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D legendary hero
One-Armed Bandits
188
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Posted - 2013.06.17 06:42:00 -
[1] - Quote
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)
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. |
D legendary hero
One-Armed Bandits
189
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Posted - 2013.06.17 06:59:00 -
[2] - Quote
hahaha....
i posted this somewhere:
https://forums.dust514.com/default.aspx?g=posts&m=943251#post943251
wether that was sarcasim or not, your actually right, because based on the dispersion of the HMG compared to the AR, and the fact that they do indeed fire similar rounds they should have the same range.
AR vs HMG should be like this:
AR accuracy > HMG accuracy AR dps < HMG dps AR range = HMG range AR over heat < HMG over heat AR reload > HMG reload AR dispesion < HMG dispersion AR headshots > HMG headshots AR damage per shot = HMG damage per shot
so, TBH the HMG should do the same damage per bullet as the AR. if all other factors stay the same giving the HMG the same dispersion, reload, over heating, inaddition to the heavys, low turn speed and movement speed. it will finally be a viable weapon again.
right now your AR is my HMG. i've never heard of an AR that completely out classes an HMG of the same era. never |
D legendary hero
One-Armed Bandits
189
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Posted - 2013.06.17 07:50:00 -
[3] - Quote
^^ i would agree with you if the HMG was more accurate. the trade of or balance rather is normally between damage/accuracy/ROF
a sinper = high damage, high accuracy, low rate of fire HMG should be = high damage, low accuracy, high rate of fire AR should be = *low damage, *high accuracy, *high rate of fire
so due to the HMGs high reload, and crazy dispersion even after complete spin up, it should keep the high rate of fire and high damage, namely full AR damage.
* in some games/FPSs the AR has median damage, accuracy, and rate of fire, from which all other weapons become variations of the AR model. therefore, the sniper would do proportionally high damage, and have high accuracy compared to its rate of fire reduction.
CoD can't be used as a model in this regard because all characters have the same hp, so unbalanced weapons are harder to detect as instant kills and lag make a bigger difference in life or death. |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:05:00 -
[4] - Quote
Again balance remains.
if, AR recoil < HMG recoil and, AR accuracy > HMG recoil
it would not be balanced if AR damage >HMG damage
it doesnt add up, i cnt supress anything with no power.
plus, AR requires no SP to use,
STD HMG requires at least 1.5 millioin SP to start.
balancing a weapon that it requires over 1.5 million SP to use and specialize in V.S. a weapon that anyone can use at anytime with/with out any SP into it, in an MMO makes no sense. |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:14:00 -
[5] - Quote
Arkena Wyrnspire wrote:This would makes heavies ludicrously overpowered.
no it would make them the counter to ARs. which it is supposed to do.
so, ARs doing dps like a militia blaster turret is not OP, but a heavy that can engage an AR is OP? where is the logic in that? |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:16:00 -
[6] - Quote
Benari Kalidima wrote:D legendary hero wrote:Again balance remains.
if, AR recoil < HMG recoil and, AR accuracy > HMG recoil
it would not be balanced if AR damage >HMG damage
it doesnt add up, i cnt supress anything with no power.
plus, AR requires no SP to use,
STD HMG requires at least 1.5 millioin SP to start. The dps for the HMG is still almost 50% higher than the assault rifle, and the damage you can do before overheat is much higher than the damage you can do on a assault rifle clip. As for the skillpoints, I can't see how it requires 1.5m unless you include suits in the calculation. Care to elaborate?
i include the suit because you need a heavy suit to use HMGs, but if you decide to use the milita heavy, you still must max out weaponry which is already 600,000SP down the tube, inaddition to other costs |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:19:00 -
[7] - Quote
Benari Kalidima wrote:D legendary hero wrote:Arkena Wyrnspire wrote:This would makes heavies ludicrously overpowered. no it would make them the counter to ARs. which it is supposed to do. so, ARs doing dps like a militia blaster turret is not OP, but a heavy that can engage an AR is OP? where is the logic in that? But is it really supposed to counter AR's? only at close range, and they already seem to do that, according to the math I've done.
its job is suppresion, supression makes advancing or defending (taking accurate shots) difficult therefore yes it is the counter AR in one sense.
noentheless CQC is out the question because CQC = high damage/dps; high mobility; high reload
shotguns, nova knives, SMGs, flaylocks, scrambler pistols all meet these requirements. HMG bearly has one. |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:25:00 -
[8] - Quote
Korvin Lomont wrote:Honestly these suggestions would not balance the HMG against the AR . These changes would make the HMG just stupidly overpowerd.
If you want a similar damage and range for the HMG you would need a similar ROF as well, than it would come down to dispersion and clipsize to differ both weapons.
A better solution would be some kind of surpressing effect like slowing down enemies caught in the arc of fire of a HMG.
that is a ****** idea, we already have enough problems with lag, try doing that in the city part of any map, and see if you dnt just lag out altogther. |
D legendary hero
One-Armed Bandits
190
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Posted - 2013.06.17 08:26:00 -
[9] - Quote
Wolfica wrote:well the amount of skills needed to get the D TAC AR is over a mill SP. I made a new account and have placed the 545k SP all into the AR skills and that only got me to LVL 4. heavies do need a more specialized skill planning in order to skill into them though. I think
1 million SP still only gets you to a STD HMG. so ARs with less SP can go proto faster (not a problem) with a more effective weapon than the hHMG PROTO (problem).
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D legendary hero
One-Armed Bandits
197
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Posted - 2013.06.17 22:43:00 -
[10] - Quote
PonyClause Rex wrote:The not so funny thing is CCP will listen to guys like this and do it
TLDR;
HMG does not need a damage and or range buff, if you want more damage over longer range.....drum roll please.....use another weapon that excels in those areas.
another Ar user.
its funny how every AR users response to an unbalanced thread is...drum roll please... use an AR. so, the only balance against an AR is another AR. the only counter to an AR is another AR.
have a problem with shotguns not killing people in their effective range? use an AR, have a problem with HMGs fire confetti at enemies in its optimal range? use an AR. your tank turrets not doing enoughh damage? have a guy with an AR ride on your tank.
the dispersion and recoil, balance out the increase to damage and range that the HMG needs. |
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D legendary hero
One-Armed Bandits
197
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Posted - 2013.06.17 22:46:00 -
[11] - Quote
Arkena Wyrnspire wrote:THE WOOKIE 72 wrote:Arkena Wyrnspire wrote: Firstly, HMGs already do more DPS than ARs.
What you are suggesting makes heavies have much much more EHP, while simultaneously being able to destroy EVERYTHING in a single burst at the same ranges as every other weapon. How is that not OP? Recoil is not a concern when you don't even need to keep the gun on the target for a full second. Why would you ever not use a heavy in this situation? What possible benefit is there to using anything other than a heavy?
the range of the AR man its all about the range The range of the AR is the only thing that lets it fight heavies unless they flank or the heavy is awful at aiming.
no.
this is balanced:
AR accuracy > HMG accuracy AR reload speed > HMG reload speed AR dispersion < HMG dispersion (hmg bullets fly everywhere) AR damage = HMG damage AR range = HMG range AR RoF < HMG RoF
at the same range the AR should be able to put more rounds accurately on the heavy using an HMG. but, the HMG should be able to supress someone using an AR. if i have no range, but a high fire rate and low damage, there i have an SMG, take away accuracy add dispersion and recoil and now i have nothing. |
D legendary hero
One-Armed Bandits
197
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Posted - 2013.06.17 22:50:00 -
[12] - Quote
THE WOOKIE 72 wrote: Recoil is not a concern when you don't even need to keep the gun on the target for a full second. Why would you ever not use a heavy in this situation? What possible benefit is there to using anything other than a heavy?
haha no replace the words "HMG" and "heavy" with "AR" and "assault/logi".
this is what heavies ask themselves everyday. what point is there to the HMG when ARs do everything better than every other weapon in the optimal range?
i have explained how my request is balanced. in this and other posts. |
D legendary hero
One-Armed Bandits
201
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Posted - 2013.06.18 05:18:00 -
[13] - Quote
Kitten Empress wrote:lol at people who didn't play the E3 build. Sorry dude, this will take them back to the OP'ness of before, trust me, I played the game when they were like that. And no, recoil won't balance it out. Quote from a friend: " >destroys everything in one burst "Well, hey guys, at least my gun moved a centimetre upwards!" "
Also, recoil takes a while to kick in, in fact by the time it does I already overheat.
^^this is the description of an AR dude. |
D legendary hero
One-Armed Bandits
201
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Posted - 2013.06.18 05:22:00 -
[14] - Quote
Sinboto Simmons wrote:If we're making the heavys more powerfull I want 3 things
1:for cost to be increased more power=more isk
2:for scouts to be looked at as well because scouts got screwed over just as hard
3:for the heavy to not be able to use light weapons (besides that new commando suit or whatever it's called)because having heavys running as assaults is annoying as it is,with 45% damage resist would just be aggravating and rage inducing
Tiered right now so excuse any mistakes
I'd take that. but heavies only go for ARs because they do the HMGs job better, f they fixed the HMG as i explained this wouldnt be a problem. |
D legendary hero
One-Armed Bandits
201
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Posted - 2013.06.18 05:29:00 -
[15] - Quote
FOR ALL AR USES WHINNING THAT THE HMG WITH THE SAME RANGE AND DAMAGE AS AR (PER LVL) WOULD BE OP REMEMBER:
1. the HMG will NOT get an accuracy buff. so, it will not be like aiming down an AR so that dps is not a lazer like the AR 2. same reload 3. relatively same speed 4. slightly more ehp due to the resistance
militia AR can still kill proto heavy, std, adv, and proto ARs will still be rediculous, but with this buff the HMG and heavy suit will be able to do its job. heavy never was nor will be OP.
inchromosome the sharpe shooter skill made HMG OP not the stats. the heavy suit was also very weak in chromosome. |
D legendary hero
One-Armed Bandits
201
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Posted - 2013.06.18 05:31:00 -
[16] - Quote
hackerzilla wrote:D legendary hero wrote: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 Umm wasn't that the points the HMG was nerfed on? Remember how OP it was? The range of an AR would mean that you will be able to tink someones sheilds away from a building away... totally useless unless like you said the person got proficiency level 5, and maybe stacked on some complex heavy damage mods. Doesn't seem OP at all Intead of an annoying tinking away of sheild, we will have people with proto HMGs sitting on rooftops retreating the moment one bullet hits them, and the damage buff will just destroy people close range! the HMG is fine how it is given that you use it properly...
^^this is exactly what ARs do now remember TACs?
the HMG right now is a glorified confetti canon that isnt good at any range.
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D legendary hero
One-Armed Bandits
208
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Posted - 2013.06.19 06:38:00 -
[17] - Quote
ChromeBreaker wrote:So you want want to give the HMG the dmg of an assault... without reducing its RoF??
so what 30dmg @2000r/m .... 1000dps... and how long can I continue firing before reloading?
its insane. Completely OP
AND an increase to turn speed so no one can even get out the way lol.
Dispersion and range is not that big of a factor to warant this
dude with an HMG the farther away the opponent is the hard it is to hit them, now. with the harsh damage fall off, crazy dispersion, and challenging recoil this buff is nesesary.
to be honest, you can't hit **** with a HMG now, and when your target is moving or behind cover its impossible to damage them (this is a god thing), the low speed and turn speed makes offense difficult (this is a good thing), but the low damage makes your time to kill stupid and alll the above disadvantages are not worth the trade off, because there is no trade off
the trade off for the above, high dispersion, recoil, over heating, slow moveinet, turn speed, damage drop off, is supposed to be high damage, RoF, and Range
having low damage, range, and rate of fire makes the HMG an SMG really, and combining the other factors on speed just make it ******* pointless.
this buff is nesesary to suppress enemies and kill/punish those who dear get close to my squad or objective. |
D legendary hero
One-Armed Bandits
208
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Posted - 2013.06.19 06:40:00 -
[18] - Quote
Ray Gunmetal wrote:I believe the HMG and heavy class itself would be fine with abit more damage than what the SMG does since its has dispersion while aiming unlike the smg and turn speed to follow medium suits decently well, the range needs to be lower than the ARs so its not OP and heavies have to play smart to not get killed , at least until new heavy weapons are introduced. Then the heavies would still be deadly in the cities and prey out in the open until longer range heavy weapons are introduced
could also increase the heat for HMGs to counter the higher dmg(looking at the smgs 23 dmg for standard dps may be pretty high)
finally someone with common sense.
still, having the range of an AR is not OP, because the dispersion and recoil will cause most rounds to miss, and the damage drop off will reduce the damage over extreme ranges, but enemies right accross the street, enemies up the block, enemies around the corner should not be able to run out my range or stand in my line of fire and take no damage. this sint OP its ******* fair. |
D legendary hero
One-Armed Bandits
211
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Posted - 2013.06.19 08:17:00 -
[19] - Quote
Skipper Jones wrote:D legendary hero wrote:^^ i would agree with you if the HMG was more accurate. the trade of or balance rather is normally between damage/accuracy/ROF
a sinper = high damage, high accuracy, low rate of fire HMG should be = high damage, low accuracy, high rate of fire AR should be = *low damage, *high accuracy, *high rate of fire . If the Ar should have low damage, and the HMG have high damage, wouldn't it be contradicting you saying it should be the same damage. The HMG shouldn't have high damage, It should have a CRAZY high ROF. with low damage. The range shouldn't go back to the Chromosome ways though. As i see it now, The HMG seems pretty balanced to me. I get killed when i should be killed against them. And I don't when i shouldn't sounds balanced to me.
i already listed the factors and reasons why the damage should be the same or similiar slightly less or so. the above is the normally procedures in other shooting games.
the HMG is gimped right now, if by "balanced and not getting killed when your not supposed to you mean standing accross the street and taking no damage from a HMG OR bunny hopping/two-stepping infront of a guy with a minigun and surviving then you have a very twisted sense of balance.
ARs are killling me in literally every situation, long range, mid-range, close range... and they have a higher dps than machine guns in most of the time. so, this buff is necesary.
i repeat ARs are OP. and will continue to be OP because CCP doesnt want to nerf them. so, i am willing to accept that as long as my HMG gets a buff so it can be a threat and actually do its job.
wonder why heavies are running around with ARs? because the AR has better dps than the HMG, with no recoil, no dispersion, rips through shields and armor, and reloads in less than 2.5 seconds without any SP. A militia AR is more effective than a standard HMG.
this buff won't make HMGs over powered they will just help them keep up with ARs. |
D legendary hero
One-Armed Bandits
211
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Posted - 2013.06.19 08:45:00 -
[20] - Quote
ok, well what about an increase to dispersion, and recoil. the damage fall off is already pretty intense.
people say the HMG is beast in CQC, but with the slow movement and turn speed, i have no problem taking out heavies with my freaking milita gear AR...lol.
remember the balancing factors i meantioned were that the AR has greater Accuracy (more headshots), reload, never over heats, and their is no suit restriction, it costs almost no SP to start using and is effective in most situations.
the HMG has the opposite of the AR, with the special job of supression and of course being an anti infantry weapon should have a high dps.
the current dispersion, accuracy, and recoil i feel would be balanced. bt if you think they should be increase, so be it. i am a good shot. but the down sides of being a heavy so far dnt match the advantages of using an assault of logi suit.
the advantages of the AR right now dnt have disadvantages, and the HMG has almost no advantages.
its good in CQC? so are shotguns and SMGs, nova knives. difference is they have no suit restriction, have rapid reolad, high damage (SMG has high fire rate), |
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D legendary hero
One-Armed Bandits
211
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Posted - 2013.06.19 09:00:00 -
[21] - Quote
Skipper Jones wrote: So to balance an OP weapon you just make another one OP? OK If the AR has more DPS then just increase the ROF for the HMG.
ok, so burn through twice as much ammo, to get the same effect as a weapon with 1/4 the fire rate? thats supposed to be an SMG. and the last time i checked weapons with high fire rates had fast reloads.
since when did anyone every design an HMG or even LMG thats desinged to fire 9mm rounds?
the HMG is not the spray and pray weapon every thinks it is. with a turn speed that bad, dispersion and over heating it has, with the low damage (especially to shields which most players tank) your not killing anything. and this thing has an 8 second reload, for what more pistol rounds?
in fact people are sooner to spray and pray with an AR than with an HMG. (this is impart because it works better with an AR. ive tried it)
and again you continue to ignore all the balancing factors i listed, namely, the over heating, dhigh dispersion, high damage drop off, low accuracy, low movement speed, low turning speed.
its basically the opposite of an AR. but for it to supress damage and range has to be the same otherwise, like is now people will just tank your weak HMG rounds and out gun you with an AR (shield tankers especially jump into my fire and outgun me, but still have the distinct speed advantage)
Quote: The range buff will completely make it OP. Even though you say that the dispersion and the spread will balance that, we've already seen how awful the HMG is with good range.
that was the sharp shooter skill. the initial range was perfectly fine. the intial range was at or just under (slightly) AR range. sharp shooter skill boosted it beyond its expected parameters. i dnt want this. i want a good weapon not an OP i-win button.
Quote: If you fire it with burst and with that kind of range and damage. Heavys will just make the game way out of whack. Now, Unless there is an increase of the dispersion and increase of spread that range buff is completely unnecessary ( At least for that far out). Even if there is a spread increase for the HMG, that would make the gun worse than it is now.
it gets more accuracte the longer you hold down the trigger, after about 100 bullets fired your ready to hit stuff at your optimal range, however this is when the most recoil happens. literally right now nothing puts ARs in check so they are whats sending the game outof whack. unless this is AR 514.
Quote: Heavies are slow for a reason. They are carrying around a minigun! So yes, A moving target should be harder to hit for a slower gunner. But the spread will make up for it.
i know thats wh isaid its a balancing factor. my point is what is it balancing? there is no outstanding advantage to being heavy. everything a heavy can do, assault and logistics suits with ARs can do better. so....yeah.
Quote: Balance is about both sides getting good out of it. If a scout even looks at a heavy with this buff he's dead. Maybe a higher rate of fire for the HMG and a little bit less spread could make you life easier. But to increase the range/damage to that of around the ar, is absurd!
scouts need their own separate buff, to CPU/PG and slots. the MD, and shotgun could use a buff too, other scout weaponry and equipment. but thats another story for another thread. i havent forgeten them. but they shouldnt be trying to assault a heavy head on anyway. thats why their scouts. |
D legendary hero
One-Armed Bandits
211
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Posted - 2013.06.19 09:06:00 -
[22] - Quote
Skipper Jones wrote:Assault are the Basic weapon now. yeah, a basica weapon should not be completely superior to a weapon that requires millions of skill points to start being effective. ever.
Quote: ' The HMG is great for CQC it's just the suit that slows you down.
thats kinda the point. you can't use an HMG with anyother suit, so any discusuin of the HMG must automatically include the drawbacks of the suit as well. it should be slow, but not so slow that its ineffectual. then that defeats the point now doesnt it? |
D legendary hero
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211
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Posted - 2013.06.19 10:49:00 -
[23] - Quote
the heavy suit and HMG still need a buff desperately. and the damage is still to low. even though i recommend it do the same as an AR of the same category and the same range.
ill settle for SMG damage per shot, with the same range as a full auto AR of the same category.
basically, HMG and the AR balanced against each other occupoy opposite sides of the spectrum.
the basic idea for the HMG, is that the closer the AR user gets to the HMG the more damage he will take, the further he is from the HMG the less damage he will take. point being he will still take significant damage if he stays within the line of fire
this way at the max range of the HMG being the same bmax range as the AR both would take damage but the AR would win due to higher accuracy, where as the closer the AR user gets to the HMG the less this advantage seems to matter as the dps and higher concentration of rounds will give the HMg the advantage.
right now, the HMG is only good at shotgun range, and the dps isnt even high enough to out gun a militia AR at medium range.
remember:
AR damage per shot! ~= HMG damage per shot! AR RoF < HMG RoF! AR accuracy! > HMG accuracy AR reload speed !< HMG reload speed AR recoil !< HMG recoil AR dispersion! < HMG recoil AR overheating! < HMG over heating AR clip < HMG clip!
the AR is an accuracy weapon, let that be the advantage. all the "!" point out the advantage. as you can clearly see the HMG should have three distinct advantages over the AR clip sizes, rate of fire, and the damage per shot being approximately the same counts as an advantage sort of.
the AR has the advantage in reload sped, recoil, dispersion, the fact that it never over heats, has high accuracy, the damage per shot is still good, and the RoF is less than the HMG still viable as a medium damage weapon.
when we factor in the suits more advantage vs disadvantage comes to play. (where ! marks an advantage)
_____________________Assault/logi suit __l__ Heavy suit basic slots ____________________ ! run speed ________________! movement speed ___________! jump height __________________! hit box size * ________________! CPU _______________________! PG ______________________! turn speed ________________ ! EHP ____________________!_____________________ !
As you can see the suits themselves have their inherent advantages. the heavies are supposed to have the ehp advantage but many suits can come very close. so this advantage is negligible as both can improve it efficiently.
its balanced to give the HMG the damage per shot and range of the ful auto AR of the same level. *where smaller is better |
D legendary hero
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Posted - 2013.06.19 11:03:00 -
[24] - Quote
Skipper Jones wrote:Of course the AR can do it better, It's the standard 'No skill required' gun
I personally use the Assault Scrambler Rifle. Sure, It may take longer to kill someone statistically, but I usually win the firefights i have with AR users
The SMG- Ar can do it better, but in the right hands, SMG are more deadly than TAC ARs ( or at least how deadly they used to be)
You can say that about any weapon. The Ar is a 'starter' weapon. It requires no skill to use. Every other weapon requires skill to adjust to the differences of the gun.
no skill required guns should not be better than specialty weapons. ever. the AR as the assault suit are meant to be versitle. they are meant to be useful in a wide variety of situations but never just outrigh tbetter than everything else.
to illustrate, in a match up of to evenly skilled players (skill points, ehp, suit, actual playing skill) an AR should never:
1. beat a shotgun close range. 2. have more dps/have higher damage per shot than an HMG. 3. out gun an HMG from close to close-mid-range*. 4. snipe a sniper. 5. out range a laser rifle 6. be more effective than an SMG in close quarters. 7. do more damage than a tank turret 8. be effective at taking down tanks 9. out dps MD in close range, close -midrange
what does this mean? that the AR user needs to pick his battles. the AR user must know when he has the advantage and exploit it.
for example,
AR > sniper, laser rifle, close range AR > SMG, shotgun, laser rifle midrange AR > HMG mid long-range#, long range AR > MD mid long range
because the AR is versitile it can beat every gun, but NEVER in their optimal.
*this is between close range and mid. #this is between mid and long range. |
D legendary hero
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214
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Posted - 2013.06.20 02:42:00 -
[25] - Quote
ChromeBreaker wrote: your losing it bro First you want an OP super gattling gun of doom (COD *cough*) And superman level hp bonuses... Now your saying an AR is better at being a shotgun than a shotgun and an AR can out range/dmg a sniper... all types of crazy here
you didnt even read what i wrote. dnt comment until you actual have read it. |
D legendary hero
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Posted - 2013.06.20 02:45:00 -
[26] - Quote
Skipper Jones wrote:Increasing the DMG to that of a submachine gun seems fair. Increasing the movement speed of heavies seems needed. Increasing the range seems fair.
But I can see CCP giving the HMG too much range... again
^^this i can accept. finally someone with some reason. i was throwing the AR damage out there as a recommendation. but other suggestions are welcome on this thread such as this^^.
most of the people on this thread just are insulting and provide no alternatives to my suggetion making their posts meaningless criticism. this ^^ is constructive.
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D legendary hero
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Posted - 2013.06.20 03:02:00 -
[27] - Quote
Reimus Klinsman wrote:So what you want to do is make the HMG deal equal damage as the AR and have the same range? Why would anyone want an AR then?
the AR is more versitle than the HMG thats why you would use it. the AR is more accuracte, reloads faster, has less dispersion, lower recoil, and good hip fire spread. its great even at its max range, and can fit on any suit. thats why you'd use an AR.
look at the way things are now. why would anyone use an HMG when you have better Edps with an AR and require half as many skill points? you have no suit limitations. basically there is no real disadvantage to the AR right now. why do you think so many heavies are running around with ARs now? the tradeoff for using an HMG vs AR right now make it pointless to use an HMG.
Quote: On top of that, that makes SMGs even more useless. LR would be less effective because their range is nearly the same as an AR. Scrambler rifles would be screwed. Pretty much every infantry weapon would be useless except sniper rifles.
SMGs are a secondary this is a conversation about primaries. so this is where you've gone astray. why should a secondary be balanced against a primary the same way a primary is balanced against another? SMGs reload fast are accurat, have a great fire rate and are good on armor. this will not affect secondaries. i mean really, do you think that someone with a pistol should beat a man carrying a minigun? really?
LR need an all around buff anyways, thats another topic entirely.
have you seen the DPS on an assault scrabler rifle? have you used the scrabler rifle, with some damage mods, and skill point into it you can one shot scouts with a fully charged shot, even at range!
finally, you forget the HMG is a specialty weapon it has all the balancing factors which i refuse to restate because i litered them in every response all over this thread. try reading my posts before responding.
Quote: If you want a buff on HMGs, reduce their range to maybe 30m and bump their damage to ARs. They'll out damage ARs (2k rpm), and when they are defending a point they'll be godly. When being escorted by other mercs, those mercs would be well defended from any close range attacks.
A meter in this game is not the 3.28ft you think it is. 30m is not far enough to hit some across the street. increase the range to the same amount as a full auto AR and increasing the damage per shot to the same or slightly less than an AR would be balanced because, for the 50th time, with the dispersion and recoil, inaddition to general inaccuracy and slow turn/movement speed, and harsh drop off (even in chromosome the drop off was bad) the further the enemy is the less damage it does per second, and to the good AR user (using skill by strafing, taking effective cover) this will not change the game. but to the noob (run and gun, charges into HMG fire) this will be a significant change
its a supressive weapon meant to stop troops from advancing whether on offense or defense. if its only good at CQC its not a supressive weapon, its no threat to other enemies and quite frankly its too late to supress. your more suseptible to grenades and people flanking you, or strafing around you.
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Posted - 2013.06.20 03:13:00 -
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castba wrote:Same range as AR (not TAC obviously) Current damage Slightly tighter dispersion
Heavies do not require more base speed but add the above with a slight increase in turn speed would certainly fix the HMG without making it OP in my opinion.
this seems logical. i ididnt think of that if the dispersin where reduced, it would become more effective.
although i still think a slight increase in damage per lvl would be appropriate. perhaps, somewhere between 20-30 base and up to max 32-35.
if the dispersion is reduced then it should be in the 20's up to max 29
if the dispersion is the same it should be in between 25-35, with max 35.
the max range on an HMG should not extend past that of a STD full Auto AR. |
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Posted - 2013.06.20 03:18:00 -
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^^ are you a sycophant for planetside2? |
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Posted - 2013.06.20 07:40:00 -
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castba wrote:D legendary hero wrote:
this seems logical. i ididnt think of that if the dispersin where reduced, it would become more effective.
although i still think a slight increase in damage per lvl would be appropriate. perhaps, somewhere between 20-30 base and up to max 32-35.
if the dispersion is reduced then it should be in the 20's up to max 29
if the dispersion is the same it should be in between 25-35, with max 35.
the max range on an HMG should not extend past that of a STD full Auto AR.
Agree regarding the max HMG range. STD AR should be where it is at. Disagree with that high a damage buff though. If dispersion is decreased, more bullets hit thus dps is considerably increased. If damage is buffed by, say 1-1.5HP, dispersion SLIGHTLY decreased and range increased to STD AR, damage output and usability will be massively increased. More than that and it would end up being a Godly weapon... again. As it stands right now, the HMG is far from useless.
sounds reasonable |
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Posted - 2013.06.20 07:47:00 -
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Wojciak wrote:If you go with the Op's suggestion you should have the effect range to 2/3rds(about) of the total range then have a steep fall off to where the HMG is doing less damage.
Quote: and have it so that you have to stay in the same spot for a while to be killed, i would say at least 30 seconds.
this however is counter productive, its a minigun. the fall off should be slightly higher but not too sharp, because the dispersion ensures most rounds dont hit anyway, and having it take 30 seconds to kill a militia fit, at AR range makes no sense.
Quote: A HMG should kill any thing other than another heavy in its effective range, when a scout can run up in front of a heavy and kill him something is wrong( have seen it and have it done to me). one way to help stop Over powered weapons would e stacking penalties, i still think it is at zero.
the HMG already has too many penalties and not enough benefits. besides not holding an HMG what does a heavy suit do that a logi or assault can't do better right now?
Quote:
As for the slot restriction for weapons there should bee more variety before that is implemented. My last thing is that the AR is not a AR but a blaster rifle and that the Scrambler Rifle the future Rail Rifle and what ever the Minmatar one is called are Assault Rifles
in this case it should have less range (although i dnt care how much or little range the AR has as long as the HMG and everything else can keep up) because plasma should never have more range than a projectile. nonetheless, the HMG should definately do mre damage per shot. |
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Posted - 2013.06.22 15:04:00 -
[32] - Quote
bump |
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Posted - 2013.06.22 15:47:00 -
[33] - Quote
padraic darby wrote:Quote:in this case it should have less range (although i dnt care how much or little range the AR has as long as the HMG and everything else can keep up) because plasma should never have more range than a projectile. nonetheless, the HMG should definately do mre damage per shot. the hmg is a minmitar weapon of course is fires projectiles
thats the point. the HMG should have more range than the galente plasma AR. or at least the same range, at the very least.
i honestly beleive giving it the same or slightly less damage per shot as an AR of the same level will make it viable. 30 damage per shot, is not unreasonable.
when you factor in the blanket 10%, and even one damage mod on a militia AR, the dps is about 467~.
compared to the 1132dps of my proposition sounds pretty lame, but considering that this is damage per second, a militia AR in 2 seconds without headshots can kill a heavy.
what this means is that the dps advantage of the HMG because less and less inportant as ARs can with just 1 additional second kill a heavy suit.
if you have assault rifle proficiency, thats an additional 15% proficiency+10%base+18% 2 complex damge mods damage to you dps. your destroying heavies in less 2 seonds
since the difference in time to kill is only a second its almost negligible. but the point is an HMG should not have similar dps to an AR it should be almost double |
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Posted - 2013.06.23 08:44:00 -
[34] - Quote
that could work bt it still solves only part of the problem |
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Posted - 2013.06.24 10:50:00 -
[35] - Quote
(this was posted on an other thread)
dude on several threads, i posted the exact numbers. and seriously 29% is a horrible advantage compared to all the disadvantages. in fact that 29% only proves my point.
with a dispersion of 30~35% that 29% means nothing. why?
dispersion is how many bullets don't go where you aim them, namely bullets that miss. therefore, if you have a damage advantage of 29% over ARs (which is still very low), but only 70% of them hit your target (and this is for a target standing still. for a mobile target its much worse) your damage advantage is negated.
inaddition, just think about it the damage gap is 29% comparing a STD HMG to a militia AR. as you advance from STD-ADV-PROTO the damage gap becomes more and more narrow to the point where the ARs are doing way higher dps than an HMG.
STD HMG -600dps +10% = 660dps + 15% procficiency = 760.35 +18% (2 complex damage mods) = 897.2 dps - 35% dispersion = 583.2dps at optimal range. past optimal range damage fall off is almost 20 damage per meter past optimal, (i.e. 10 m eters past optimal is a 200damage reduction) and then there is the hard cap.
militia AR - 425dps +10% = 467.5dps + 15% proficiency = 537.625 + 18% (2 complex damage mods) = 634.4 dps - 3% dispersion = 615.4dps at optimal range past optimal damage reduction is near 6-7 i may be wrong though.
factor in that the optimal range of an AR is farther than that of the HMG and you begin to see the problem. up close, people move to fast for the heavy suit to track due to poor turn speed, and low movement speed. at mid range dispersion eliminates all possibliity of out guning a militia AR of the same skill level as the HMG (10%, 15% proficiency, and 2 complex damage mods), the sentinel suit is at a larger disadvantage due to the fact that it can only fit one complex damage mod. at long range, well it can't be used at long range.
remember this was a comparison of the militia AR to a STD HMG. the proto HMG is only 1.8 damage per shot higher, where as proto ARs increase by 2 or 3 more damage per shot. the disperity is evident. |
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Posted - 2013.06.26 09:48:00 -
[36] - Quote
ChromeBreaker wrote:Dispersion =/= a direct reduction in dmg.
@ Optimal your dmg will be a lot closer to its given dps
for an AR yes, but on an HMG its much much higher |
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Posted - 2013.06.27 13:15:00 -
[37] - Quote
nukel head wrote:Benari Kalidima wrote:From a post I did in another HMG thread Taking any suit out in less than a second seems very overpowered. Yes...that's what they want.
^^ but thats what militia ARs can do now, so.... yeah... |
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Posted - 2013.06.27 13:21:00 -
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Vir Sigvaldt wrote:I would agree that the HMG is underpowered. How depressing is it when an AR guy is tanking your damage and still manages go through your shields and half your armor before he dies with a militia AR?
I would like to see my HMG become relevant again. I've had to shelf my heavy* because the AR can hit me at ranges where it seems like my bullets despawn if I try to return fire (they probably do, but I haven't actually tried to prove it so I can't say that.) The fact that it costs me twice as much to fit my heavy as it does to just make an assault suit means I might as well die twice in assault suits with GEK's than lose my MH-82 fit heavy and still take out the same number of people with those two assault suits.
However, I must point out that a certain argument is invalid. In Dust, the assault rifle and heavy machine gun do NOT fire the same rounds; the AR is a hybrid weapon and the HMG is a projectile weapon. So you can't balance the HMG by basing its stats directly off of the AR.
If you made the HMG do the same damage per round as the AR, it could become a little overpowered (would be fun turning the tables on the CoD playing AR fanatics for a week, though) I would say make it deal roughly 60-80% of basic AR per round damage based on the tech level of your HMG. You would also need to improve its optimal range a bit, as well.
*Part of the reason I wanted to play this game was because of the heavy suits...
60% of 31, is 18.6.... that doesnt improve anything
80% of 31, is 24.8.... thats pretty good. at least as a start. not ggetter the same range as the AR or 5% less can help it accomplish its job of supression.
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Posted - 2013.06.28 02:30:00 -
[39] - Quote
^^i said 30-45% is the MAXIMUM. that is the highest, or total resistance the suit should be capable of, how the suit gets that 30-45% is up to CCP, but the Maximum percentage resistance, after all skills are met should be between 30-45%
hip fire doesnt change range it only changes accuracy, having the same range will not make it OP, as it is inaccuarte. IRL walking fire is a valid tactic, where all though in accurate good at supression, this is what the HMG in DUST is meant for.
the point to making the HMG better, and the suit abit better, is that the only real advantage to the heavy suit is that it can use HMGs and Forge guns.
i mean really if you keep the HMG nerfed then yeah all the heavies you see will be using ARs, because it does the HMGs job better. if you leave the heavy suit nerfed then yeah your just gonna see abunch of caldari logis running around because they can do the suits job better. its asimple as that
finally full squads of heavies dnt make sense, because, there are no equipment slots, no nano hives, no spawn uplinks,
a team of shotguners with contact nades, or a team of caldari logis with TAC ARs, or regular duvoules can still take them out because they do comparable damage. their shields recover slower than every onw else, and they are more suceptible to mass drives and basically anything you can throw at them. one flux, and a few nades will kill any squad of densely pacted heavies |
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Posted - 2013.06.30 05:16:00 -
[40] - Quote
edit and readjustment:
STD HMG should get = 25 base damage, ADV HMG should get = 28.5 base damage PROTO HMG should get = 31 base damage GASTON's HMG = 34 base damage
STD AHMG = 20 base damage ADV AHMG = 24 base damage PROTO AHMG = 28 base damage
ADV BHMG = 25 damage PROTO BHMG = 30 damage |
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Posted - 2013.07.07 02:45:00 -
[41] - Quote
another problem with the HMG is that the bullets arent randomly flying around with in the ridicule. they are eith er flying directly on the tiny dot in the center or completely off to the side somewhere off target and out the ridicule circle.
the damage needs a buff to what i said in post #93, and it needs the cone spray fixed. |
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Posted - 2013.07.08 02:57:00 -
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Shijima Kuraimaru wrote:I find it interesting how most people against the HMG getting a range and/or damage increase argue and show formulas based on every round hitting it's target, something impossible to do with a HMG beyond about 15 feet.
Seriously, I'm a Forge Gunner and I nearly beat a HMG with my SMG. He had less than 15% armor left when it was done. If he hadn't started firing on my left side before I saw him I would have won and that's just not right.
this is precisely it.
thats why in every equation of involving the HMG i always subtract 35% dispersion. because it seems as though only a portion of your bullets even hit target out side 15m, and since inside 15m peeople move too fast to hit because of the turn speed, you get an ineffective suit weilding an ineffectual weapon.
for example the dps on the PROTO boundless hmg is 660 (only marginally better than a GEK assault rifle). when you subtract the 35% dispersion you get a dps of 660-231 = 429 dps (weaker than a GEK at 467 dps).
i am not asking to decrease dispersion, but increasing raw damage per shot is necessary for this weapon type. see post #93 in this thread |
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Posted - 2013.07.09 16:07:00 -
[43] - Quote
bump |
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Posted - 2013.07.11 02:19:00 -
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alternate suggestion
decrease rate of fire to 1000, decrease dispersion, increase damage to 38 per shot for standard, 41.5 for advance, and 44 for proto. the dps will be 633, 691, and 733 respectively which are slightly better than the current iterations but gives your clip a longer life before reloading for 8 seconds, it makes over heating a higher factor and decreasing dispersion will mean your enemy wlll see more of these rounds accurately. |
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Posted - 2013.07.11 04:42:00 -
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Aizen Intiki wrote:All I see is a totally logical and valid concern. this is a pressing issue and i too would like to see it resolved. Peace, Aizen
i concur. |
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Posted - 2013.07.12 15:38:00 -
[46] - Quote
bump |
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Posted - 2013.07.17 03:27:00 -
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bump |
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Posted - 2013.07.17 03:29:00 -
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bump |
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Posted - 2013.07.17 04:18:00 -
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calvin b wrote:Queen of Uranus wrote:Umm. NO.
If you want an AR just equip an AR.
Like I said before only AR users do not want the heavy or HMG to be better because there feelings would get hurt as I mow them down. I am tired of being pot shot at and ran over because my gun fails to do its job or my suit is so gimped I am just an easy moving target. Try it I dare you for one week, try it and you will say the same thing I am saying. The heavy suit and HMG are broken end of story.
amen |
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Posted - 2013.07.19 07:10:00 -
[50] - Quote
bump |
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