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Skipper Jones
ZionTCD
143
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Posted - 2013.06.19 07:51:00 -
[1] - Quote
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. |
Skipper Jones
ZionTCD
143
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Posted - 2013.06.19 08:38:00 -
[2] - Quote
D legendary hero wrote:
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.
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. 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. 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.
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.
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! |
Skipper Jones
ZionTCD
143
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Posted - 2013.06.19 08:56:00 -
[3] - Quote
Assault are the Basic weapon now. There is no changing that. So by trying to make a "spec into gun" at the level of the Ar is a little out there. The majority of people use the Ar, so shouldn't those people feel comfortable with it? I'm not saying that the HMG should stay as-is, but the numbers that were put out were too high for this kind of weapon.
You can't blame the guns for how easy it is to take down a suit. That's more of the suits problem not the gun. The movement speed of the heavy isn't affected by the HMG. If you were carrying nova knives you would still move at 'heavy speed' The HMG is great for CQC it's just the suit that slows you down. |
Skipper Jones
ZionTCD
144
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Posted - 2013.06.19 09:13:00 -
[4] - Quote
D legendary hero wrote: 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.
Let's be truthful now, when has Overheating been a problem for any gun other than the Scrambler Rifle ( If you're good with it, then it's still not a problem)
-Burst firing cancels out dispersion. Burst firing at range with that kind of damage
-By experience (both firing and being fired at) I know that enough rounds can kill a man with the damage drop off of the HMG.
-Burst firing makes Low accuracy= not that big of a deal
-The last two aren't really balance point because you are arguing for them to be increased
Making changes to the Heavy Suit ( Movement speed, Turning speed) should happen. I know that killing a heavy is a little too easy. But the gun changes shouldn't be that drastic.
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Skipper Jones
ZionTCD
144
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Posted - 2013.06.19 09:20:00 -
[5] - Quote
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.
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Skipper Jones
ZionTCD
146
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Posted - 2013.06.19 22:27:00 -
[6] - Quote
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 |
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