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KOBLAKA1
Opus Arcana Covert Intervention
196
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Posted - 2013.07.03 16:21:00 -
[1] - Quote
Sounds good to me.
Honestly if there was any logic to this game we would do at least SMG dmg... its a SUB-machine gun but does more damage per shot than a heavy one. Also Minmatar stuff is all interchangeable if you look at the art and read/listen to the design concept. So wouldn't the ammo be the same?
inb4 logic was your first mistake |
KOBLAKA1
Opus Arcana Covert Intervention
197
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Posted - 2013.07.03 16:29:00 -
[2] - Quote
Arkena Wyrnspire wrote:KOBLAKA1 wrote:Sounds good to me.
Honestly if there was any logic to this game we would do at least SMG dmg... its a SUB-machine gun but does more damage per shot than a heavy one. Also Minmatar stuff is all interchangeable if you look at the art and read/listen to the design concept. So wouldn't the ammo be the same?
inb4 logic was your first mistake Logic wasn't your first mistake. 'Logic' was. The much higher fire rate of the HMG is just as valid a measurement of damage as damage per bullet. If you did SMG damage per bullet, that rate of fire would unbalance the weapon. I think a much more reasonable proposition would be to remove the limits on turn speed, which is a terrible mechanic anyway.
find me an SMG that shoots a larger bullet than an HMG. Physics applies to ballistic weapons bigger equals more damage. We can go into deeper definitions if you want SMG is CQC weapon an HMG is not google it. I don't care about the modern day equivalents just the DEFINITIONS of the gun. RPM is not a valid excuse for doing less damage per shot
edit: i also think turn speed is garbage |
KOBLAKA1
Opus Arcana Covert Intervention
201
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Posted - 2013.07.03 18:46:00 -
[3] - Quote
Bob Teller wrote:KOBLAKA1 wrote:Arkena Wyrnspire wrote:KOBLAKA1 wrote:Sounds good to me.
Honestly if there was any logic to this game we would do at least SMG dmg... its a SUB-machine gun but does more damage per shot than a heavy one. Also Minmatar stuff is all interchangeable if you look at the art and read/listen to the design concept. So wouldn't the ammo be the same?
inb4 logic was your first mistake Logic wasn't your first mistake. 'Logic' was. The much higher fire rate of the HMG is just as valid a measurement of damage as damage per bullet. If you did SMG damage per bullet, that rate of fire would unbalance the weapon. I think a much more reasonable proposition would be to remove the limits on turn speed, which is a terrible mechanic anyway. find me an SMG that shoots a larger bullet than an HMG. Physics applies to ballistic weapons bigger equals more damage. We can go into deeper definitions if you want SMG is CQC weapon an HMG is not google it. I don't care about the modern day equivalents just the DEFINITIONS of the gun. RPM is not a valid excuse for doing less damage per shot edit: i also think turn speed is garbage RPM x dammage per shot /60=DPS...of course rpm matter I didnt say it didnt matter i said its not an excuse for doing less damage compared to an SMG
Edit: I swear people don't understand SMG means SUB machine gun but it and does more damage. |
KOBLAKA1
Opus Arcana Covert Intervention
201
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Posted - 2013.07.03 19:05:00 -
[4] - Quote
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...
Reserved for math |
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