|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:56:00 -
[1] - 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
|
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:57:00 -
[2] - 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 -
[3] - 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! |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:27:00 -
[4] - Quote
Tankin Tarkus wrote: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...
the reason why i used militia is because you need no skill points in it. there is no militia hmg. you need to be freaking lvl 5 weaponry for that. and 88hp more damager per second, it doesnt make sense.
the smg reloads 3x faster than the hmg so they balance out in dps with regards reload. so yes i have a bigger mag with over heating, but i takes me 8seconds to reload. even at max reload skill, its still 6.8 seconds reload speed.
inaddition the assault does not add much range. its only about 5-10% more range. for a damage drop that big. not worth it.
|
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:56:00 -
[5] - Quote
in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
anyone who plays this game will see that. if CCP were to anaylize the kill feeds in every game played between this week and last week alone, they will see that these weapons attain 65-70% of all kills (among small arms). probably more.
if CCP were to post the kills per weapon stats for the past month. among small arms, i guarantee you 67%~77% will be tac, glu, and gek.
something must be done to balance the game out. as a side note, the smallest percentages will be lasers, MD and scrambler pistols. |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 05:19:00 -
[6] - Quote
Quote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG.
#2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 06:01:00 -
[7] - Quote
Jenova's Witness wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. Are you factoring the support and area denial functions the weapon had with its old arcing trajectory and larger splash area. Also, don't forget about the nanohive nerf and buffs to shields which neutered the weapon.
^^MD should get War points for suppresions, like the hmg |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 06:03:00 -
[8] - Quote
Tankin Tarkus wrote:D legendary hero wrote:Tankin Tarkus wrote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG. #2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. the max range of normal ARs is 65-71m(38-42m optimum) while the AHMG was 67-74m(40-45m optimum) https://forums.dust514.com/default.aspx?g=posts&t=40886
really? then that must be in theory because in practice the the reg. assault rifle has a better range than the AHMG. why? the effective range on the AHMG is shorter than an AR and the dispersion is much higher that an AR, in addition the damage per shot is much lower so overall, its effective range is on slightly better than a reg. HMG |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:03:00 -
[9] - Quote
Dj grammer wrote:I would like to say for the record that the Gek-38 AR, Duvolle AR (Not the Tactical one) and just the regular AR (counting Dren and Toxin) are automatics with 60 round mags. Honestly I find them more balanced than the Tactical AR's as well as saying that I find many of the AR's UU (in other-words Underused). People need to understand that the AR's are the most used weapon in any first person shooter. It is true that about 75% of the 514 community spec into AR's, but of that 75%, 45% did because the TAC's were the only liable option to keep up with the meta-game (level 5 AR operations at at least a level 1 AR proficiency).
D legendary you even heard me say I rather be killed by a Gek-38 or just a plain Duvolle before haven't you? Recall in beta, AR's were a good option to use but wasn't always the best option versus now where the TAC's are the solution to everything. Lowering the clip size to 18 bullets would make the "spray and pray" players think twice before shooting now. an increase in dispersion of hip-firing bullets will make to where the TAC's are not the go to weapon for CQC situations. Finally a lower rate of fire from the 789 rpm to hopefully 450 rpm will kill all "spray and pray" tactics along with trigger happy users and killing any use of the modded controller users from trying to make it an automatic weapon.
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with.
that percentage will then be respect hopefully into a more diverse loadout. |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:10:00 -
[10] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:D legendary hero 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 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 Are dust players just dumb? I've notice this trend.. it's is just that the idea of mmo stats and balance confuses them? 21 damage per shot 600rpm is 210 dps Smg is 24 damage but only 300 rpm so it only does 120dps The HMG is MUCH better than then SMG don't even I'm so confused by the forums nowadays : ( I think he's mad because I won a gun fight with him using a militia SMG by aiming for his head while behind cover or outrunning his rate of turn.
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real) |
|
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:13:00 -
[11] - Quote
Dj grammer wrote:I would like to say for the record that the Gek-38 AR, Duvolle AR (Not the Tactical one) and just the regular AR (counting Dren and Toxin) are automatics with 60 round mags. Honestly I find them more balanced than the Tactical AR's as well as saying that I find many of the AR's UU (in other-words Underused). People need to understand that the AR's are the most used weapon in any first person shooter. It is true that about 75% of the 514 community spec into AR's, but of that 75%, 45% did because the TAC's were the only liable option to keep up with the meta-game (level 5 AR operations at at least a level 1 AR proficiency).
D legendary you even heard me say I rather be killed by a Gek-38 or just a plain Duvolle before haven't you? Recall in beta, AR's were a good option to use but wasn't always the best option versus now where the TAC's are the solution to everything. Lowering the clip size to 18 bullets would make the "spray and pray" players think twice before shooting now. an increase in dispersion of hip-firing bullets will make to where the TAC's are not the go to weapon for CQC situations. Finally a lower rate of fire from the 789 rpm to hopefully 450 rpm will kill all "spray and pray" tactics along with trigger happy users and killing any use of the modded controller users from trying to make it an automatic weapon.
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with.
the damage doesnt really nead a nerf. but the other attributes do. the glus, and geks need an over haul too. but the damage isnt the problem. its the dps and edps. |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:24:00 -
[12] - Quote
when i was speaking about the damage on the ahmg compared to the smg, i was looking at it from a dps and edps perspective. edps is effective damage per second.
effective damage per second not only includes the aforementioned calculations for dpm/60 but as factors such as reload time, over heating, dispersion, recoil, hip fire spread within the weapons optimal range. HOWEVER, for heavies only turn speed is a HUGE factor.
due to the extremely low turn speed, the HMG is on the low side of EDPS. the recoil, dispersion, and hip fire spread hell even aim down sights spread are all bad, and make head shots impossible. and this is all in optimal range. WITH THAT SAID, for the AHMG to do only 76~ more dps than an SMG is a joke.
the SMG in its optimal range, has average recoil, turn speed is not a factor as this can be used on any suit, it doesnt over heat, the hip fire spread is good for its class, the aim down sights makes head shots possible and the reload is amazing. at 80 bullets per clip your EDPS is much better than the AHMG.
in conclusion, although the AHMD does 76~ more dps than the std smg. the EDPS is much lower due to low turn speed, bad dispersion, horrible recoil, and mediocre hipfire/ADS |
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 11:57:00 -
[13] - Quote
Iron Wolf Saber wrote:D legendary hero wrote:
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real)
... Caldari Scouts?
i meant shield tankers. but you know it happens. ive seen and have had people shield tanking with more EHP than me a heavy stand righ in front of my HMG and slaughter my with an SMG. not doging, not using, cover, hell not even bunny hoping. just standing directly infront of me with an SMG and destroying my heavy. anyone who uses heavy suits knows theyre a joke |
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:06:00 -
[14] - Quote
m621 zma wrote:D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful. I think the problem here is that you think 'most' of the people shooting you with these weapons don't already have them maxed? I would guess that more people have these maxed than not. So working as intended for non Tac AR's I'm afraid dude.
sad part is those are still better than even proto level hmgs and infact are so far superior that many heavies are just specing into ARs and using those instead of hmgs.
i mean its safe to assume that most people who spec into anything spec it to max then. people who spec lasers or shotguns to max arent getting the bang for their buck.
i specd hmgs to max, and that aint mean s***.
just because someone specs all their points into something doesn't mean that its not OP. the gek and glu need a slight nerf, emphasis on SLIGHT. advanced and proto weaponry are supposed to be better than the other weapons of its class, NOT better than everyting else.
i.e. an advanced Ar is supposed to be an improvement on the standard AR, it is NOT supposed to be vastly superior to all other light weapons. understood?
|
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:11:00 -
[15] - 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
^^amen |
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:12:00 -
[16] - Quote
also, whats wrong with the GLU and gek (well GEK isnt that bad, but should be monitored)? here is someone else's comment on a related post the link is at the bottom. I qoute:
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."
https://forums.dust514.com/default.aspx?g=posts&m=903506#post903506
seriously, no AR should do double the DPS of a minigun, ever. period. |
|
|
|