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Master Jaraiya
Ultramarine Corp
254
|
Posted - 2013.06.18 04:59:00 -
[31] - 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. |
Sinboto Simmons
SVER True Blood Public Disorder.
232
|
Posted - 2013.06.18 05:12:00 -
[32] - Quote
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 |
D legendary hero
One-Armed Bandits
201
|
Posted - 2013.06.18 05:18:00 -
[33] - 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
|
Posted - 2013.06.18 05:22:00 -
[34] - 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. |
hackerzilla
Defenders of the Helghast Dream
12
|
Posted - 2013.06.18 05:23:00 -
[35] - Quote
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... |
Master Jaraiya
Ultramarine Corp
255
|
Posted - 2013.06.18 05:25:00 -
[36] - 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 |
D legendary hero
One-Armed Bandits
201
|
Posted - 2013.06.18 05:29:00 -
[37] - 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
|
Posted - 2013.06.18 05:31:00 -
[38] - 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.
|
ChromeBreaker
SVER True Blood Public Disorder.
575
|
Posted - 2013.06.18 09:24:00 -
[39] - Quote
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 you continue firing before you reload?
its insane. Completely OP |
Ray Gunmetal
The Red Guards EoN.
0
|
Posted - 2013.06.18 10:09:00 -
[40] - Quote
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 |
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D legendary hero
One-Armed Bandits
208
|
Posted - 2013.06.19 06:38:00 -
[41] - 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
|
Posted - 2013.06.19 06:40:00 -
[42] - 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. |
Skipper Jones
ZionTCD
143
|
Posted - 2013.06.19 07:51:00 -
[43] - 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. |
D legendary hero
One-Armed Bandits
211
|
Posted - 2013.06.19 08:17:00 -
[44] - 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. |
Laurent Cazaderon
What The French CRONOS.
1592
|
Posted - 2013.06.19 08:37:00 -
[45] - Quote
Whoah Whoah Whoah
Having bullet damage of the HMG = Bullet damage of a regular AR And range as well ? But nothing else changes ?
And it wont end up being any kind of OP you say ? This has to be a joke....
I can agree with the major comparison you make of the two types of weapon. And the damage output of the hmg should indeed be higher. Problem is, regarding accuracy and recoil, Dust 514 HMG pretty much have NONE. Even worse, they get more and more accurate the longer you fire which is the opposite of any classic HMG. Oh, and i actually played heavy so i know the current HMG is already a beast in close range fights. What you're suggesting is pretty much DOUBLING its DPS. that is insane.
I'd agree heavy\hmg could use a buff. But that kind of buff ? no way. |
Skipper Jones
ZionTCD
143
|
Posted - 2013.06.19 08:38:00 -
[46] - 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! |
ChromeBreaker
SVER True Blood Public Disorder.
577
|
Posted - 2013.06.19 08:43:00 -
[47] - Quote
Laurent Cazaderon wrote:Whoah Whoah Whoah Having bullet damage of the HMG = Bullet damage of a regular AR And range as well ? But nothing else changes ? And it wont end up being any kind of OP you say ? This has to be a joke.... I can agree with the major comparison you make of the two types of weapon. And the damage output of the hmg should indeed be higher. Problem is, regarding accuracy and recoil, Dust 514 HMG pretty much have NONE. Even worse, they get more and more accurate the longer you fire which is the opposite of any classic HMG. Oh, and i actually played heavy so i know the current HMG is already a beast when used properly in close range fights. What you're suggesting is pretty much DOUBLING its DPS. that is insane. Yet, i agree heavy\hmg could use a buff. But that kind of buff ? no way. Problem is not only damage output but survivability of the heavies. WIth the damn logi suit able to reach 1k HP with some work, heavies arent the HP stockpile they shoud be compared to the other suits And regarding range, the system is supposed to be changed, so i wouldnt buff any range of any weapon before we get our hands on that.
Whew at least someone can vocalise properly. THIS |
D legendary hero
One-Armed Bandits
211
|
Posted - 2013.06.19 08:45:00 -
[48] - 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), |
Skipper Jones
ZionTCD
143
|
Posted - 2013.06.19 08:56:00 -
[49] - 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. |
D legendary hero
One-Armed Bandits
211
|
Posted - 2013.06.19 09:00:00 -
[50] - 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. |
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D legendary hero
One-Armed Bandits
211
|
Posted - 2013.06.19 09:06:00 -
[51] - 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? |
Skipper Jones
ZionTCD
144
|
Posted - 2013.06.19 09:13:00 -
[52] - 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
|
Posted - 2013.06.19 09:20:00 -
[53] - 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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D legendary hero
One-Armed Bandits
211
|
Posted - 2013.06.19 10:49:00 -
[54] - 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
One-Armed Bandits
211
|
Posted - 2013.06.19 11:03:00 -
[55] - 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. |
ChromeBreaker
SVER True Blood Public Disorder.
577
|
Posted - 2013.06.19 11:52:00 -
[56] - Quote
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...
dude... stop |
martinofski
Rebelles A Quebec Orion Empire
221
|
Posted - 2013.06.19 13:59:00 -
[57] - Quote
I guess you're really going a bit all out with this. Saying a AR outdamage a tank heavy turret and take down tanks is...well...overreacting.
I agree something need to be done still with the heavy. But your proposals are just too drastics.
Remember the first iteration of the HMG in uprising? And how it is now? Many would agree it have made a big difference. Did CCP change the numbers to do double dmg per bullets, not really, far from it actually, it was a 10% dmg increase or so.
I think CCP should check the heavy SP requirement, usage, benefits and downsides and adapt it accordingly, but with a cautious approach, not a all out one like this.
In my view, - Sentinel should get more base HP, probably armor side, than the basic suit. With a little slower movement speed than the basic. - Sentinel should maybe get 1 equipment slot, since they will be left alone defending a point at some point. CPU and PG would make sure they can't use all the best gear and the best nanohives too easily. - Turn speed increased on all heavy suits.
For the HMG, I would check - the range update first - hit detection update (one day). - increased damage if needed, about 10% maybe. |
Reimus Klinsman
BetaMax. CRONOS.
330
|
Posted - 2013.06.19 14:10:00 -
[58] - Quote
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? 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.
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. |
Skipper Jones
ZionTCD
146
|
Posted - 2013.06.19 22:27:00 -
[59] - 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 |
D legendary hero
One-Armed Bandits
214
|
Posted - 2013.06.20 02:42:00 -
[60] - 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. |
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