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Shijima Kuraimaru
WarRavens League of Infamy
226
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Posted - 2013.06.22 00:39:00 -
[1] - Quote
I love all these "HHavy is meant for CQC/Point Defense. They're supposed to be low damage high endurance." This is a view point taught by many FRPG MMOs where the high end damage dealer is squishy while the tank keeps aggression and takes the hits. Great for when one is fighting a group of NPCs programmed to respond appropriately. Fighting PvP, there is a constant expectation of the highest threat being the easiest kill.
For a while, the Heavy with the HMG broke that mold and were actually able to be more useful for forward assault, cover fire, and area denial. The AR still had range advantage. Now if someone gets in their face with an AR, Shotgun, Flaylock, and any other weapon that has the same, or greater optimal range that the HMG has been nerfed to, the heavy usually dies. Paintball is more dangerous at range that the current HMG. LOL
By the way, I'm a dedicated Forge Gunner. Used to run the HMG as well but found it not worth the effort and got my second respec. I salute those of you who have fallen to my Forge rain and to those who've taken me down with skillfull shots. |
Shijima Kuraimaru
WarRavens League of Infamy
229
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Posted - 2013.06.22 18:22:00 -
[2] - Quote
Alaika Arbosa wrote:Engvar Selequel wrote:I think the focus should not be on balancing all the groups, but allowing them to excel in their area of expertise. Currently, I think the effort is to balance everything, and instead it's hurting the snipers and heavies. Snipers deal more damage than assault, yet assault has the Duvolle Tactical with crazy range, and faster damage output than the sniper rifle... Not to mentions tons more damage output before a reload. Heavy classes can take tons of damage, yet the range they have means that anyone faster than them, read ANYONE, can just walk backwards until the hmg is doing tiny amounts of damage. Then point and shoot because the heavy is helpless.
Sniper Pro's: Long Range High Damage Very Fast Hard to Detect Tactical View (best squad leaders)
Sniper Con's: Can't survive up close (until they get good nova knives...) Barely gets any WP even though cover fire and key kills can completely change a battle Limited by map layout
Assault Pro's: (only class I don't actually have playtime experience other than militia, going by what I see) Multiple equipment slots with some dropsuits High damage output Good range, Duvolle can counter-snipe in many situations Good defence Mix of kills, nanohives, drop uplinks leads to faster WP gains
Assault Con's: Leading the charge puts you in the high danger zone Quick reflexes mean more than skill in many situations Taxi drivers chase groups of you
Heavy Pro's: (My preferred playstyle) Very high defence Fast damage output Cover fire kings
Heavy Con's: Slow (I'll elaborate) No equipment Extremely expensive Very reliant on others No range Big target Priority target Top tier hmg are worse than lower tier versions
It's hurting more than just them, it is hurting all roles aside from the AR Assaults. Homogenization of the roles will kill any hope of seeing anything other than ARs slapped onto whatever suit you want. Customization is a good thing, though not if it leads to homogenization which will only cause the creation of "cookie cutter fits" that you'll need to use if you want to be able to "compete". There needs to be some form of guidelines or restrictions in place otherwise the cookie cutter fits will be the end result. I know that I don't relish the idea of cookie cutter fits, IDK if any of you do or not, though I'm going to assume that we all would like some variety rather than everyone running around in the same thing.
I've been seeing a slow rise in Heavy/AR fits. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 21:47:00 -
[3] - Quote
D legendary hero wrote:gbh08 wrote:I dislike the sterotype of us assult users And as a AR user, i can tell you, im gutted all the other classes got nerfed to the point hardly anyone one use's them, i play skirm, on the frontline capping objectives all day long, and i miss the whineing sound of hmg and fear of bumping into him as i get around the corner, and i miss getting my face melted by lazer (i think i can honestly say i've only seen 2 lazer users this build =/) an i also miss running away like a little girl from the MD Dust has some pretty cool weapons, and it sucks to see them all sat on shelf not being used weapons were fine how they were, and at the end of the day, Its WAR, deal with it now the only thing for you to worry about is someone with a better AR...lol or a Scrambler rifle if your caldari it sorta takes the fun out of being assault when everyone is just another assault, and the only thing being shot at you are other assault rifles
I'm a dedicated Forge Gunner, so worry not. There's a very slim chance that we may meet on the battlefield, you'll see that blue explosion nearby, and know I'm shooting at you. Good luck and good shoot well. |
Shijima Kuraimaru
WarRavens League of Infamy
232
|
Posted - 2013.06.27 00:41:00 -
[4] - Quote
D3LTA Blitzkrieg II wrote:cant agree with you more. WEAPON BALANCE IS A MUST! the Duvolle AR is the golden work horse. HMG's should have more dmg up close and a sharp dmg drop off at medium range and more bullet spread to compensate. Mass driver dmg should be nerfed and more blast radius but less ROF. Laser rifles need a DMG buff when the ray has been shot fer more than 3.5 sec continuously making it exel at longer ranges. Cant make 1 gun exel at all types of situations
The HMG's damage is fine, if a little understated, due to rate of fire, however it's the bullet dispersion that makes in nearly useless at ranges beyond point blank. What you're suggesting would reduce it to being effective at just out of melee range.
The HMG needs less bullet dispersion. It's useless as it is now for forward assault, area denial, and cover fire. That the shotgun outperforms the HMG at the same outer ranges is just wrong. |
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