Disturbingly Bored
The Strontium Asylum
283
|
Posted - 2013.06.18 22:44:00 -
[1] - Quote
I have a hard time stomaching balance comments from people who can't do math.
The HMG does not have a DPS problem compared to the AR. It does 29% more damage per second than the AR. In a game where the difference between noob gear and pro gear is 10%, that is an enormous difference.
Catch them at close range, and the HMG is wonderfully effective against bunny-hopping proto fairies in its current state (HINT: your target cannot change direction when he's in midair). And it absolutely murders if you combine it with a well-placed flux grenade.
The problem with the HMG is damage at mid-range. It's maximum range was unnecessarily nerfed for Uprising. The dispersion balances HMG at range, and therefore its range should be restored to Chromosome levels.
Sharpshooter was why HMG pwned in Chromosome, and that is all. With the skill removed, the weapon was balanced. Give it the 3-5m of range back, and it will be just fine. |
Disturbingly Bored
The Strontium Asylum
283
|
Posted - 2013.06.18 22:59:00 -
[2] - Quote
Ignatius Crumwald wrote: An HMG is also not nearly as versatile. It has it's place and that place is close range. It needs less range, faster heat build up, and more DPS.
Giving the HMG more range is like giving a drag racer a bigger gas tank.
Though I think your suggestion would not be overpowered, we already have a weapon filling that role: the shotgun.
If the HMG is intended to be used to for suppression, it still needs to sting at mid-range. If you were to chart a curve, it should do high DPS up close, flatten out to mid-damage levels quickly, and then taper off more slowly the farther you get.
Murder up close, sting at range. Given the current mechanics, the only real way to do that is to tweak both range and dispersion. (The HMG currently murders up close and lol at range.)
In an ideal world, bullets wouldn't magically stop at a certain distance. You'd give the HMG high damage, but make it kick like a motherf***er so that it's hard to keep a bead on a target at range. Then make the ADS big and boxey so that fine aiming at range is difficult with the kick. Using it at range would be possible if you were a highly skilled player, but that's it.
But I didn't design the game, so...
|