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George Moros
WarRavens League of Infamy
19
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Posted - 2013.07.03 07:26:00 -
[1] - Quote
IMHO, the reason HMG heavy is viewed as underpowered in it's current state is because it's intended role on the battlefield is wrong. HMG heavy is forced to go mid-close range to be effective, and this is not what it's supposed to be doing. He should play the role of LMG soldier in RL infantry (I'm sure someone already mentioned this on the forums, but can't remember who).
HMG heavy should be able to:
Effectively lay suppressive fire on the enemy at medium to long ranges. He should actually prevent the mid-close range enemy from getting too close to him and his squad mates, and help his mid-close squad mates get closer to the enemy. Heavy suit should have enough tank to withstand enemy fire from medium-long ranges, at least long enough to spray enough bullets to make the enemy take cover. A HMG should be accurate enough to aim and hit someone at medium ranges. This does not mean AR accurate, but accurate enough that any non-heavily tanked enemy will either immediately have to take cover, or risk death. At long ranges it should be able to at least spray the area with bullets, providing some sort of covering fire / area denial.
HMG heavy should not be able to:
Excel at CQC. Although it's slow movement / turning speed have already pretty much taken care of that, there are still people who think a HMG heavy should be a CQC brawler, and whine about heavies being too slow / inert / undertanked. A heavy suit should be WTFPWNED by a shotgun scout IF he gets in close. That is pretty much already true if a scout player has decent skills and knows what he's doing. Also, HMG heavy should not be a solo-pwnmobile. He should play a squad support role. A HMG heavy should need his squad mates as much as his squad mates need him.
So, basically, most of what's needed is already there, except the horribly short range of HMG, and maybe enough accuracy to really be effective at mid range. |
George Moros
WarRavens League of Infamy
20
|
Posted - 2013.07.03 08:07:00 -
[2] - Quote
D legendary hero wrote:agree. but damage is a serious factor as well. real LMGs fire the same rounds as ARs, and HMGs bigger rounds. the damage per shot of the HMG in dust should at minimum be the same as a SMG, if not slightly less than an AR.
this won't affect ARs because ARs already do ridiculous damage.
OK, but this is more of a balancing issue. Adjusting accuracy and damage per shot with RoF to make a well balanced weapon. From the way HMG looks (long barrels and all), it definitely should be able to do damage per shot at least as an AR, and at the same ranges. On the other hand, with it's current RoF, and with AR damage per shot, it could easily become OP. |
George Moros
WarRavens League of Infamy
20
|
Posted - 2013.07.03 08:46:00 -
[3] - Quote
KOBLAKA1 wrote: I think they effed when they made it spool to get more accurate, that makes balancing damage and range way harder than it should be. Leave that for the laser HMG when it comes and you have more fps experience under your belt. They should have stuck with only acurate with burst and high damage.
Yeah. Maybe the Amarr heavy pulse gun will have decent range (if it's even on the roadmap). Maybe Minmatar heavy will be more agile and thus more suited for current HMG. Maybe Gallente heavy will have a pink helmet and smell of roses... |
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