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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Tankin Tarkus
Quafe Runners
23
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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 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 |
Tankin Tarkus
Quafe Runners
23
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Posted - 2013.06.05 04:13:00 -
[2] - 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... |
Tankin Tarkus
Quafe Runners
23
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Posted - 2013.06.05 04:15:00 -
[3] - Quote
Mike Poole wrote:CCP Wolfman wrote: WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
It's funny that so much attention is being paid to impacts on weapon performance now. Where was this deep concern when Mass Drivers were tossed off a cliff? You would think that an entire class of slowly firing, difficult to aim weapons that don't actually do any damage would have caught someone's attention by now. pretty sure they said they were working on the MD's issues too which are effected by more than just a nerf |
Tankin Tarkus
Quafe Runners
24
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Posted - 2013.06.05 04:54:00 -
[4] - Quote
D legendary hero wrote: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. 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 |
Tankin Tarkus
Quafe Runners
25
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Posted - 2013.06.05 05:53:00 -
[5] - Quote
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 |
Tankin Tarkus
Quafe Runners
25
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Posted - 2013.06.05 06:23:00 -
[6] - Quote
D legendary hero wrote: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 that whole thread was tested in-game besides the ones labeled NCU(not tested for uprising) the OP of that thread even listed the differences in range from the last build to the current build(like the basic AR lost 13m range and gained 3m more optimum) the problem with the AHMG is i think even with its RPM it is still weaker than an assault rifle but idk i never did the math |
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