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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
D legendary hero
One-Armed Bandits Unclaimed.
82
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Posted - 2013.06.05 07:24:00 -
[61] - 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 |
Ted Nugget
SVER True Blood Unclaimed.
134
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Posted - 2013.06.05 08:37:00 -
[62] - Quote
CCP knew what they were doing. remember the broke tactical that was full auto.. yea enough said |
Iron Wolf Saber
Den of Swords
4896
|
Posted - 2013.06.05 08:43:00 -
[63] - Quote
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? |
BL4CKST4R
WarRavens
124
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Posted - 2013.06.05 09:57:00 -
[64] - 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 thought the patch was coming out today. |
Longshot Ravenwood
Algintal Core Gallente Federation
702
|
Posted - 2013.06.05 10:45:00 -
[65] - 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? Coming SoonGäó -- the first person to complain about Cadari Scouts being overpowered. Way to preempt.
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HIERARKIK
ILL OM3NS
0
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Posted - 2013.06.05 10:55:00 -
[66] - 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. the fact is that you don't have to trigger too fast to kill with this weapon and if you do the accuracy becomes horribly inaccurate at longer ranges. and if you are putting yourself in situations where a heavy should'nt be that's all on you . you cant expect to win a gunfight in the open against a lighter dropsuits like a assault or logi simply because they are faster than you and can hop around you like there's no tommorrow in the open. so why don't you stop complaining and get better at being a heavy. and even if they nerf the tacs people are still going to use them because they cant nerf them too badly because if they put the damage too low they have to increase the clip size and if they put the rate of fire down it is'nt gonna make much of a difference and i've never seen anyone with a modded controller. i like to use the glu-5 TAR simply because it gets the job done at a lower price andi trigger this gun faster than most of the people i see using it.and i just use my normal finger. so the question is are you really complaining about a real issue or are you just getting whooped because you're using a fitting you don't know how to efficiently use. |
m621 zma
Seraphim Initiative. CRONOS.
28
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Posted - 2013.06.05 10:59:00 -
[67] - 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.
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. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
1
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Posted - 2013.06.05 11:04:00 -
[68] - Quote
tottaly agree with this topic thanks for making it... |
Zauis Gallente
Net Warriors Z
4
|
Posted - 2013.06.05 11:11:00 -
[69] - Quote
D legendary hero wrote: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.
What's wrong with the GLU and GEK? |
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 11:57:00 -
[70] - 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 |
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D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:06:00 -
[71] - 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?
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D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:11:00 -
[72] - 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 |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
62
|
Posted - 2013.06.05 12:11:00 -
[73] - 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.
It was a good weapon before and it was balanced but if you don't want to take my word for it
I have a quote for ya:
CCP Remnant wrote:To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Nerfing the mass driver on the basis that half the people in the office where using it instead of months of beta testing was wrong period. If they would have tested the mass driver with hundreds of other players they would have noticed that it was a weapon that not everyone used. As a matter of fact only a small number of people actually used the weapon. Now the weapon need almost direct hits to do anything useful which is not what a grenade launcher is supposed to do. Also there is a huge problem when there is a post with 416 replies and very little DEV or CPM feedback.
The link is below just in case this post got the attention of a dev that actually cares about what is happening to this weapon.
Mass driver thread
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D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:12:00 -
[74] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
546
|
Posted - 2013.06.05 12:28:00 -
[75] - Quote
So... when is the client update patch? ... since some fixes have to wait for that apparently. |
Shotty GoBang
Pro Hic Immortalis RISE of LEGION
49
|
Posted - 2013.06.05 12:36:00 -
[76] - Quote
CCP Wolfman wrote:Hi guys,
The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
CCP Wolfman
Huge thanks, CCP Wolfman.
- Shotty GoBang (Scout) |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
219
|
Posted - 2013.06.05 12:37:00 -
[77] - Quote
Haven't seen it posted, so for anyone wondering its now 400 rpm and 47.8 accuracy (assuming that's just for hip firing). |
calisk galern
BurgezzE.T.F
211
|
Posted - 2013.06.05 12:38:00 -
[78] - Quote
so what's it like? |
Skurwiele PL
Seraphim Initiative. CRONOS.
3
|
Posted - 2013.06.05 13:50:00 -
[79] - 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 is it now you can not kill anyone with TAR Give back the way it was. SP down the drain. |
Skurwiele PL
Seraphim Initiative. CRONOS.
3
|
Posted - 2013.06.05 14:07:00 -
[80] - 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
3 months I learned from TAR and partition with vain Do something better or tanks and LAV AR leave alone. The whole fun of the game sucks. Now it is be a fist fight. but I forgot to write just a youngster teeth improved melee |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1087
|
Posted - 2013.06.05 14:14:00 -
[81] - 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 There's a third bug, native to all explosives, which causes the rounds to sometimes vanish without detonation. This also happens with all types of grenade and has been confirmed under Uprising as recently as 6/4/2013
Cheers, Cross |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
546
|
Posted - 2013.06.05 14:26:00 -
[82] - Quote
Cross Atu wrote: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 There's a third bug, native to all explosives, which causes the rounds to sometimes vanish without detonation. This also happens with all types of grenade and has been confirmed under Uprising as recently as 6/4/2013 Cheers, Cross
There was a similar issue to this in Mass Effect 3 multiplayer as I recall. Any non-hitscan weapons with explosive qualities would sometimes have issues hitting reliably (unless you were the host). Of course, none of us Dust players are the host, but if you're playing LAN games back at HQ for testing - you'd effectively be removing that sort of issue. Just a thought.
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Lance 2ballzStrong
SyNergy Gaming EoN.
2097
|
Posted - 2013.06.05 14:26:00 -
[83] - Quote
Dale Templar wrote:I've been killed more by HMG's than I have any other weapon in the game.
LOOOOOOOOL
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Mike Poole
Kirkinen Risk Control Caldari State
141
|
Posted - 2013.06.05 14:39:00 -
[84] - Quote
CCP Wolfman wrote: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
Translation: We have no ****ing clue what we're doing, there is no fix anywhere close to working and we're going to BS the answer that gives us the most time to scratch our asses and get to it eventually. We could just revert the Mass Driver's stats so the weapon is even remotely usable in it's current totally broken state but... you know... **** the players. |
Krisuke 003
WildCard Ninja Clan
13
|
Posted - 2013.06.05 15:03:00 -
[85] - Quote
Easy killer. The Tar needed work. Everyone knew it. Don't get so wound up.
Personally, id like to see the Tar get a little more zoom and get moved to sniper rifles. Show those guys some love, make them a little more versatile. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
189
|
Posted - 2013.06.05 16:12:00 -
[86] - Quote
D legendary hero wrote: the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
Bro. From one heavy to another: don't use the assault hmg. The Damage is laughable and in no way makes up for the extended range. You'll probably be better off using the standard type or the burst.
I did lawl at the rainbow cannon though. |
martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.05 16:19:00 -
[87] - Quote
Tiberion Deci wrote:D legendary hero wrote: the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
Bro. From one heavy to another: don't use the assault hmg. The Damage is laughable and in no way makes up for the extended range. You'll probably be better off using the standard type or the burst. I did lawl at the rainbow cannon though.
Yep the assault HMG...less damage, more range, same cone of fire angle. see the issue? In the end, your bullets dissapears further, but you still can't kill anyone at 40 meters since 90% of your bullet don't hit target lol. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
189
|
Posted - 2013.06.05 16:27:00 -
[88] - Quote
Dale Templar wrote: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.
The only time the HMG is overpowered is when you're standing still , 10 meters away from the barrel. Seriously have you tried killing people with it before? Since we have to land a higher percentage of bullets in order to maintain DPS it is actually quite difficult when people are moving. Especially when they are strafing us inside our "optimal" range. -_- |
Dj grammer
One-Armed Bandits Unclaimed.
4
|
Posted - 2013.06.05 16:29:00 -
[89] - Quote
BL4CKST4R wrote: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 thought the patch was coming out today. it did look under stats or better yet do what I did use the weapon to notice the subtle changes. They actually did what they said they were going to do. |
Pseudonym0
Free Guard of Arrakis
2
|
Posted - 2013.06.05 17:01:00 -
[90] - Quote
Wow there's alot of rancor on these forums. Everyone tearing on the heavies because they say the HMG is broken.....and some of the same people that are complaining that the Mass Driver is broken and are getting ripped apart by other people. Anyone using a straight numbers argument they took off an info page to dismiss someone elses complaint is obviously not personally familiar with the weapon, nor have they really observed it in combat. I've used a HMG since the patch and they suck, I generally use a GEK on my heavy now, it's far more effective at the same skill level without damage mods than the HMG is with them. From the outside perspective....I have a dual scrambler pistols medium build, and HMGs don't scare me. At "longer" close range HMG users usually end up running for cover and hiding from me....at close range I still win a considerable amount of the time. Sorry but with the sacrifices in speed, upgrade slots, and SP needed to spec into heavy, a guy in a Med suit with two pistols shouldn't be able to run up to you and blast you without dieing or coming very close. Let's face it, running around a corner and coming face to face with a guy in heavy armour with a chain gun should not be a pleasant experience, and at this point I'd far prefer it to seeing a scout with a shotgun....and I use shotguns too. |
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