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Master Jaraiya
Ultramarine Corp
254
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Posted - 2013.06.18 04:53:00 -
[1] - 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.
Yes this! I made this suggestion when uprising launched and the HMG was pummeled by the Nerf bat! I'll just copy and paste here.
I do agree with D Legendary Hero that the HMG may need a slight damage buff, but not to 31 hp/round at standard. Probablymore like 19.5 HP/round standard. I definitely like the resistance to small arms fire. It wouldn't be feasible to add this as a skill. It would have to be added to the Dropsuits themselves.
For Mid to Long Range Area denial category a.) Longer range, less kick/heat build up, faster spin up when ADS, faster turning speed, suppression effect: stopping power (-__% movement speed per landed round), more damage
or
For CQC powerhouse category b.)Faster turning speed, more damage, less dispersion, less kick/heat build up, suppression effect: blur (-__% visibility per landed round), longer range, tighter spread, faster spin up.
I wouldn't mind seeing a category a.) HMG(point man suppressor) and a category b.) HMG(point defender) in each tier for the HMG in order to add more diversification for the Heavy's role. Either one of these categories would work for point defender, however.
These are my suggestions please note under each category suggestions are listed in order of importance for intended purpose.
These suggestions are based off of my own experience, other players' suggestions, and the DEVs'/players' communications |
Master Jaraiya
Ultramarine Corp
254
|
Posted - 2013.06.18 04:59:00 -
[2] - Quote
Arkena Wyrnspire wrote:
The range of the AR is the only thing that lets it fight heavies unless they flank or the heavy is awful at aiming.
Most of the time if the AR user is firing head on there is another flanking. While this is good tactics, the HMG has no counter to getting fired at and outranged from multiple directions. I agree the HMG needs more range. |
Master Jaraiya
Ultramarine Corp
255
|
Posted - 2013.06.18 05:25:00 -
[3] - 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
1.Heavies are already the most costly to run so no.
2.Scouts probably could use some love, but not to much (don't want them to be faster assaults). They can still put a hurt on if they get inside 20m. You guys are just fast!
3.No argument here. I would simply make it so one can only equip a weapon in its proper class slot i.e.
Light Weapon in Light Slot only
Sidearm in Sidearm Slot only |
Master Jaraiya
Ultramarine Corp
469
|
Posted - 2013.07.19 07:25:00 -
[4] - Quote
Yea I agree the Heavies are broken as a class. The 5% Resistance to Small Arms Fire for a Sentinel bonus would definitely be a welcomed adjustment, but first things first.
CCP needs to start small with things like fixing the Broken HMG Hit Detection! Then add the other Heavies Racial variants for kitten's sake!
Then make adjustments to the Heavy Suits and HMG as necessary. |
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