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DoomLead
Dead Six Initiative Lokun Listamenn
29
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Posted - 2013.06.18 17:33:00 -
[1] - Quote
D legendary hero wrote:i already have some threads on the subject: https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=82270&find=unreadlance 2ballzstrong has a thread as well: https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unreadmike pole a play i imagine similar to yourself had similar concerns: https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unreadmy main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather, when balancing the purpose of whatever item your balancing must be considered. why? because your approach to the balance must not make the item lose its purpose.right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion) what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none. what is the purpose of an HMG? anti personell, supression, fire power clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity. when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range. 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 (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot. this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it. inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc) Honestly I have read alot of posts on the hmg but this seems like the fix with this exception I think the damage should be comparable exactly the same as SMG |
iceyburnz
Crux Special Tasks Group Gallente Federation
793
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Posted - 2013.06.18 17:38:00 -
[2] - Quote
Honestly?
I think keep the HMG as is, but remove the stupid heat built up mechanic.
In reality : rotary cannons exists because it keeps the barrel cold.
In game: It would allow heavies to have a role. Laying down an constant stream of suppressing fire.
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Heavy Breaks
Ill Omens EoN.
59
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Posted - 2013.06.18 17:57:00 -
[3] - Quote
iceyburnz wrote:Honestly?
I think keep the HMG as is, but remove the stupid heat built up mechanic.
In reality : rotary cannons exists because it keeps the barrel cold.
In game: It would allow heavies to have a role. Laying down an constant stream of suppressing fire.
I only have 7 bullets left if I overheat so its not an issue. |
Straum Arjn
Scholae Evocati
20
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Posted - 2013.06.18 17:58:00 -
[4] - Quote
I never, ever have trouble with heat and I empty an entire HMG clip without stopping, so heat is a non-issue. I think the problem is the heavy suit, not the gun. |
Bazookah Tooth
Ghost Planet Syndicate
2
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Posted - 2013.06.18 18:00:00 -
[5] - Quote
I think the suit is fine, give me a respec so I can fine tune it again and I'll meet you on the field
-HMG for Life |
DoomLead
Dead Six Initiative Lokun Listamenn
29
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Posted - 2013.06.18 21:11:00 -
[6] - Quote
honestly I have more armor and shields than all assaults or murder medics and at times I lose battles against the DUVOLE that should not happen thats why they should honestly implement these changes |
Ignatius Crumwald
IMPSwarm Negative-Feedback
576
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Posted - 2013.06.18 21:25:00 -
[7] - 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. |
Arkena Wyrnspire
Turalyon Plus
1151
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Posted - 2013.06.18 21:29:00 -
[8] - Quote
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. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
576
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Posted - 2013.06.18 21:33:00 -
[9] - 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. |
The dark cloud
Seraphim Initiative. CRONOS.
1488
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Posted - 2013.06.18 21:37:00 -
[10] - Quote
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. |
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Kitten Empress
Ametat Security Amarr Empire
657
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Posted - 2013.06.18 21:39:00 -
[11] - Quote
Ignatius Crumwald wrote: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. With that much damage per bullet + 2000 RPM, the dispersion won't do crap. You are bound to hit them a lot, and each hit is ******* painful. |
Arkena Wyrnspire
Turalyon Plus
1152
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Posted - 2013.06.18 21:45:00 -
[12] - Quote
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? |
Ignatius Crumwald
IMPSwarm Negative-Feedback
578
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Posted - 2013.06.18 21:48:00 -
[13] - 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 -
[14] - 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... |
The dark cloud
Seraphim Initiative. CRONOS.
1491
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Posted - 2013.06.18 21:57:00 -
[15] - Quote
Ignatius Crumwald wrote: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. Yeah and you probs are saying that the TAC AR was not OP before? Yeah right go and hug your modded controller. WASTED MONEY |
Orion Vahid
DUST University Ivy League
20
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Posted - 2013.06.18 21:58:00 -
[16] - Quote
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. |
Arkena Wyrnspire
Turalyon Plus
1153
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Posted - 2013.06.18 22:01:00 -
[17] - Quote
Ignatius Crumwald wrote: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... Oh, yeah, the balance isn't great right now so let's completely ******* destroy it... derp... |
Ignatius Crumwald
IMPSwarm Negative-Feedback
578
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Posted - 2013.06.18 22:07:00 -
[18] - 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. |
SoTa PoP
Internal Error. Negative-Feedback
2640
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Posted - 2013.06.18 22:14:00 -
[19] - Quote
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.
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Himiko Kuronaga
SyNergy Gaming EoN.
620
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Posted - 2013.06.18 22:22:00 -
[20] - Quote
iceyburnz wrote:Honestly?
I think keep the HMG as is, but remove the stupid heat built up mechanic.
In reality : rotary cannons exists because it keeps the barrel cold.
In game: It would allow heavies to have a role. Laying down an constant stream of suppressing fire.
There is no such thing as suppression when your enemy has to be five feet away from you to do any damage. |
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Ignatius Crumwald
IMPSwarm Negative-Feedback
581
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Posted - 2013.06.18 22:31:00 -
[21] - 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. |
Disturbingly Bored
The Strontium Asylum
283
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Posted - 2013.06.18 22:44:00 -
[22] - 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. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
583
|
Posted - 2013.06.18 22:51:00 -
[23] - 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. |
Disturbingly Bored
The Strontium Asylum
283
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Posted - 2013.06.18 22:59:00 -
[24] - 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...
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Ignatius Crumwald
IMPSwarm Negative-Feedback
583
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Posted - 2013.06.18 23:03:00 -
[25] - 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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DoomLead
Dead Six Initiative Lokun Listamenn
37
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Posted - 2013.06.22 14:41:00 -
[26] - Quote
Ignatius Crumwald wrote: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. sorry but I still lose to assaults with duvouls at optimal range when we are both standing and firing at each other even though i have way more hp than them |
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