.
Jimminy Christmas... |
137H4RGIC
SVER True Blood Unclaimed.
57
|
Posted - 2013.05.23 07:59:00 -
[7] - Quote
Heavies are fine now. I stand a decent chance 1v1 against assaults with my boundless. Dont ask for buffs, we'll get nerfed again. HMGs are fine. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
503
|
Posted - 2013.05.23 08:02:00 -
[8] - Quote
137H4RGIC wrote:Heavies are fine now. I stand a decent chance 1v1 against assaults with my boundless. Dont ask for buffs, we'll get nerfed again. HMGs are fine.
I'm not really sure what else they could possibly do to nerf heavies even further, but I'm sure someone in this thread will think of something. |
137H4RGIC
SVER True Blood Unclaimed.
58
|
Posted - 2013.05.23 08:27:00 -
[9] - Quote
Further, your role is wrong. They aren't anti-personnel. They are point-defense units. And they do their job quite well. Start using boundless HMGs, squad up with some people who are good and can communicate well, and do objective based games as Ambush isn't the heavy's strong suit.
Trust me, my KDR has been steadily going up. |
Jenova's Witness
Red and Silver Hand Amarr Empire
0
|
Posted - 2013.05.23 08:41:00 -
[10] - Quote
How to fix heavies: 1. Change base health to 200/600 shield/armor. Amarr are not dual tankers. (refer to point 6) 2. Switch incidental damage at max range the AR has with the HMG. Solid ammo has no business out ranging plasma. 3. Buff HMG DPS to surpass the AR, (its a heavy weapon for crying out loud) but low the optimal range by 5 meters. 4. The HMG should require a heavy to remain stationary while firing. (refer to points 2 & 5 as to why) 5. This is for CCP: Stop scaling HMG DPS according to light weapon DPS! We needed new heavy weapons yesterday to properly balance DPS. Again, the HMG is a heavy weapon and should be treated as such. 6. Throw away that horrible reload speed bonus and replace it with -2% damage received to armor per level.
This way, heavies will be able to out DPS the AR as they should within their optimal range, incidental damage will punish anyone dumb enough to run, and with the range, there's no real need to move. (not like heavies are known for their strafing skills) |
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Breakin Stuff
Goonfeet
876
|
Posted - 2013.05.23 09:14:00 -
[11] - Quote
D legendary hero wrote:what the hell am I saying?
yeah, as a habitual player of fatties...
No.
If you want range use an assault rifle until CCP gives us a heavy beam laser or something or a Gallente blaster cannon.
Heavies are not at much of a tactical advantage except when we are in wide open spaces.
By the way I have one complex armor mod and I rock over 1150 HP. making this number larger could be bad.
Oh and the longer range argument is why CCP nerfed the HMG to begin with. it ain't happening, |
Breakin Stuff
Goonfeet
876
|
Posted - 2013.05.23 09:16:00 -
[12] - Quote
Jenova's Witness wrote:How to fix heavies: 1. Change base health to 200/600 shield/armor. Amarr are not dual tankers. (refer to point 6) 2. Switch incidental damage at max range the AR has with the HMG. Solid ammo has no business out ranging plasma. 3. Buff HMG DPS to surpass the AR, (its a heavy weapon for crying out loud) but low the optimal range by 5 meters. 4. The HMG should require a heavy to remain stationary while firing. (refer to points 2 & 5 as to why) 5. This is for CCP: Stop scaling HMG DPS according to light weapon DPS! We needed new heavy weapons yesterday to properly balance DPS. Again, the HMG is a heavy weapon and should be treated as such. 6. Throw away that horrible reload speed bonus and replace it with -2% damage received to armor per level.
This way, heavies will be able to out DPS the AR as they should within their optimal range, incidental damage will punish anyone dumb enough to run, and with the range, there's no real need to move. (not like heavies are known for their strafing skills)
and conveniently provide a stationary target for everyone to turn into easy chutney.
Bad balance ideas are bad. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
504
|
Posted - 2013.05.23 09:22:00 -
[13] - Quote
Breakin Stuff wrote:D legendary hero wrote:what the hell am I saying? yeah, as a habitual player of fatties... No. If you want range use an assault rifle until CCP gives us a heavy beam laser or something or a Gallente blaster cannon. Heavies are not at much of a tactical advantage except when we are in wide open spaces. By the way I have one complex armor mod and I rock over 1150 HP. making this number larger could be bad. Oh and the longer range argument is why CCP nerfed the HMG to begin with. it ain't happening,
Heavies, once upon a time, could put out over 35DMg per shot with skills/mods, rock over 200 shields with over 1200 armor, turn as fast as scouts, and die - yes, with all of that they still died.
I mean, I didn't die, but I heard rumors. |
Jenova's Witness
Red and Silver Hand Amarr Empire
0
|
Posted - 2013.05.23 09:28:00 -
[14] - Quote
Breakin Stuff wrote:Jenova's Witness wrote:How to fix heavies: 1. Change base health to 200/600 shield/armor. Amarr are not dual tankers. (refer to point 6) 2. Switch incidental damage at max range the AR has with the HMG. Solid ammo has no business out ranging plasma. 3. Buff HMG DPS to surpass the AR, (its a heavy weapon for crying out loud) but low the optimal range by 5 meters. 4. The HMG should require a heavy to remain stationary while firing. (refer to points 2 & 5 as to why) 5. This is for CCP: Stop scaling HMG DPS according to light weapon DPS! We needed new heavy weapons yesterday to properly balance DPS. Again, the HMG is a heavy weapon and should be treated as such. 6. Throw away that horrible reload speed bonus and replace it with -2% damage received to armor per level.
This way, heavies will be able to out DPS the AR as they should within their optimal range, incidental damage will punish anyone dumb enough to run, and with the range, there's no real need to move. (not like heavies are known for their strafing skills) and conveniently provide a stationary target for everyone to turn into easy chutney. Bad balance ideas are bad. The stationary thing was just a suggestion. Seems like if you're not using an AR, you have to give something up to match the DPS so that's all I could come up with. Lowering movement speed seemed simple enough but didn't feel right. Not like you're throwing out any ideas while picking apart 1 bad thing and using that to make all my suggestions invalid. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
504
|
Posted - 2013.05.23 09:42:00 -
[15] - Quote
They've made the odd decision to balance this particular suit by the few and proud who are good at using it. There are like 10 heavies total, in a game of how many thousands of players, that are actually a serious threat.
I could point out that I can pretty much circle strafe a heavy to shreds in a militia scout suit, and people will reply, "well, a scout SHOULD win that battle", If I point out that a heavy SHOULD win a face to face battle with anything else one one, which I don't actually believe, that same person goes all spastic about gun game, insta win buttons, and some other shizz..
SometimesI just want to stuff all of you into a sack of alley cats and toss you in a creek. I'm not sure how that relates to this, but my doctor says I should share my feelings more and that was one of the feels I just had. |
Breakin Stuff
Goonfeet
878
|
Posted - 2013.05.23 09:57:00 -
[16] - Quote
Ignatius Crumwald wrote:
Sometimes I just want to stuff all of you into a sack of alley cats and toss you in a creek.
should sum up my overall opinion here as well. |
flesth
Red Star. EoN.
31
|
Posted - 2013.05.23 10:12:00 -
[17] - Quote
nothing wrong with being heavy , only problem is the heavy suit, not the hmg , hmg is fine the way it is, it the suit , nothing else for example ( 1 high & 4 low ) is a joke and it seem to waste of sp, well , i feel i waste sp on full blow heavy skills tree , even the heavy basic frame is better sp respec - basic heavy suit for now - wait til new heavy race suit come out with the one with 3-4 high & 2-3 low slots - new suit & hmg , heavies back :D |
Sylwester Dziewiecki
BetaMax. CRONOS.
80
|
Posted - 2013.05.23 10:51:00 -
[18] - Quote
D legendary hero wrote:Why? Let me briefly state that I only play as a heavy all the time. i am a professional heavy. I have 200-300 copies of every HMG from the basic to the proto. I maxed out the proficiency so as to maximize damage, etc. I even bought the seismic heavy damage modifier. with that said, here is why i think there should be a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
1. limited mobility 2. its antipersonnel purpose
limited mobility to elaborate. the heavies limited mobility makes it so that when i gain the upper hand on an enemy who charges me directly, they simply turn around and run away. As a result enemies can literally jump and run circles around me and i am powerless. as a result i am ineffective at mid-range and close-range. this i feel should change. i also find that while i am engaging an enemy at mid-range they can walk backwards faster than i can run and simply cook a grenade and kill me. at other times i have engaged enemies literally across the street, and couldn't do an damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically.
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :)
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
thank you for hearing me out. I appreciate your concern If you have problems with enemy shield why not use Flux grenade on them first? Don't run on open, it's good to always have cover even if you are Heavy - use LAV more often. If you want to have more HP skill up shield/armor boost skill to maximum. Make a good use with that low slots and use Armor Plates in it. Janza on FF had 1536HP in total(+-2), thats a lot of HP.
Heavy is a class that always need to work with sqad or he is doomed. Without sqad your scans suck, you are blind, theres noone that gonna fix your armor, or support you when you gonna reload weapon. Use squad to play better with Heavy. LLAV are perfect to work with Heavies... |
Mary Sedillo
XERCORE E X T E R M I N A T U S
89
|
Posted - 2013.05.23 10:59:00 -
[19] - Quote
D legendary hero wrote:Why? Let me briefly state that I only play as a heavy all the time. i am a professional heavy. I have 200-300 copies of every HMG from the basic to the proto. I maxed out the proficiency so as to maximize damage, etc. I even bought the seismic heavy damage modifier. with that said, here is why i think there should be a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
1. limited mobility 2. its antipersonnel purpose
limited mobility to elaborate. the heavies limited mobility makes it so that when i gain the upper hand on an enemy who charges me directly, they simply turn around and run away. As a result enemies can literally jump and run circles around me and i am powerless. as a result i am ineffective at mid-range and close-range. this i feel should change. i also find that while i am engaging an enemy at mid-range they can walk backwards faster than i can run and simply cook a grenade and kill me. at other times i have engaged enemies literally across the street, and couldn't do an damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically.
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :)
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
thank you for hearing me out. I appreciate your concern
Yet another whiney ***** thread where someone wants their character to be the Rock-Paper-AND-mother ******* SCISSORS. I play a standard heavy rolling with a standard HMG with a damage mod and find that I hold points rather well, and can net well over 15+ kills a match doing that. I know other heavies with similar experiences. They should NOT return to Chromosome levels of power as that was not their intended role.
Good day, Heavy QQ'r. Back to bed for you.
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Raze galder
Royal Uhlans Amarr Empire
49
|
Posted - 2013.05.23 11:27:00 -
[20] - Quote
So they make the heavy/hmg usable and u want to break it again |
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Laurent Cazaderon
What The French CRONOS.
1397
|
Posted - 2013.05.23 11:44:00 -
[21] - Quote
D legendary hero wrote:Why? Let me briefly state that I only play as a heavy all the time. i am a professional heavy. I have 200-300 copies of every HMG from the basic to the proto. I maxed out the proficiency so as to maximize damage, etc. I even bought the seismic heavy damage modifier. with that said, here is why i think there should be a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
1. limited mobility 2. its antipersonnel purpose
limited mobility to elaborate. the heavies limited mobility makes it so that when i gain the upper hand on an enemy who charges me directly, they simply turn around and run away. As a result enemies can literally jump and run circles around me and i am powerless. as a result i am ineffective at mid-range and close-range. this i feel should change. i also find that while i am engaging an enemy at mid-range they can walk backwards faster than i can run and simply cook a grenade and kill me. at other times i have engaged enemies literally across the street, and couldn't do an damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically.
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :)
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
thank you for hearing me out. I appreciate your concern
What heavies mostly need is variant suits. Variants would help covering the wide kind of play style heavies would want to play. Also, the bonus tied to the specialization is close to useless. In fact, it's useless. period.
A good bonus would probably be a 2% buff to hp to shield and armor base hp per level. Would add a nice but not too much 80 HP or so at lvl 5 proto.
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
715
|
Posted - 2013.05.23 13:07:00 -
[22] - Quote
Did I happen to play with you this weekend? I encountered a squad of OAB with a squad of 5 in an ambush game on Sunday.
From my perspective since Sunday I have had perhaps 1 game where I didn't have a 2.0 k/d, often times my deaths are because I have gotten cocky with victory and pushed into enemies foolishly. Example being if you were in that game on Sunday I ran out of ammo on the HMG and there were no hives on field so I pushed into the enemies with my toxin smg.
The above all being said (and multiple games with 3-5 k/d) I play with a Dren Sentinel A-1 suit and MH-82. However I think a lot of corps are busy in PC so my numbers are skewed as a result. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
715
|
Posted - 2013.05.23 13:13:00 -
[23] - Quote
Additional comment for Laurent above.
Agreed for bonus, but I currently have been switching to a basic SR in redline Domination situations where my HMG is outranged, and it is fantastic for keeping enemies at bay by removing shields (no body is going to start a rush at 0 shields). It also helps in that it is a very ammo efficient weapon.
That being said a heavy weapon suppressive fire gun would be nice that could do a similar job. We're currently only sentinels, a weapon that suppresses well is excellent for guards. I'm not going to kill 5 competent players who are rushing at me together but I might keep them at bay or push them in a different direction with a suppressive weapon. |
2-Ton Twenty-One
Imperfects Negative-Feedback
563
|
Posted - 2013.05.23 14:29:00 -
[24] - Quote
Acturus Galaxy wrote:I have seen plenty of heavies doing fine when I as logi follow them around with my core repair tool providing 100hp/s. What I do not understand is the proto or advanced heavies that call down a LAV which I hop into believing it will just be short taxi ride. No no, the heavy drive around trying to run over reddots getting both him and me killed, my logi suit cost arund 100-190k isk and the proto heavy suit and weapon could not have been cheap.
I beg you heavies to stay on foot when you have a logi following you. I seriously consider changing to six kin repair tool for general healing of wounded infantry or instead following gallente assaults as they at least stay on foot and go into cover when under fire.
I used to play a heavy in the old build and I see many rookie mistakes by other heavies now, the most obvious is moving away from the team thinking they are a one man army. I have stopped following heavies on these suicide missions, stay in cover and keep close to your team mates. There are some heavies that I see go 18-20/1-2 in ambush and skirmish, and common for them are that they stay with their squad. Buffing them would make them insane.
We should hang out! I have wanted to play with someone who has a core repper |
Chinduko
KILL-EM-QUICK RISE of LEGION
93
|
Posted - 2013.05.23 16:37:00 -
[25] - Quote
The heavy is too weak. It can't compete with the dmg of the AR and even with 506 shield and 633 armor, my suit gets destroyed instantly whereas my hmg barely takes any dmg away from a highly shield assault or logi. I have corp mates that have 600 shields, near 400 armor on a Minmatar assault suit while still able to carry a GLU TAC AR. If a heavy is suppose to be the highly shielded and armored suit, why did CCP make is so medium suits could have just about the same shield and armor? The HMG is not as effective as the AR at digging through shield and armor as an AR is. The range is a huge issue to this. You don't need a heavy suit when you can just build a assault suit with the same shield and armor while still able to move much faster. You don't need an HMG when the TAC AR and other AR's out perform it.
I'm not sure why CCP doesn't want the heavy suit to be able to compete at the proto level but that's the way it is. |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 21:28:00 -
[26] - Quote
Ignatius Crumwald wrote:HMG needs a 5-7 point damage buff across the board with a 50% faster heat buildup.
Range is fine, it just has a hard range limit right now. Accuracy needs to be way lower at spin-up and damn near laser at full auto. Again, this weapon should have been balanced by the heat buildup, not by gimping the damage.
I don't know why i bother... Forehead, meet brick wall.
to be honest i feel the reload time and limited mobilty already balance it out. but in close-range or at midrange , no other weapon, save shotguns, and forguns shouldbeat it in a fight without cover . |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 21:37:00 -
[27] - Quote
137H4RGIC wrote:Further, your role is wrong. They aren't anti-personnel. They are point-defense units. And they do their job quite well. Start using boundless HMGs, squad up with some people who are good and can communicate well, and do objective based games as Ambush isn't the heavy's strong suit.
Trust me, my KDR has been steadily going up.
the heavy machine gun really has the role of a lmg in real life, because it is not mounted. that said its main functions are position-defense ,and squad-defense (wether your sqaud is attacking or defending a position). both of which requiere you to have strong antiperssonel capabilities.
and to the guy talking about slowing the heavy's movement are you serious? i might as well spawn as a turret then . |
Rachoi
HavoK Core RISE of LEGION
76
|
Posted - 2013.05.23 21:41:00 -
[28] - Quote
the HMG is fine as a close range weapon, and the suit itself... man alive, you're REALLY going to say that with your core armor/sheild skills up there, PLUS modules, you're going to say you're easy to kill? no, you are exactly as is, no more improvments on that, the heavies got the love they needed with the most recent of fixes |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 21:46:00 -
[29] - Quote
Ignatius Crumwald wrote:Really? A turn speed drop? A super soldier? A logi can circle strafe a Heavy to death. You're all ******** beyond belief.
Jimminy Christmas...
my thoughts exactly |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.23 21:52:00 -
[30] - Quote
Breakin Stuff wrote:D legendary hero wrote:what the hell am I saying? yeah, as a habitual player of fatties... No. If you want range use an assault rifle until CCP gives us a heavy beam laser or something or a Gallente blaster cannon. Heavies are not at much of a tactical advantage except when we are in wide open spaces. By the way I have one complex armor mod and I rock over 1150 HP. making this number larger could be bad. Oh and the longer range argument is why CCP nerfed the HMG to begin with. it ain't happening,
1150 hp is nothing to a single duvile which without damage modifiers can kill you just as fast if not faster than another heavy at a longer range. get real.
also, don't change my words around. |
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