Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
108
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Posted - 2013.07.03 07:58:00 -
[1] - Quote
I'm a through and through Heavy, and even I have a hard time swallowing this..
D legendary hero wrote:i just finished playing for 3 hours (to thuroughly test out the patch and HMG) with a squad and every match we encountered caldari logisitics with over 1000 EHP.
i fought one guy in a caldari assault suit (or logi i dnt quit remember but it was proto) who had 588 shield and 417 armor. i faced advanced caldari suits with 780ehp. my heavy suit only has 466 and 425 shield/armor respectively. i dnt put plates because the penalties are far too great.
-First, he likely has Shield and Armor skills maxed, granting him +25% / +25%, not to mention effacy bonuses. -With those bonuses, he's also full tank equiped, meaning no damage mods. It's the extreme end of the spectrum. -You only have +15% / +5%, and are using no armor mods, therefore you get no effacy bonus. Or, you are only +5% / +5, and are using a basic shield extender module. Whatever the case, you're drastically under-skilled
D legendary hero wrote: A. problems with the HMG: extremely low damage, and high inaccuracy
-The HMG is perfectly accurate at full-spin, the problem is hit detection. -The damage is fine, the problem is range scaling. Especially if you were engaging outside of 30m, which it sounds like you were. -High range favors the AR - get behind some cover, and force him to come to you. If you want long range combat, you're using the wrong gun.
D legendary hero wrote: solution: damage per shot and total DPS. the base damage must be increased to AT MINIMUM SMG damage per shot (25+), if not at max assault rifle damage per shot (34+). this gun isnt doing enough damage at its optimal range, i am still being out gunned by ARs, and SRs. in close range im beat by everything and at long range too. A buff even to 34 damage per shot is balanced by the HMGs:
1. range 2. dispersion 3. reload speed 4. over heating 5. recoil
Let me stop you right there, I'm seeing the problem. You're a low-skilled character trying to take on high skill characters. Want to know how I know? Because you think 'over heating' is a balance. At HMG 5, you basically never overheat. You need to try the Prototype HMG - they don't balance around Standard variants.
Additionally -Every trigger pull(even the small ones) fires off 2-3 rounds. That's about 30-40 damage on a Standard HMG with no damage mods. In other words, ON PAR with AR's. Stop looking at the individual bullet damage, it's not a good indicator of damage output. With your numbers, I would do over 75 damage in a fraction of a second - a completely unreasonable amount. -Range, again. Range is fine, the problem is HMG users not knowing their effective range, and attempting to engage outside of it, as well as HMG users not knowing how to dictate range(something that is fairly important). -You have over 425 rounds. That's about 30 seconds of balls to the wall continuous fire - something no HMG user should ever really be doing(unless you flux'd a bunch of dudes and are going HAM at point blank). The reload time is just fine. -Recoil is really barely noticeable. Because of your previous complaints(over heating, reload speed), it's a easy draw to think that you're basically spraying and praying and hoping for the best - something which WILL generate lots of recoil. Back off the trigger there, Tex.
D legendary hero wrote: external balancing factors are:
1. all suits increased movement speed, 2. other suits ability to disengage at anytime. (explained below)
-Suit movement speeds are fairly close. It's stamina that determines effective mobility in terms of distance -Heavies can disengage at any time. Think smarter, not harder. Ride around with a LAV. Use cover(LAVs make great improvised cover). Know the terrain. You CAN make it out alive, it just requires some thought. -Cover cover cover!!!! If you duck behind a wall, they have to come around the same wall, and nobody(not even proto suit users) like taking on a HMG near point blank.
D legendary hero wrote: B. problems with heavy suit:
the slow movement speed, turn speed, and extremely limited slots makes this suit ineffective against all but milita gear even at the proto level. enemies can easily engage and disengage the heavy at anytime regardless of what weapon he is using. making the suit a liability to the team rather than an asset.
solution: 1. increase turn speed to that of all other suits. add more high and low slots to be on par with the assault suit of the same race, or 1 less than the logistics suit of the same race. 2. give the suit a 25% base resistance to damage with an increase via leveling up the heavy suit (basic,sentinel, commando, etc) to a max of 35-45% resistance to small arms fire.
this is balanced the fact that other suits have an extreme advantage in movement speed, jump height and over all mobility. and since other suits can reach the same EHP or greater than that of a heavy without sacrificing speed. the heavy should be able to counter act this with greater defense, and turning speed. inaddition to a better slot layout allowing for a more versitly soldier.
This is a mess, but i'll try and tackle it.. -I run around in a standard *all the time*. You can fit an enhanced damage modifier(or complex depending), a plate and a rep on it, not to mention grenades, sidearm, and HMG. You really don't need much else. If you want lots of slots, go play a medium frame. And it only gets better as you get up to ADV and Prototype. At proto level, you're vicious. -Turn speed is fine, but I will say we could probably use a jumping buff. Much more fluid too since 1.2. -If you want a heavy with equipment, Commando is over there *points*. -The part about the damage resistance I agree with, but there's a thread on that already. A rather large one actually.
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