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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Mike Poole
Kirkinen Risk Control Caldari State
127
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Posted - 2013.06.05 04:13:00 -
[31] - Quote
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.
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Tankin Tarkus
Quafe Runners
23
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Posted - 2013.06.05 04:15:00 -
[32] - 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 |
D legendary hero
One-Armed Bandits Unclaimed.
79
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Posted - 2013.06.05 04:27:00 -
[33] - 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.
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Pseudonym0
Free Guard of Arrakis
2
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Posted - 2013.06.05 04:47:00 -
[34] - Quote
While the GEK may be a bit more powerful than it should, they do still require concentrated continuous fire that hits target and they have a significantly lower range than a TAC. GEK could maybe use some tweaking but the TAC needs a complete overhaul which IMHO is a far greater priority given the relative damage potentials. I've only been using AR's regularly since this patch cause I've always thought they were a little too easy, but I can tell already that the GEK doesn't unbalance the game nearly as much as the tacticals do. |
Tankin Tarkus
Quafe Runners
24
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Posted - 2013.06.05 04:54:00 -
[35] - 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 |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
74
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Posted - 2013.06.05 04:55:00 -
[36] - Quote
A Weapon that kills people =/= Unbalanced or Overpowered.
Also, The HMG is insanely powerful, are you people on crack? I've been killed more by HMG's than I have any other weapon in the game.
Stats do not dictate how something functions in the real world, you can number crunch all you like. |
D legendary hero
One-Armed Bandits Unclaimed.
79
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Posted - 2013.06.05 04:56:00 -
[37] - 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. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
74
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Posted - 2013.06.05 04:57:00 -
[38] - Quote
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.
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.
Wow, Assault Rifle is the most used weapon in a First Person Shooter, I'm totally shocked. |
Iron Wolf Saber
Den of Swords
4894
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Posted - 2013.06.05 05:04:00 -
[39] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 05:19:00 -
[40] - 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. |
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CCP Wolfman
C C P C C P Alliance
457
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Posted - 2013.06.05 05:27:00 -
[41] - Quote
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.
My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions.
We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update.
CCP Wolfman
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Jenova's Witness
The Unholy Legion Of DarkStar DARKSTAR ARMY
169
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Posted - 2013.06.05 05:29:00 -
[42] - Quote
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. |
karonzon
D3LTA FORC3 Orion Empire
10
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Posted - 2013.06.05 05:33:00 -
[43] - Quote
ok i was in a match and the entire other team is using tac ars and they didnt lose more then 8 clone so tell me are they op just so you know i do ok mainly going positive and even doing as well as 25/6
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Jenova's Witness
The Unholy Legion Of DarkStar DARKSTAR ARMY
169
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Posted - 2013.06.05 05:39:00 -
[44] - Quote
CCP Wolfman 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. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman Out of curiosity, will the changes to the MD reflect the support and area denial capabilities of the weapon? |
Tankin Tarkus
Quafe Runners
25
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Posted - 2013.06.05 05:53:00 -
[45] - 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 |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 06:01:00 -
[46] - 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 -
[47] - 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 |
Vile Heathen
Subdreddit Test Alliance Please Ignore
453
|
Posted - 2013.06.05 06:09:00 -
[48] - Quote
Glad the TAR is getting fixed finally. It sounds like CCP is treating it the way it should be: a battle rifle. Not a *shudder* sniper carbine.
Now if only they could nerf those ridiculous clown car murdertaxis which are congesting ambush matches. And by nerf I mean remove completely. |
crazy space 1
Unkn0wn Killers
1310
|
Posted - 2013.06.05 06:10:00 -
[49] - Quote
CCP Wolfman 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. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman beta
same with PC
come on whats going on : ( |
crazy space 1
Unkn0wn Killers
1310
|
Posted - 2013.06.05 06:16:00 -
[50] - Quote
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 : ( |
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Iron Wolf Saber
Den of Swords
4895
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Posted - 2013.06.05 06:23:00 -
[51] - Quote
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. |
Tankin Tarkus
Quafe Runners
25
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Posted - 2013.06.05 06:23:00 -
[52] - 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 |
karonzon
D3LTA FORC3 Orion Empire
11
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Posted - 2013.06.05 06:29:00 -
[53] - 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. well how about this get into a ring with me in rl and see how that works for you |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
334
|
Posted - 2013.06.05 06:38:00 -
[54] - Quote
karonzon wrote:well how about this get into a ring with me in rl and see how that works for you
"fight me IRL", still the best comeback when you're losing a forum argument |
karonzon
D3LTA FORC3 Orion Empire
11
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Posted - 2013.06.05 06:43:00 -
[55] - Quote
ok you win because your a monster and super intelligent i so bow to your iq you are a god to the forums |
Dj grammer
One-Armed Bandits Unclaimed.
2
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Posted - 2013.06.05 06:45:00 -
[56] - Quote
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. |
Vile Heathen
Subdreddit Test Alliance Please Ignore
455
|
Posted - 2013.06.05 06:58:00 -
[57] - Quote
Dj grammer wrote:
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.
If they're using the tac as a spray n pray weapon, and especially if they're using modded controllers, then they're using the TAC wrong. They would have to be really ignorant not to understand that they aren't meant to compete in the same category as a full auto weapon. The TAC will still be a great weaponGÇöit's powerful and has a very long range. But it's not an assault rifle. |
D legendary hero
One-Armed Bandits Unclaimed.
82
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Posted - 2013.06.05 07:03:00 -
[58] - 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 -
[59] - 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
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Posted - 2013.06.05 07:13:00 -
[60] - 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. |
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