WhiskeyJack Otako wrote:HowDidThatTaste wrote:Something needs to be done at close range now that strafing speed has been increased again and our tracking rate is slow.
It becomes very frustrating to be considered a close quarters suit whenever other suit can hop skip and side to side, ahead of my tracking speed. Granted not all can cause they are bad and many still die. But their is a limit to the hmg success based on mechanics not skill of the player this needs to be adjusted.
I've been discussing this with other heavies and we really think the damage needs to be increased at closer range, if we are not going to have our turning /tracking speed increased. The increase in damage may finely put the hmg in a good place.
Many heavies are probably scared to say anything cause we have been nerfed to the beyond and have made tiny little steps to get back to where we are now. And we are greatful for the handouts ccp. But let's make the heavy suit/hmg a truly dominant close quarter machine if that is the way we are going with it.
Let's face it heavies are worthless on open spaces now that range has been increased on all weapons. No problem we adapt we use LAVS, but since most maps are open spaces the least you can do is give us dominant power with higher damage in our optimal range.
The amount can be discussed but I'm thinking at least 1.8 per level of weapon.
Another heavy who thinks he should be invincible...
Dammit you guys are gonna make me do math...
Ok here we go:
So base math is 602 dps with three damage modifiers which any proto medium can pretty much pull off
MAX dps on the boundless (sacrificing tank) = 784 dps
"Wow look 182 difference told you HMG doesnt need a buff..." garbage due to all the disadvantages put upon the heavy.
1 there is almost no dispersion on the AR (especially with the SS skill) so pretty much all that damage is applied
2 HMG doesnt apply all of its damage right way so our dps is shite at first and if we let off the trigger at all (OH) it restarts.
3 Range effective range lets AR users hit us sooner
4 OUR Hitbox is monstrous and so is our head
5 we cant "DDR" which means thats another advantage to the AR user.
6 182 dps is 4 shots or so with AR its 9 with HMG... so turning, strafe, jumping all play a huge difference
7 this is just 1 v1 a heavy is supposed to take concentrated small arms fire not have a close call with 1 guy
In summary while i still believe SMG damage progression is the way it should be a 1.8 damage increase per level of HMG would be entirely fair to all involved parties.
edit: i was going to do a tank disparity analysis as well but i got **** to do. (ie std suit difference in tank heavy vs medium compared to at PROTO)