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nukel head
Knights of No Republic
45
|
Posted - 2013.07.09 19:20:00 -
[61] - Quote
D legendary hero wrote:nukel head wrote:D legendary hero wrote:Cat Merc wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. Ignore him. It's obvious he wants the HMG to be an AR, only better in every way. are you serious? ya know what ok, i'll give you the benefit of the doubt. i want you to do me a favor. put 50,000 SP (you can get that in 2 days or so, playing casually, of 5 games playing seriously). put that into HMGs. just get a STD one. now put that on a militia suit, fit it out how you like. and use it. use it for 3 days, and then tell me what you think. please. Interesting. If the HMG is so terrible and the AR so epic...why don't you just use the AR? Last time I checked it would fit into that big muscley heavy weapon slot just fine. Would only take a day or two worth casual play to skill into those as well. ARs and heavy suits are ok. but i specc'd into them and it only proves my point. infact your post here only proves my point. if the only way to compete is to do what everyone else does, then its OP, or every thing is UP.
My post proves what? I was asking the question because I very rarely see a heavy sporting an AR. Why would that be is the AR is so powerful? Or are we talking about PROTO AR? |
D legendary hero
Strong-Arm
322
|
Posted - 2013.07.09 19:32:00 -
[62] - Quote
nukel head wrote:
My post proves what? I was asking the question because I very rarely see a heavy sporting an AR. Why would that be is the AR is so powerful? Or are we talking about PROTO AR?
the post proves that if the only viable solution in game to counter the AR is to use another AR then the AR is OP. if the only way to counter mass drivers was to use mass drives the MD would be OP |
BL4CKST4R
WarRavens League of Infamy
545
|
Posted - 2013.07.09 19:33:00 -
[63] - Quote
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.
A. problems with the HMG: extremely low damage, and high inaccuracy
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
external balancing factors are:
1. all suits increased movement speed, 2. other suits ability to disengage at anytime. (explained below)
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.
What if instead of buffing the HMG, we buff the suit to have 1600+ EHP when fully stacked for HP, nerf the Caldari Logi bonus, and actually fix armor, and bonuses, instead of throwing at us some useless plates! Even though your damage won't increase chances are you will kill them before your shields even notice they are being tickled |
D legendary hero
Strong-Arm
322
|
Posted - 2013.07.09 19:38:00 -
[64] - Quote
^^this could work too. ultimatly however it is fixed the HMG must be good at taking/supressing out infantry when equiped with an HMG. |
nukel head
Knights of No Republic
45
|
Posted - 2013.07.09 19:40:00 -
[65] - Quote
D legendary hero wrote:^^seriously, have you tried hitting people with this wacky aimming system using an HMG. on top of that i have to put my sensitivety up to 10 to get any turn on this thing, and the fact that movement speed was increased makes hitting people near impossible.
remember that 500 shield is resistant to bullet projectiles, and stile recover shwile being shot at. yes, if i shot the shield tankers shield the recharge timer starts after the first round hits, by bunny hoping and two step strafing, considering that they recharge 25 hp per second, and i do only 18 damage per shot, they can effectiely heal back at a rate higher than i am damaging.
people look at the paper numbers "oh proto hmg does 660 dps.. herp derp", but when all the factors are lined up its pitiful.
a GEK AR with just the blanket 10% does 490.9 dps. that only requires 170,000 SP. in less than 3days you can get a weapon that damage coparable to an HMG. in 2 seconds you've done 982 damage. so you heavy survies 1 second longer than your average troop if neither move. but because other units are more mobile, the heavy suit actually dies faster.
if the ehp where raised too high the heavy suit would be OP. but the damage increase and resistance i proposed are the only ways (without nerfing everything else) to make the heavy a usible suit.
We've tried hitting things with most every gun in the game (ok, I haven't tried the plasma cannon). Everyone has the same wacky aiming system and the enemies don't run any slower for anyone else. I use the GEK, but not when enemies get close because despite the really epic sounding numbers you posted, it is very difficult to hit with in close. I get most of my CQC kills with my STD SMG sidearm. Actually, I can do a lot more damage to heavies with it than I can my AR if I can get close. I guess it's OP? |
BL4CKST4R
WarRavens League of Infamy
547
|
Posted - 2013.07.09 19:44:00 -
[66] - Quote
D legendary hero wrote:^^this could work too. ultimatly however it is fixed the HMG must be good at taking/supressing out infantry when equiped with an HMG.
Well I think the HMG should do 100/100, even though it is a Minmatar weapon we really need it to do equal damage to armor and shields. If the above was set, which it will in the near future (hopefully under 5 years from now ), and the HMG did 100/100 there is no living soul brave enough to charge at you because they will be instantly dropped. It would require a really good scout with a MD or a shotgun, or at least two people to take down a heavy. Now imagine a heavy backed by a core focused repair tool that did not discriminate (shield and armor repair) he would be the ultimate wall.
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D legendary hero
Strong-Arm
322
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Posted - 2013.07.09 19:46:00 -
[67] - Quote
nukel head wrote:D legendary hero wrote:^^seriously, have you tried hitting people with this wacky aimming system using an HMG. on top of that i have to put my sensitivety up to 10 to get any turn on this thing, and the fact that movement speed was increased makes hitting people near impossible.
remember that 500 shield is resistant to bullet projectiles, and stile recover shwile being shot at. yes, if i shot the shield tankers shield the recharge timer starts after the first round hits, by bunny hoping and two step strafing, considering that they recharge 25 hp per second, and i do only 18 damage per shot, they can effectiely heal back at a rate higher than i am damaging.
people look at the paper numbers "oh proto hmg does 660 dps.. herp derp", but when all the factors are lined up its pitiful.
a GEK AR with just the blanket 10% does 490.9 dps. that only requires 170,000 SP. in less than 3days you can get a weapon that damage coparable to an HMG. in 2 seconds you've done 982 damage. so you heavy survies 1 second longer than your average troop if neither move. but because other units are more mobile, the heavy suit actually dies faster.
if the ehp where raised too high the heavy suit would be OP. but the damage increase and resistance i proposed are the only ways (without nerfing everything else) to make the heavy a usible suit. We've tried hitting things with most every gun in the game (ok, I haven't tried the plasma cannon). Everyone has the same wacky aiming system and the enemies don't run any slower for anyone else. I use the GEK, but not when enemies get close because despite the really epic sounding numbers you posted, it is very difficult to hit with in close. I get most of my CQC kills with my STD SMG sidearm. Actually, I can do a lot more damage to heavies with it than I can my AR if I can get close. I guess it's OP?
SMGs can't kill a heavy 40m out my hmgs max range. and i cnt imagine how you have a hard time killing in CQC with a gek do it all the time and it works all to well... nice try though. lol
so, no that SMG is working well within its parameters, ARs out gunning HMGs however at the hmgs optimal range is another story...
and yeah the enemy isnt moving any slower for you because your moving at their speed. but the heavy cnt move at there speed therefore the disparity is higher. (read earlier posts) |
D legendary hero
Strong-Arm
322
|
Posted - 2013.07.09 19:49:00 -
[68] - Quote
BL4CKST4R wrote:D legendary hero wrote:^^this could work too. ultimatly however it is fixed the HMG must be good at taking/supressing out infantry when equiped with an HMG. Well I think the HMG should do 100/100, even though it is a Minmatar weapon we really need it to do equal damage to armor and shields. If the above was set, which it will in the near future (hopefully under 5 years from now ), and the HMG did 100/100 there is no living soul brave enough to charge at you because they will be instantly dropped. It would require a really good scout with a MD or a shotgun, or at least two people to take down a heavy. Now imagine a heavy backed by a core focused repair tool that did not discriminate (shield and armor repair) he would be the ultimate wall.
this could max a big difference. well if the HMG did the bonus to armor and still did 100 to shield, it would make it worl. as it is an anti-infantry weapon this is a good idea. |
Breakin Stuff
Goonfeet Top Men.
1025
|
Posted - 2013.07.10 03:55:00 -
[69] - Quote
Hey look, he's back, and still smoking crack.
Fixing armor tanking fixes heavies. It just happens that it fixes the amarr assault and logi as well as the gallente assault, logi and scout all at once.
Go effing figure. fixing the intended method of tanking makes the suits viable? Interesting concept.
this is all heavies need: Armor tanking which is as viable as shield tanking.
And ferroscale and reactive plates not to suck. |
D legendary hero
Strong-Arm
338
|
Posted - 2013.07.10 04:02:00 -
[70] - Quote
Breakin Stuff wrote:Hey look, he's back, and still smoking crack.
Fixing armor tanking fixes heavies. It just happens that it fixes the amarr assault and logi as well as the gallente assault, logi and scout all at once.
Go effing figure. fixing the intended method of tanking makes the suits viable? Interesting concept.
this is all heavies need: Armor tanking which is as viable as shield tanking.
And ferroscale and reactive plates not to suck.
hmmm by thatlogic fixing the intended use for the HMG would make it work to... oh wait thats only what ive been saying for ******* 300 posts. |
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Breakin Stuff
Goonfeet Top Men.
1025
|
Posted - 2013.07.10 04:07:00 -
[71] - Quote
D legendary hero wrote:Breakin Stuff wrote:Hey look, he's back, and still smoking crack.
Fixing armor tanking fixes heavies. It just happens that it fixes the amarr assault and logi as well as the gallente assault, logi and scout all at once.
Go effing figure. fixing the intended method of tanking makes the suits viable? Interesting concept.
this is all heavies need: Armor tanking which is as viable as shield tanking.
And ferroscale and reactive plates not to suck. hmmm by thatlogic fixing the intended use for the HMG would make it work to... oh wait thats only what ive been saying for ******* 300 posts.
the only fix HMGs need is fixing hit detection. Hit detection is getting better and my HMG flays off defenses notably faster. Enhancing the performance of the DUST engine so far makes them do the job more.
right now the wonky-ass strafe speeds are causing the problem when people can strafe and backpedal at the same speed as moving forward and sprint-strafe from side to side. this causes lots of hit detection issues. hilarious when you hit them with a forge gun though. |
D legendary hero
Strong-Arm
340
|
Posted - 2013.07.10 06:21:00 -
[72] - Quote
^^this is true |
lol bunnies
Always playing to AFK
7
|
Posted - 2013.07.10 07:28:00 -
[73] - Quote
Agree but every other gun also benefits from better hit detection, so buffing everyone the same (hit detection) doesn't help to make any one gun better. I don't think the HMG should do the same for both shield and armor (lore) but rather CCP make a variant more effective against shields. I think we're close to balance but we need a solid 25%resitance not 25%more life. You cannot balance the HMG and heavy suit together, like the duvolle tac everything needs to be examined individually. |
Breakin Stuff
Goonfeet Top Men.
1028
|
Posted - 2013.07.10 07:45:00 -
[74] - Quote
lol bunnies wrote:You cannot balance the HMG and heavy suit together, like the duvolle tac everything needs to be examined individually.
you have to do this. you cannot use the HMG on any other suit. They have to be examined together. |
Seymor Krelborn
DUST University Ivy League
102
|
Posted - 2013.07.10 09:30:00 -
[75] - Quote
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.
A. problems with the HMG: extremely low damage, and high inaccuracy
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
external balancing factors are:
1. all suits increased movement speed, 2. other suits ability to disengage at anytime. (explained below)
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.
sorry but HMGs hit hard enough... heavy suits are buffed enough.... turning slow balances their incredible power.
on my alt which I just started I run heavies... a bp eon heavy suit with basic HMG and I murder mercs with it.
judging by your post you seem to think a heavy is a front line troop who charges into battle.
they are not...
heavies fortify a position they are defensive and they are amazing at that job.
also... you aren't running proto...anything proto will be tougher than your basic heavy suit by design... its supposed to be that way... get into a boundless suit and then see how you feel... |
Breakin Stuff
Goonfeet Top Men.
1034
|
Posted - 2013.07.10 13:23:00 -
[76] - Quote
SENTINELS are defensive.
Heavies are heavies.
there is a difference. |
D legendary hero
Strong-Arm
341
|
Posted - 2013.07.10 18:31:00 -
[77] - Quote
wrote: sorry but HMGs hit hard enough... heavy suits are buffed enough.... turning slow balances their incredible power.
on my alt which I just started I run heavies... a bp eon heavy suit with basic HMG and I murder mercs with it.
they are not...
heavies fortify a position they are defensive and they are amazing at that job.
also... you aren't running proto...anything proto will be tougher than your basic heavy suit by design... its supposed to be that way... get into a boundless suit and then see how you feel...
I am sorry but you are wrong. please read some of my earlier posts as i have put up the math, and described the experiences of using a heavy. i have all heavy gear from proto to std, the proto suits are hardly that much better than the basic. seriously the proto suit gets only 2high and 3 low. the sentinel gets 1 high and 4 low.
a STD AR in one clip does 1860 damage, and has a dps of 425, (milita Aits dps is 425, and has 48 in one clip so in one clip it does 1632).
wrote: judging by your post you seem to think a heavy is a front line troop who charges into battle.
and judging by your post you seem to think the heavy is supposed to sit on a non contested objective the whole game and wait for that one scout to pass by and shotgun you in the back.
in fact there are logistics suits that run around like assaults and do the hievies job better... i.e. the cadari logi with 588 shield, 417 armor.
let me ask you what is the fundamental difference between defending an area and attacking the very same spot. its unreasonable to think that a heavy who can't attack a position can magically defend the same position... forexample, if im defending the hallway of legend that you guys preach heavies belong in, what is the difference between me attacking people in it, and me defending it from approach? on defense id get grenaded, out gunned by ARs, and shotgunned, mass driven or flaylocked...
on offense the very same thing would happen.
defene and offense are related to your positioning not the suit you use. i've used my militia minmintar suit to defend objectives from 4-5 enemies... with dren AR and flaylocks. in fact in an alt i started yesterday i got a 1 man OB. you can ask CCP for my player record and will see that i got one yesterday using my account 'the warrior of legend.'
its not my skill the heavy suit just sucks. it needs more slots, better turn speed, and better movement speed OR more slots, a resistance to damage by 30% and better turn speed.
everyone else can modify their suit to do what they want with it, why can't i modify my heavy suit.
the HMG is another issue in its self.... with the poor hit detection, and fact that the enemy must but in the dot on the center of the hmg to be hit by any rounds which still factors dispersion is a shame... but i cover this in another thread |
CLONE117
Planetary Response Organization
29
|
Posted - 2013.07.10 18:51:00 -
[78] - Quote
u use over 200round of an hmg just to kill a single player...
i was suggesting a slower rof to fix it..
but heavy suit is too weak for its true roles..
it needs a buff in base hp..
since meduim suits can get that amount of hp easily.
and the heavy suit needs a buff in overall damage resistance oh and mlt ars.
a full clip will bring a heavy with full shield and armor down to half armor.
thats if all rounds hit.
the heavy suit is to slow ppl jump around all over the place and focus fire on heavys..
im sure every1 yells at there position the second they r seen.
they r pursued relentlessly across the entire map.
and any gun will melt there shields and tear their armor really fast..
while scout suits can dogde nearly every bullet that come at them and assualt can dogde some of that fire too....
ppl swarm on heavies shooting them from all directions.
its really unfair not being able to shoot back when players can run around u so easily the only time heavies will kill.. narrows hall way with little cover or if the heavy sets up a kill zone area//
but they have to use more cover than any other suit since they r so slow.
and im sure there more to say but i cant think of it right now..
but they do always have to look both ways before crossing the road. they might get splattered by an lav... |
D legendary hero
Strong-Arm
343
|
Posted - 2013.07.10 20:11:00 -
[79] - Quote
CLONE117 wrote:u use over 200round of an hmg just to kill a single player...
i was suggesting a slower rof to fix it..
but heavy suit is too weak for its true roles..
it needs a buff in base hp..
since meduim suits can get that amount of hp easily.
and the heavy suit needs a buff in overall damage resistance oh and mlt ars.
a full clip will bring a heavy with full shield and armor down to half armor.
thats if all rounds hit.
the heavy suit is to slow ppl jump around all over the place and focus fire on heavys..
im sure every1 yells at there position the second they r seen.
they r pursued relentlessly across the entire map.
and any gun will melt there shields and tear their armor really fast..
while scout suits can dogde nearly every bullet that come at them and assualt can dogde some of that fire too....
ppl swarm on heavies shooting them from all directions.
its really unfair not being able to shoot back when players can run around u so easily the only time heavies will kill.. narrows hall way with little cover or if the heavy sets up a kill zone area//
but they have to use more cover than any other suit since they r so slow.
and im sure there more to say but i cant think of it right now..
but they do always have to look both ways before crossing the road. they might get splattered by an lav...
you are 100% correct. this is the exact truth. long story short the life expectancy of a heavy is low... real low
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D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:27:00 -
[80] - Quote
bump |
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calvin b
Molon Labe. League of Infamy
50
|
Posted - 2013.07.17 04:48:00 -
[81] - Quote
They made the commando so heavies could use AR. The commandont is a joke. The reason I cant run an AR on a heavy is lack of ability to replenish the ammo. The supposed Logi is running around being an assault and fail to drop us heavies enough nanohives on some matches. So that is why I do not use the AR. Also I am sick of the AR this and AR that. Were is the diversity if everyone is running AR's? |
castba
Penguin's March
33
|
Posted - 2013.07.17 22:30:00 -
[82] - Quote
DoomLead wrote:honest fix for the heavy suit is to either fix the turn speed and add a slot giving the suit a total of four at basic 5 at advanced and 6 at proto and change the suit bonus to something to boost either damage, increase speed, or increase hit points because increase reload speed is useless when there is a skill for it
now the fix for the hmg is to just increase the effective range to 45m or increase damage to mirror the smg this is either or not both I think you will find that once the other racial heavy suits come, they will have 4, 5 & 6 slots. Every one needs to remember that we are using an Amarr heavy suit and as with the medium frame suits wil have less module slots than the other races.
I would like to see the Sentinel bonus change to 5% damage resistance per level - leave the speed and modules alone.
HMG? Agree with the 45m range, but maybe give it a sharpshooter skill at 3% per level instead of the 5% that the AR and SMG have.
That should make the heavy a little more feared without making them OP... Although I would be concerned about medium guys crying about the changes. |
D legendary hero
THE WARRIORS OF LEGEND
389
|
Posted - 2013.07.19 07:06:00 -
[83] - Quote
my proto hmg still gets out gunned by adv ARs |
Master Jaraiya
Ultramarine Corp
469
|
Posted - 2013.07.19 07:16:00 -
[84] - Quote
D legendary hero wrote:my proto hmg still gets out gunned by adv ARs
It doesn't help that we have to be Sniper accurate with our Aim on a High Dispersion lolHigh Damage lolCQC suppression weapon because the HMG Hit Detection is messed up. |
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