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D legendary hero
One-Armed Bandits
214
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Posted - 2013.06.20 02:45:00 -
[61] - 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
One-Armed Bandits
214
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Posted - 2013.06.20 03:02:00 -
[62] - 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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castba
Penguin's March
10
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Posted - 2013.06.20 03:09:00 -
[63] - Quote
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. |
D legendary hero
One-Armed Bandits
215
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Posted - 2013.06.20 03:13:00 -
[64] - Quote
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. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
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Posted - 2013.06.20 03:16:00 -
[65] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
D legendary hero
One-Armed Bandits
215
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Posted - 2013.06.20 03:18:00 -
[66] - Quote
^^ are you a sycophant for planetside2? |
castba
Penguin's March
11
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Posted - 2013.06.20 03:37:00 -
[67] - Quote
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. |
Wojciak
Soldiers Of One Network Orion Empire
36
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Posted - 2013.06.20 03:46:00 -
[68] - Quote
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 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. 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.
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 |
D legendary hero
One-Armed Bandits
215
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Posted - 2013.06.20 07:40:00 -
[69] - Quote
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 |
D legendary hero
One-Armed Bandits
215
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Posted - 2013.06.20 07:47:00 -
[70] - Quote
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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D legendary hero
One-Armed Bandits
220
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Posted - 2013.06.22 15:04:00 -
[71] - Quote
bump |
padraic darby
planetary tactical enforcement
3
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Posted - 2013.06.22 15:34:00 -
[72] - Quote
Benari Kalidima wrote:D legendary hero wrote: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. I'm not sure what you mean by CQC is out of the question. The HMG is perfect for CQC. High rate of fire, which the hmg has, is perfect for close quarters combat.
CQC weapons need fast reload. the hmg has the longest reload in the game.
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padraic darby
planetary tactical enforcement
5
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Posted - 2013.06.22 15:38:00 -
[73] - Quote
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 |
D legendary hero
One-Armed Bandits
220
|
Posted - 2013.06.22 15:47:00 -
[74] - 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 |
Scheneighnay McBob
Bojo's School of the Trades
1725
|
Posted - 2013.06.22 16:05:00 -
[75] - Quote
Just add a sharpshooter skill to reduce spread |
D legendary hero
One-Armed Bandits
226
|
Posted - 2013.06.23 08:44:00 -
[76] - Quote
that could work bt it still solves only part of the problem |
D legendary hero
One-Armed Bandits
227
|
Posted - 2013.06.24 10:50:00 -
[77] - 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. |
Gage Bouren
Ghost Wolf Industries Alpha Wolf Pack
6
|
Posted - 2013.06.24 11:26:00 -
[78] - Quote
Hey wookie my DUST forum is working now they fixed it now i can share my opinion!!!! |
ChromeBreaker
SVER True Blood Public Disorder.
582
|
Posted - 2013.06.24 15:32:00 -
[79] - Quote
Dispersion =/= a direct reduction in dmg.
@ Optimal your dmg will be a lot closer to its given dps |
D legendary hero
Strong-Arm
233
|
Posted - 2013.06.26 09:48:00 -
[80] - 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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ChromeBreaker
SVER True Blood Public Disorder.
585
|
Posted - 2013.06.26 11:40:00 -
[81] - Quote
D legendary hero wrote: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
No where near the straight 35% reduction your using. |
Daedric Lothar
Onslaught Inc RISE of LEGION
717
|
Posted - 2013.06.26 12:25:00 -
[82] - Quote
I've been playing with the heavy suit alot lately, and honestly I would like to see their move speed nerfed alittle more. Make them spawn on an objective and stay there, unless moved around in a vehicle. Boost their turning speed alittle and their range by ALOT. Also give the heavy even more accuracy as he gets closer to overheating the weapon. much like a LR.
Basically yea, the HMG is a heavy only version of the LR, then give heavies a new weapon, Plasma (Flame) thrower. A nice close/mid range Area weapon for close combat. |
Vir Sigvaldt
RED COLONIAL MARINES
26
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Posted - 2013.06.26 12:51:00 -
[83] - Quote
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... |
Meeko Fent
Seituoda Taskforce Command Caldari State
106
|
Posted - 2013.06.26 15:05:00 -
[84] - 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. You math means about as much as. My dog taking a **** on the neighbors lawn means to him.
If you do understand math, then your theoretical probability of DPS is differing from the experimental probability due the high dispersion and recoil, and low accuracy. Yes, the HMG has high likelihood of murderous DPS if it gets all to hit, but with the low likelihood of hitting, it would drop the DPS significantly.
Yes, you did math. But this isn't EVE where your tank able DPS and own DPS matter. This is a shooter, and math really shouldn't be the defining factor of weapon effectiveness |
nukel head
Knights of No Republic
30
|
Posted - 2013.06.26 15:27:00 -
[85] - Quote
Benari Kalidima wrote:From a post I did in another HMG thread Quote:Heavy Machine Gun
- DPS:600
- Accuracy Rating 61.5
- Clip Size: 425
- Damage on Clip:7650
- Damage Before Overheat: 4200
Assault Rifle
- DPS:425
- Accuracy Rating: 55.5
- Clip size:60
- Damage on Clip:2040
Damage before overheat is calculated by assuming overheat is at 100 (overheat per second is 14). That makes 7 seconds of fire, which at 600 dps is 4200 damage. I'll be willing to include reload times in the calculations if you want. Also a few things to be taken in consideration: Heavies mostly have much more health than assault classes. HMG's are easier to inflict damage with due to the very high firerate (2000/m compared to 750/m for the AS). Drawback would be a slow turn speed. also I'm very skeptical of increasing damage from 18 to 31. That's more than 50% more damage. With that much damage, the standard HMG would do 1033 dps, which if you ask me seems insane. Taking any suit out in less than a second seems very overpowered.
Yes...that's what they want.
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Chinduko
KILL-EM-QUICK RISE of LEGION
238
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Posted - 2013.06.26 15:37:00 -
[86] - Quote
CCP should start slow. Give the HMG, at the least, same range as the AR and see how it goes. It won't be games changing move but it will at least let us see the HMG become closer to the suppressive weapon it should be.
That's only one tweak and I think it could possibly be enough.
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D legendary hero
Strong-Arm
234
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Posted - 2013.06.27 13:15:00 -
[87] - 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... |
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.27 13:21:00 -
[88] - Quote
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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Den-tredje Baron
ParagonX
130
|
Posted - 2013.06.27 14:46:00 -
[89] - Quote
D legendary hero wrote:hahaha.... i posted this somewhere: https://forums.dust514.com/default.aspx?g=posts&m=943251#post943251wether 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 (The AR is stampled as a close quarter high damage gun) AR range = HMG range ( NOOOOOO nononono would make HMG insanely OP) 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 (doesn't the HMG fire a lot faster than the AR and clip size is also much bigger so suddenly you got a small blaster turret in your hands)
I really don't think that HMG's should have the same range as AR's. It's a HIP !! fired weapon. Try to take a gun today and fire it from the hip you'll never get same accuracy as a gun beeing actually aimed with. I won't be a total moron and reject this totally, because you are right that the HMG just can't hold up against the AR. I would like to see a range increase though not to the point where it's near the same range as the AR. 1.2 is coming up and it looks like we're going to get our falloff in this update so shouldn't we wait with discussing improving HMG range till after that gets deployed.
Also regarding the turning speed and all that speed stuff, look at the other amarr suits they're slow as hell and got a poor poor poor slot layout. The faster CCP can give us the other heavies the faster we can begin to judge the heavies to each other not medium frames. Hopefully also the redo of armor plates will be a boost to heavies tanks and i do know that good corps like ILL OMENS use full squads of heavies with HMGs to basically just force people out of certain areas as close range NO ONE can withstand the push of several heavies. |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 16:48:00 -
[90] - Quote
Den-tredje Baron wrote:D legendary hero wrote:hahaha.... i posted this somewhere: https://forums.dust514.com/default.aspx?g=posts&m=943251#post943251wether 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 (The AR is stampled as a close quarter high damage gun) AR range = HMG range ( NOOOOOO nononono would make HMG insanely OP) 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 (doesn't the HMG fire a lot faster than the AR and clip size is also much bigger so suddenly you got a small blaster turret in your hands) I really don't think that HMG's should have the same range as AR's. It's a HIP !! fired weapon. Try to take a gun today and fire it from the hip you'll never get same accuracy as a gun beeing actually aimed with. I won't be a total moron and reject this totally, because you are right that the HMG just can't hold up against the AR. I would like to see a range increase though not to the point where it's near the same range as the AR. 1.2 is coming up and it looks like we're going to get our falloff in this update so shouldn't we wait with discussing improving HMG range till after that gets deployed. Also regarding the turning speed and all that speed stuff, look at the other amarr suits they're slow as hell and got a poor poor poor slot layout. The faster CCP can give us the other heavies the faster we can begin to judge the heavies to each other not medium frames. Hopefully also the redo of armor plates will be a boost to heavies tanks and i do know that good corps like ILL OMENS use full squads of heavies with HMGs to basically just force people out of certain areas as close range NO ONE can withstand the push of several heavies.
Your argument about weapons today doesn't work because MGs are more accurate over longer ranges and typically use a higher caliber which mean more damage than an AR. |
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