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Ignatius Crumwald
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576
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Posted - 2013.06.18 21:25:00 -
[1] - Quote
Put the damage and range back to what it was in Replication, no cap on the dispersion reduction so operations innate matters to accuracy, and have the heat build up max out at 200 shots base (250 at ops level 5 so the skill in use comes in at not holding R1 like a nub. That's the fix, anything else is a fail. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
576
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Posted - 2013.06.18 21:33:00 -
[2] - Quote
Arkena Wyrnspire wrote:Over 1000 dps at a range that can hit everything bar snipers? On a suit which has been buffed to nigh-invincibility except against other HMGs? And now doesn't even have a notable mobility penalty? No. Silence, interloper! Your opinion is invalid because the dispersion makes any range it has useless. you would know that if you actually used one. If you can't kill one, it's probably because you can't aim while strafing - any suit can out strafe a heavy's turn speed.
I also think they should reduce the range even though, again, the dispersion makes the range a complete non issue. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
578
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Posted - 2013.06.18 21:48:00 -
[3] - Quote
The dark cloud wrote:HMG should stay as it is. Its allready annoying enough that EON needs 12 heavys on their side to be remotely competetive. So a big no to a HMG buff. Cronos Alliance isn't allowed to field opinions on gameplay.
It's in the rules I made up just now. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
578
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Posted - 2013.06.18 21:53:00 -
[4] - Quote
Arkena Wyrnspire wrote:Is it really so hard to comprehend that nearly doubling the damage of a weapon that's already widely used (because it's actually decent) would break the balance? In addition to giving massive buffs to everything else about it?
Oh, yeah, the balance is so dead on right now, why risk it... derp... |
Ignatius Crumwald
IMPSwarm Negative-Feedback
578
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Posted - 2013.06.18 22:07:00 -
[5] - Quote
Orion Vahid wrote:Stop all the buff/nerf/QQ. Every goddamn thing has been nerfed/raped so much that we don't even have time to adapt to it.
The first thing to be nerfed was the HMG, it has been all down hill from there. CreodronAR, strafing, laser rifles nerf nerf nerf.
Adapt to what, really? How long does it take people to figure out everything is out of wack? Why is more damage and having the gun heat up twice as fast seen as a double buff to some people?
Why am I even discussing this anymore? HMG is trash, heavies are a novelty act, and this game is in the crapper. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
581
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Posted - 2013.06.18 22:31:00 -
[6] - Quote
SoTa PoP wrote:That's a bit too much damage - killing in our optimal isn't the problem - it's getting them in it without them getting tot close cause we can't turn to save our lives.
A heavy cannot effectively retreat nor can it effectively pursue, neither. So killing quickly in their optimum would be, in my opinion their only up side.
I would challenge any heavy that is good in their role to run in a medium suit for awhile. You'll find that you do much better and survive much longer that you do as a heavy because being a heavy made you a smarter player due to the multiple disadvantages you play with.
You'll need to change up your playstyle, for sure, but hit and run is way more effective than stand and get shot in the face ever will be, no matter your HP pool. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
583
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Posted - 2013.06.18 22:51:00 -
[7] - Quote
Disturbingly Bored wrote: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.
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. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
583
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Posted - 2013.06.18 23:03:00 -
[8] - Quote
Disturbingly Bored wrote: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... shotgun is the light weapon alternative, it's a hit and run weapon. The HMG is a sit and hold off enemies weapon.
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