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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.03 19:58:00 -
[1] - Quote
When is ccp going to address this weapon? There are far too many players either using a mouse or a modded controller (ie something with a turbo button) out there that simply flock to this weapon. With suck mods these guns simply own anyone at any range. I run a heavy with a boundless so when an assault suit pops up from around the corner it should not be instant death for me yet it happens often and this dtar is what they always seem to have. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
69
|
Posted - 2013.06.03 21:16:00 -
[2] - Quote
Thurak1 wrote:When is ccp going to address this weapon? There are far too many players either using a mouse or a modded controller (ie something with a turbo button) out there that simply flock to this weapon. With suck mods these guns simply own anyone at any range. I run a heavy with a boundless so when an assault suit pops up from around the corner it should not be instant death for me yet it happens often and this dtar is what they always seem to have.
Or people just have a quick trigger finger, I can easily fire off ten rounds in the blink of an eye, I'm used to single shot weapons, I use them in every FPS... |
DigiOps
Kirkinen Risk Control Caldari State
339
|
Posted - 2013.06.03 21:35:00 -
[3] - Quote
They're testing tweaks addressing the rate of fire and hip fire spread and after that they'll dial back the damage to avoid an overzealous nerf. |
Krisuke 003
WildCard Ninja Clan
11
|
Posted - 2013.06.03 22:22:00 -
[4] - Quote
Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle.
Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! |
Mike Poole
Kirkinen Risk Control Caldari State
101
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Posted - 2013.06.03 22:25:00 -
[5] - Quote
They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again... |
Krisuke 003
WildCard Ninja Clan
11
|
Posted - 2013.06.03 22:29:00 -
[6] - Quote
Mike Poole wrote:They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again...
I'm inclined to agree with you. Sadly, when you are designing any sort of multiplayer game, you need to make "How will this be abused?" your first question when designing an item or feature. |
Rachoi
HavoK Core RISE of LEGION
82
|
Posted - 2013.06.03 23:26:00 -
[7] - Quote
Krisuke 003 wrote:Mike Poole wrote:They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again... I'm inclined to agree with you. Sadly, when you are designing any sort of multiplayer game, you need to make "How will this be abused?" your first question when designing an item or feature.
total agreement there.
the whole abusement issue might not dissappear, because someone, somewhere will find a way to abuse something. that is what led to the heavy handed nerf of heavies and HMGs, and the [ninja] nerf to MDs, because of nothing but constant abuse of the worst kinds. i use the MD sure, but i dont like to abuse any of the things people used to do, and i sure as hell miss when it could actually deny people of an area.
they need to gently walk it back, or they are going to get a tidal wave of hate, but they need to do it in a reasonable amount of time as well, so they're going to need patience for atleast another week |
Thurak1
Psygod9 RISE of LEGION
5
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Posted - 2013.06.04 00:27:00 -
[8] - Quote
Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil.
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Rachoi
HavoK Core RISE of LEGION
82
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Posted - 2013.06.04 00:34:00 -
[9] - Quote
Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil.
the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle.....
there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.04 00:46:00 -
[10] - Quote
Rachoi wrote:Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil. the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle..... there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. Wrong weapon we are speaking of the duvol tactical assault rifle. |
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Rachoi
HavoK Core RISE of LEGION
82
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Posted - 2013.06.04 00:55:00 -
[11] - Quote
Thurak1 wrote:Rachoi wrote:Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil. the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle..... there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. Wrong weapon we are speaking of the duvol tactical assault rifle.
this duvol doesnt exist. if you mean the Duvolle Tactical AR.... that is still Gallente Plasma Blaster tech. they should still have a stronger kick to them, for damned sure |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.04 01:11:00 -
[12] - Quote
What does the AR stand for then? OOO I see your picking on the spelling. Sorry i cant remember just how these fictional things are spelled when i am not in game. |
Draco Dustflier
DUST University Ivy League
59
|
Posted - 2013.06.04 04:29:00 -
[13] - Quote
i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage). |
Thurak1
Psygod9 RISE of LEGION
6
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Posted - 2013.06.04 05:19:00 -
[14] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
Thank you very much for doing the math on this one. I knew it seemed like a very OP weapon just by how often i get owned at close range by assault suits with this but i never realized just how OP it truly was. Add modded controllers into the mix and you end up with a weapon that does insane damage.
Would be really nice if a DEV would take notice to this and report if this is something they know is wrong in the game. Something should be done to address this weapon. |
Thurak1
Psygod9 RISE of LEGION
8
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Posted - 2013.06.04 23:57:00 -
[15] - Quote
No interest in this? |
Rachoi
HavoK Core RISE of LEGION
85
|
Posted - 2013.06.05 00:09:00 -
[16] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
that is damned good work on the figures, even if they are only ballparked in some spots. i agree with you on the damage idiocy there, and that rpm should probably drop, or the recoil should get a major jump.
to any that actually fired a rifle, that recoil makes keeping on target a real ***** with any kind of rifle, they should not make this Tac AR so easy to fire, they should bring back the recoil issues from cromosome |
Krisuke 003
WildCard Ninja Clan
12
|
Posted - 2013.06.05 00:13:00 -
[17] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
A lot of things made MW3 garbage...but I digress. Thank you for breaking this into tangible numbers. This is something you can show as proof of unbalanced to the people that actually make decisions about what to do with this game.
I still believe that lowering the magazine size and adding recoil should do the trick, however. |
Mike Poole
Kirkinen Risk Control Caldari State
119
|
Posted - 2013.06.05 00:23:00 -
[18] - Quote
Even if they "fix" the TAC issue it's not going to solve all of the problems associated with semi-auto weapons.
Scrambler rifle's work on the same principle even if they don't share the same range advantages. I can't count how many times I've thought someone had been shooting at me with one of the assault variants just to find out it was just a standard model shooting at insane speeds. |
Helper Friendly
Planetary Response Organization
18
|
Posted - 2013.06.05 00:25:00 -
[19] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
Agree. Both Tactical AR's. Not just the Duvolle ( or however its spelled). The Glu can actually be the better weapon if fitted right plus its tons cheaper. I am seeing more Glu's these days probably since everyone burned through their cash on proto's and duvolles after respec, and the Glu is only roughly 17k.
GLU-5 2 damage mods, good logi suit = OP Duvolle 2 damage mods, good logi suit = Super OP
So some type of nerf is needed more than just recoil and clip size. You can't blame players for using the weapon. The blame goes with CCP for making it in the first place. TAC AR vs GEK = GEK fail 99% of the time ( TAC also has superior range).
We have AR's take away TAC AR's problem solved.
You will never rid the game of modded controllers or mouse turbo's going this route will simply destroy the game further. There is no special "code" any game developer can implement to stop said controller usage. I remember back in the mag days everyone was complaining about aim bots when in all reality it was simply a suped up modded ps3 controller.
CCP simply remove the TWO TAC rifles.
nuff said. |
WeapondigitX V7
Planetary Response Organization
8
|
Posted - 2013.06.05 01:55:00 -
[20] - Quote
The TAC AR should have a recoil increase both in hip fire and when scoped and a reduction in fire rate (I use the TAC AR and it boosts my K/D by massive amounts compared to GEX AR). But please allow us TAC AR users (while scoped) to get 1 headshot, roughly every 0.85 seconds, on stationary infantry targets. To do this increase the recoil on the TAC AR but make the AR recover from the recoil faster if I don't mash the fire button (when time between each of my shots is greater than a defined amount of time). |
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Thurak1
Psygod9 RISE of LEGION
9
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Posted - 2013.06.05 03:12:00 -
[21] - Quote
Just to be really clear on this. I do not blame players for buying modded controllers or even if they are creative and mod the controller themself. I have no issue with the players at all. I blame the programmers for a very unbalanced weapon. The weapon itself should be addressed by either introducing recoil, rate limiting the weapon, smaller clips, longer reload time or some sort of combination of these things. Ultimately i dont think there is a way to truly tell if someone is using a modded controller or if they just have an insanly fast trigger finger. I would even go so far to say that if someone does have a wicked fast trigger finger these mods for this weapon are appropriate. The weapon that should be the CQC monster the boundless HMG does not even come close to the same damage output as these do at any range. In fact from the calculations earlier this weapon can lay out even proto heavys with max shields in about a second and less a clip of ammo. |
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CCP Wolfman
C C P C C P Alliance
453
|
Posted - 2013.06.05 03:46:00 -
[22] - Quote
Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
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karonzon
D3LTA FORC3 Orion Empire
10
|
Posted - 2013.06.05 03:51:00 -
[23] - Quote
i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC |
Tankin Tarkus
Quafe Runners
23
|
Posted - 2013.06.05 03:56:00 -
[24] - Quote
karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:56:00 -
[25] - Quote
karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC
the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
i feel like i have a rainbow cannon firing glitter instead of a death machnine
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D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:57:00 -
[26] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
i hope you are also working on the GLU, and GEK, because those are just as dangerous. |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:05:00 -
[27] - Quote
Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum
militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps
its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! |
Mike Poole
Kirkinen Risk Control Caldari State
127
|
Posted - 2013.06.05 04:08:00 -
[28] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
So how about now that you've given TACs the feather duster nerf treatment you turn around and ******* FIX MASS DRIVERS.
1.5 seconds of automatic rifle fire takes you down from maximum range meanwhile you have to run in circles unloading an entire magazine with the Mass Driver at point blank range to drop someone's shields.
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Maken Tosch
DUST University Ivy League
2575
|
Posted - 2013.06.05 04:10:00 -
[29] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
What do you mean don't explode? What the hell are you feeding those hamsters with? |
Tankin Tarkus
Quafe Runners
23
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Posted - 2013.06.05 04:13:00 -
[30] - Quote
D legendary hero wrote:Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! your comparing a standard grade weapon(with longer range and lower damage) to a militia grade sidearm(which has the same damage as a standard grade sidearm) you also have what.... 3x the ammo a drum which means u out dps the smg and your drums last longer which is why u have slower reload... |
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