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LT SHANKS
Amarr Templars Amarr Empire
2
|
Posted - 2013.06.17 05:49:00 -
[1] - Quote
I was curious to know what is the role of an HMG Heavy; target practice?
The support HMG Heavies provide for their teams is minimal. When running in squads, they are often at the rear due to their slow movement speed. This leaves Heavies incapable of playing a support role because of their already distant positions and lack of range. In addition, the bullet dispersion renders the HMG useless if fired outside of its optimal range. However, even within its optimal range, the HMG is often outplayed by the speed of a Shotgun Scout, or more often, a TAR user.
After testing different approaches and strategies to become a decent HMG Heavy, I have made little progress because the class just does not fit in with the type of long range combat that is prevalent in most matches. I often find myself as the center of attention for the opposing side's gunfire and any attempts to retreat or fire back are useless.
Due to frustration, I decided to run with just my Flaylock for a few matches. I did better in these games than I did with my Boundless or Freedom. To experiment further, I dropped my proto and went into a standard fitting with a basic Forge Gun. With eight kills, three LAVs destroyed, five Blaster Installation Turrets and one Clone Reanimation Unit shot down, I have never felt so useful in my entire career of playing a Heavy.
So, my question still stands: what is the role of an HMG Heavy?
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WyrmHero1945
SyNergy Gaming EoN.
429
|
Posted - 2013.06.17 05:53:00 -
[2] - Quote
It's very good as an LAV driver. It survives blasters and grenades. Can't run over the dodgy guy? Park and mow down. |
hooc order
Deep Space Republic
376
|
Posted - 2013.06.17 05:53:00 -
[3] - Quote
LT SHANKS wrote:I was curious to know what is the role of an HMG Heavy; target practice?
The support HMG Heavies provide for their teams is minimal. When running in squads, they are often at the rear due to their slow movement speed. This leaves Heavies incapable of playing a support role because of their already distant positions and lack of range. In addition, the bullet dispersion renders the HMG useless if fired outside of its optimal range. However, even within its optimal range, the HMG is often outplayed by the speed of a Shotgun Scout, or more often, a TAR user.
After testing different approaches and strategies to become a decent HMG Heavy, I have made little progress because the class just does not fit in with the type of long range combat that is prevalent in most matches. I often find myself as the center of attention for the opposing side's gunfire and any attempts to retreat or fire back are useless.
Due to frustration, I decided to run with just my Flaylock for a few matches. I did better in these games than I did with my Boundless or Freedom. To experiment further, I dropped my proto and went into a standard fitting with a basic Forge Gun. With eight kills, three LAVs destroyed, five Blaster Installation Turrets and one Clone Reanimation Unit shot down, I have never felt so useful in my entire career of playing a Heavy.
So, my question still stands: what is the role of an HMG Heavy?
Guard stuff...be point when attacking one of those close in Null cannons in the "city"...drive an LAV behind the main line run someone over jump out and murder em all up the ass. |
Delta 749
Kestrel Reconnaissance
384
|
Posted - 2013.06.17 05:55:00 -
[4] - Quote
Point defense, if you want to be running gunning and leading the charge youll need to give up your health and HMG and go for a smaller weapon and an assault suit |
Yeva Kalsani
Reckoners
130
|
Posted - 2013.06.17 05:56:00 -
[5] - Quote
Your current role as an HMG Heavy: kill assists, kill assists, and more kill assists. Some people will say how awesome you are at in-door CQC and defending objectives, but one of those situations is as good as non-existent, and for the other, I can think of many roles that do those things better than the classic heavy.
If you want to feel like "juggernaut" people think heavies should be like, stick with your Forge Gun, spec into that, it's a lot more useful right now and justifies wearing a heavy suit a lot more. |
Rusty Shallows
Black Jackals
109
|
Posted - 2013.06.17 06:07:00 -
[6] - Quote
Human shield.
I used to run with a team where we'd drive up then rush a hack point. My main role was to be "the threat" that could tank enemy fire while others with stacked damage mods and assault rifles would clean up. Used to be able to get kills but not nearly as many this game build. |
Void Echo
Internal Error. Negative-Feedback
183
|
Posted - 2013.06.17 06:14:00 -
[7] - Quote
i laugh a little every time I see ASSAULTERS say what OTHER CLASSES are for. |
D legendary hero
One-Armed Bandits
187
|
Posted - 2013.06.17 06:24:00 -
[8] - Quote
Delta 749 wrote:Point defense, if you want to be running gunning and leading the charge youll need to give up your health and HMG and go for a smaller weapon and an assault suit
HMG can't do point defense because it has high dispersion, low damage, long reload the suit has horrible scanners (can't detect another heavy on the map behind you), and turn speed is **** poor you can't do CQC.
and think about this logical question: "how can you defend when you can't successfully attack in the very same area?" there is no way the HMG can excel in an area defending and in the very same area on offense do horribly.
i.e. if i attack enemies in a narrow corribor as a heavy i die, how can i defend this same corridor from attacking enemies if i can't do well in it on offense.
its illiogical.
the hmg does less damage per shot than the SMG with half as many advantages and about the same optimal range. its a joke. |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
237
|
Posted - 2013.06.17 06:30:00 -
[9] - Quote
Anti-infantry, it is designed for taking out assault units while defending, but it could also be applied in CQ assault. |
Rogatien Merc
Ill Omens EoN.
75
|
Posted - 2013.06.17 06:30:00 -
[10] - Quote
LT SHANKS wrote:I was curious to know what is the role of an HMG Heavy; target practice?
The support HMG Heavies provide for their teams is minimal. When running in squads, they are often at the rear due to their slow movement speed. This leaves Heavies incapable of playing a support role because of their already distant positions and lack of range. In addition, the bullet dispersion renders the HMG useless if fired outside of its optimal range. However, even within its optimal range, the HMG is often outplayed by the speed of a Shotgun Scout, or more often, a TAR user.
After testing different approaches and strategies to become a decent HMG Heavy, I have made little progress because the class just does not fit in with the type of long range combat that is prevalent in most matches. I often find myself as the center of attention for the opposing side's gunfire and any attempts to retreat or fire back are useless.
Due to frustration, I decided to run with just my Flaylock for a few matches. I did better in these games than I did with my Boundless or Freedom. To experiment further, I dropped my proto and went into a standard fitting with a basic Forge Gun. With eight kills, three LAVs destroyed, five Blaster Installation Turrets and one Clone Reanimation Unit shot down, I have never felt so useful in my entire career of playing a Heavy.
So, my question still stands: what is the role of an HMG Heavy?
The squads you have run with obviously suck or weren't playing a mindful, tactical game.
Decent Logi support is nice and makes you a lot more effective.
Work on maneuver and range control.
Heavies definitely have a role. |
|
Pent'noir
Algintal Core Gallente Federation
112
|
Posted - 2013.06.17 06:34:00 -
[11] - Quote
When I'm in my std ar heavy fit and go toe to toe with a hmg, it seems like it's a 45/55 type of deal (hmg is only slightly better) in close quarters, but at range I'll have the upper hand. To me it seems like they are doing their job, but maybe you are looking for them to do their job better. |
bigolenuts
KILL-EM-QUICK RISE of LEGION
32
|
Posted - 2013.06.17 06:34:00 -
[12] - Quote
Just cause trouble with your heavy. I use a few different fits and use him as an assault, rushing type. Most times if you see me behind a wall or box I am reloading or calling in an OB.
Standard Proto...2x Complex Damage Mods, 1 Complex Shield Regulator, 1 Complex Armor Repairer, 1 complex Catalyzer with Boundless for all terrain, Six Kin for close quarters and Freedom for open range and holding guys at bay. I have also been known to use a similiar fit with a Ishukone Forge Gun. Try the heavy with no armor or shields and increase your speed and mobility.
Try mixing it up a bit with a mix of Catalyzers and that stuff that allows you to sprint longer. lol..I forget the name of it..It is green.
My KDR is #@$@, but I do not worry about that. I am playing to have fun and hangout.
Good luck! |
D legendary hero
One-Armed Bandits
188
|
Posted - 2013.06.17 06:41:00 -
[13] - Quote
i already have some threads on the subject:
https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unread
https://forums.dust514.com/default.aspx?g=posts&t=82270&find=unread
lance 2ballzstrong has a thread as well:
https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unread
mike pole a play i imagine similar to yourself had similar concerns: https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unread
my main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather, when balancing the purpose of whatever item your balancing must be considered. why?
because your approach to the balance must not make the item lose its purpose.
right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion)
what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none. what is the purpose of an HMG? anti personell, supression, fire power
clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity.
when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range.
i recommend that the HMG gets a damage and range buff to about the same damage and range as a fully automatica AR of the same class (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot.
this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it.
inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc) |
D legendary hero
One-Armed Bandits
188
|
Posted - 2013.06.17 06:45:00 -
[14] - Quote
bigolenuts wrote:Just cause trouble with your heavy. I use a few different fits and use him as an assault, rushing type. Most times if you see me behind a wall or box I am reloading or calling in an OB.
Standard Proto...2x Complex Damage Mods, 1 Complex Shield Regulator, 1 Complex Armor Repairer, 1 complex Catalyzer with Boundless for all terrain, Six Kin for close quarters and Freedom for open range and holding guys at bay. I have also been known to use a similiar fit with a Ishukone Forge Gun. Try the heavy with no armor or shields and increase your speed and mobility.
Try mixing it up a bit with a mix of Catalyzers and that stuff that allows you to sprint longer. lol..I forget the name of it..It is green.
My KDR is #@$@, but I do not worry about that. I am playing to have fun and hangout.
Good luck!
that fit costs over 200,000 isk and a free blue print dragon fly suit with a toxin smg can end that as soon as it starts.
the forgun gets things done though. because CCP doesnt care about vehicles...lol |
Rogatien Merc
Ill Omens EoN.
75
|
Posted - 2013.06.17 06:48:00 -
[15] - Quote
D legendary hero wrote:i already have some threads on the subject: https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=82270&find=unreadlance 2ballzstrong has a thread as well: https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unreadmike pole a play i imagine similar to yourself had similar concerns: https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unreadmy main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather, when balancing the purpose of whatever item your balancing must be considered. why? because your approach to the balance must not make the item lose its purpose.right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion) what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none. what is the purpose of an HMG? anti personell, supression, fire power clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity. when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range. i recommend that the HMG gets a damage and range buff to about the same damage and range as a fully automatica AR of the same class (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot. this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it. inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc)
So basically you want to be able to "suppress" (kill) anything you see and only maybe possibly sometimes die to tanks who you can also forge into the ground? |
Delta 749
Kestrel Reconnaissance
384
|
Posted - 2013.06.17 06:50:00 -
[16] - Quote
D legendary hero wrote:Delta 749 wrote:Point defense, if you want to be running gunning and leading the charge youll need to give up your health and HMG and go for a smaller weapon and an assault suit HMG can't do point defense because it has high dispersion, low damage, long reload the suit has horrible scanners (can't detect another heavy on the map behind you), and turn speed is **** poor you can't do CQC. and think about this logical question: "how can you defend when you can't successfully attack in the very same area?" there is no way the HMG can excel in an area defending and in the very same area on offense do horribly. i.e. if i attack enemies in a narrow corribor as a heavy i die, how can i defend this same corridor from attacking enemies if i can't do well in it on offense. its illiogical. the hmg does less damage per shot than the SMG with half as many advantages and about the same optimal range. its a joke.
Scanner ranges on all suits suck, use your eyes and not the mini map And defense and attacking are both very different beasts, lets take your corridor for example Assaulting it means having to make through the corridor and defeat the enemies on the other side, simple enough Defending it means repelling those attackers which is where the HMG shine, you see the defender has the advantage in terrain, they do not need to bottle neck A good player with the HMG can set up a wonderful firing field locking down the corridor throwing a wall of bullets at the attacker in a place he has no good place to run but backwards and guess what hes taking damage while doing so Now you might say "What about grenades" which is a perfectly reasonable question and to that I have to say grenades become a non issue if you have set up your field of fire properly then the enemy will not have the luxury of a perfectly thrown grenade toss without coming under fire and in the case you do get winged by a stray grenade you have enough health to eat the hit
Seriously though, all this field and angle of fire stuff is FPS 101 stuff, if you think a heavy can just trundle on into enemy fire then you are playing it wrong, the HMG heavy is a moveable turret and your own skill as a player will need to carry you through its weak spots and find ways to compensate for them |
Chris F2112
187.
210
|
Posted - 2013.06.17 06:51:00 -
[17] - Quote
Heavies are great for attacking areas where they can turn a corner and be close to you. In those situations heavies are surpreme. This is generally in the city maps where there is more close quarters combat. |
bigolenuts
KILL-EM-QUICK RISE of LEGION
32
|
Posted - 2013.06.17 06:59:00 -
[18] - Quote
D legendary hero wrote:bigolenuts wrote:Just cause trouble with your heavy. I use a few different fits and use him as an assault, rushing type. Most times if you see me behind a wall or box I am reloading or calling in an OB.
Standard Proto...2x Complex Damage Mods, 1 Complex Shield Regulator, 1 Complex Armor Repairer, 1 complex Catalyzer with Boundless for all terrain, Six Kin for close quarters and Freedom for open range and holding guys at bay. I have also been known to use a similiar fit with a Ishukone Forge Gun. Try the heavy with no armor or shields and increase your speed and mobility.
Try mixing it up a bit with a mix of Catalyzers and that stuff that allows you to sprint longer. lol..I forget the name of it..It is green.
My KDR is #@$@, but I do not worry about that. I am playing to have fun and hangout.
Good luck! that fit costs over 200,000 isk and a free blue print dragon fly suit with a toxin smg can end that as soon as it starts. the forgun gets things done though. because CCP doesnt care about vehicles...lol
Fun never is free or cheap :)
I don't worry about ISK cost, I just play.. |
Benari Kalidima
Villore Sec Ops Gallente Federation
23
|
Posted - 2013.06.17 06:59:00 -
[19] - Quote
I always get mowed down by heavies with really high k/d ratios. I don't understand what people are talking about, other than when talking about range, which is anyway being changed for all weapons. |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:03:00 -
[20] - Quote
Rogatien Merc wrote:D legendary hero wrote:i already have some threads on the subject: https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=82270&find=unreadlance 2ballzstrong has a thread as well: https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unreadmike pole a play i imagine similar to yourself had similar concerns: https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unreadmy main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather, when balancing the purpose of whatever item your balancing must be considered. why? because your approach to the balance must not make the item lose its purpose.right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion) what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none. what is the purpose of an HMG? anti personell, supression, fire power clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity. when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range. i recommend that the HMG gets a damage and range buff to about the same damage and range as a fully automatica AR of the same class (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot. this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it. inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc) So basically you want to be able to "suppress" (kill) anything you see and only maybe possibly sometimes die to tanks who you can also forge into the ground?
no, i want to be able to keep up with the ARs that do just as much or more damage than militia tank blaster cannons. :) (yes, if you do the calculations ARs can keep up to the dps and some of them damage per shot of a militia tank blaster cannon.
dnt BS me. |
|
Delta 749
Kestrel Reconnaissance
386
|
Posted - 2013.06.17 07:09:00 -
[21] - Quote
D legendary hero wrote:Rogatien Merc wrote:D legendary hero wrote:i already have some threads on the subject: https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=82270&find=unreadlance 2ballzstrong has a thread as well: https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unreadmike pole a play i imagine similar to yourself had similar concerns: https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unreadmy main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather, when balancing the purpose of whatever item your balancing must be considered. why? because your approach to the balance must not make the item lose its purpose.right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion) what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none. what is the purpose of an HMG? anti personell, supression, fire power clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity. when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range. i recommend that the HMG gets a damage and range buff to about the same damage and range as a fully automatica AR of the same class (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot. this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it. inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc) So basically you want to be able to "suppress" (kill) anything you see and only maybe possibly sometimes die to tanks who you can also forge into the ground? no, i want to be able to keep up with the ARs that do just as much or more damage than militia tank blaster cannons. :) (yes, if you do the calculations ARs can keep up to the dps and some of them damage per shot of a militia tank blaster cannon. dnt BS me.
Do people ever take clip size and reload speed into their calculations or is just "Sperg sperg sperg AR is OP cuz it killed me sperg sperg sperg" |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:13:00 -
[22] - Quote
Delta 749 wrote:Point defense, if you want to be running gunning and leading the charge youll need to give up your health and HMG and go for a smaller weapon and an assault suit
HMG can't do point defense because it has high dispersion, low damage, long reload the suit has horrible scanners (can't detect another heavy on the map behind you), and turn speed is **** poor you can't do CQC. t he hmg does less damage per shot than the SMG with half as many advantages and about the same optimal range. its a joke.[/quote]
Delta 749 wrote: Assaulting it means having to make through the corridor and defeat the enemies on the other side, simple enough Defending it means repelling those attackers which is where the HMG shine, you see the defender has the advantage in terrain, they do not need to bottle neck
and here is where this is fundamentally flawed. we are speaking about the same area in offense and defense. if i can't clear the hall of the same enemies on offense, i can't do it on defense. i have tried it in practice it doesnt work, unless of course its a team of noobs.
Delta 749 wrote: Seriously though, all this field and angle of fire stuff is FPS 101 stuff
again, this assumes you have the accuracy and turning speed/aiming ability to hit said targets in you field of view, with a heavy suit you cant keep up with an enemy strafing back and forth even in the same spot (lit. try it with a friend try to track them with a milita have suit and have them in any other suit strafe in the same spot.)
Delta 749 wrote: , if you think a heavy can just trundle on into enemy fire
but caldari logis, and in fact many suits except unspeced logis, and scouts can charge into my HMG fire and utterly destroy or heavily damage me as a heavy. lol and again they can strafe i can't.
Delta 749 wrote: then you are playing it wrong, the HMG heavy is a moveable turret and your own skill as a player will need to carry you through its weak spots and find ways to compensate for them
its a moveable turret with none of the damage, range, or ehp of a turret. but it has all the draw backs. and again ARs can do pretty much the same damage as a tank blaster cannon. so... yeah...
it is illogical. needs buff and stuff |
Delta 749
Kestrel Reconnaissance
386
|
Posted - 2013.06.17 07:17:00 -
[23] - Quote
Alright Im calling it now, you are just a bad player blaming your tools |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:20:00 -
[24] - Quote
Delta 749 wrote:D legendary hero wrote:[quote=Rogatien Merc][quote=D legendary hero]
logical argument dnt BS me. Do people ever take clip size and reload speed into their calculations or is just "Sperg sperg sperg AR is OP cuz it killed me sperg sperg sperg"
ARs reload faster than most weapons in the game, without any skills put into them. about 2.5~3seconds. full auto ARs have a clip size of 60 per clip, the militia variat can do 1860 damage per clip.
ARs without skill points in the skills have almost no recoil, making headshots too easy. ARs never over heat (you neeed to fire more than 62 bullets without stopping to over heat, and no damage is take when it happens, recovery is less than a second)
normallt AR users spam things are OP when stuff kills them. i.e. the LAV ran me over, you could just get AV grenades which can destroy tanks, but instead they just yell OP
AR users think flaylocks are OP when really flaylocks are extremely niche and need to be used close range, (or if you stand completely still at midrange i can hit you with them). you only get 3 in a clip it only has a 2.om blast radius max and hit detection makes it so that its still a 50/50 even with proto flaylocks. gt at me |
SoTa PoP
Internal Error. Negative-Feedback
2634
|
Posted - 2013.06.17 07:20:00 -
[25] - Quote
Legend - I still don't get why you think HMG is low DPS. L1 is your friend - learn to use it. And even then don't just stand still accepting every bullet fired at you. HMG in good hands with smart movement choices and is still dangerous - we just can't be agressive because of lack of range.
And our PC presence had diminished greatly since all our roles functions can be handled better by a scout shotgun with remote explosives. We're only good for hiding behind terrain and calling for back up or holding chokes. |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:24:00 -
[26] - Quote
Delta 749 wrote:Alright Im calling it now, you are just a bad player blaming your tools
^^this is your rebuttal?
i have over 5million SP in heavy suits and HMGs. I am part of the 1armed bandits as a high ranking member. i have played against notable corps and made a name for myself. still if you want to see if im a bad player, add me as contact and play on my team, or we can get two squads, go to opposite sides of a merc battle and i can show you my skill. to be fair ill only use std heavy gear.
i dnt care whether you accept the invitation or not, but its there.
i am willing ready and capable of proving my point. the weapon is inferior. period. the suit is weak period. |
Delta 749
Kestrel Reconnaissance
386
|
Posted - 2013.06.17 07:24:00 -
[27] - Quote
D legendary hero wrote:Delta 749 wrote:D legendary hero wrote:[quote=Rogatien Merc][quote=D legendary hero]
logical argument dnt BS me. Do people ever take clip size and reload speed into their calculations or is just "Sperg sperg sperg AR is OP cuz it killed me sperg sperg sperg" ARs reload faster than most weapons in the game, without any skills put into them. about 2.5~3seconds. full auto ARs have a clip size of 60 per clip, the militia variat can do 1860 damage per clip. ARs without skill points in the skills have almost no recoil, making headshots too easy. ARs never over heat (you neeed to fire more than 62 bullets without stopping to over heat, and no damage is take when it happens, recovery is less than a second) normallt AR users spam things are OP when stuff kills them. i.e. the LAV ran me over, you could just get AV grenades which can destroy tanks, but instead they just yell OP AR users think flaylocks are OP when really flaylocks are extremely niche and need to be used close range, (or if you stand completely still at midrange i can hit you with them). you only get 3 in a clip it only has a 2.om blast radius max and hit detection makes it so that its still a 50/50 even with proto flaylocks. gt at me
Oh god now this tired old horse again "AR users call for nerfs" ******* everybody of any suit or weapon type is complaining about getting run over by LAVs, the only ones not complaining about it are the vehicle drivers calling for AV to be nerfed so they can continue to cruise around with no threat And the only people I see complaining about flaylocks are mass driver users |
Delta 749
Kestrel Reconnaissance
386
|
Posted - 2013.06.17 07:26:00 -
[28] - Quote
D legendary hero wrote:Delta 749 wrote:Alright Im calling it now, you are just a bad player blaming your tools ^^this is your rebuttal? i have over 5million SP in heavy suits and HMGs. I am part of the 1armed bandits as a high ranking member. i have played against notable corps and made a name for myself. still if you want to see if im a bad player, add me as contact and play on my team, or we can get two squads, go to opposite sides of a merc battle and i can show you my skill. to be fair ill only use std heavy gear. i dnt care whether you accept the invitation or not, but its there. i am willing ready and capable of proving my point. the weapon is inferior. period. the suit is weak period.
Alright let me get this straight, you claim you arent a bad player and your first bit of evidence to back that up is your SP total and I like how you gave a challenge but then gave yourself an out claiming the suit and weapon are terrible so when you get your ass kicked its not your fault Ill be in game in about 15 minutes though if you want to squad up and run a skirmish match or two |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:31:00 -
[29] - Quote
i get my fair share of hate mail about flaylocks...lol
nonetheless, im not pro LAVs, but if 6 people on a team of sixteen carried AV nades with them, they could put an end to wanna bes, then only devoute LAV noobs will still drive around.
i see some people getting the idea though alot of proto swarm launchers are around now.
as per the tanks, well, if you bought a 2.5 million isk proto tank with proto mods, specs, do you think its fair that one guy with 30,000 isk worth of AV grenades (proto ones are that much i believe) should be able to destroy it with 3 grenades?
its unbalanced right now. why? because:
AV is better on tanks than it is on LAVs. |
D legendary hero
One-Armed Bandits
189
|
Posted - 2013.06.17 07:35:00 -
[30] - Quote
Delta 749 wrote: Ill be in game in about 15 minutes though if you want to squad up and run a skirmish match or two
actually sounds cool. i'm on the east coast, i was checking the forums and was about to sleep, but i'd be more than happy to squad up with you tommorrow. whats a good time for you? im on the east coast so its 3.34 aM here, but at 1:00pm i can be on and squad up. how's that sound? |
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