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xjumpman23
Royal Uhlans Amarr Empire
376
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Posted - 2013.07.03 18:45:00 -
[31] - Quote
HMG's don't need more damage. Heavy's just might need 5% more health. |
KOBLAKA1
Opus Arcana Covert Intervention
201
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Posted - 2013.07.03 18:46:00 -
[32] - 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. |
WhiskeyJack Otako
The Southern Legion RISE of LEGION
64
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Posted - 2013.07.03 19:02:00 -
[33] - Quote
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... |
Aqua-Regia
Ahrendee Frontlinez Omega Commission
228
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Posted - 2013.07.03 19:04:00 -
[34] - Quote
No, Just No!
Bad Heavy Bad, now go home.
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Lance 2ballzStrong
SyNergy Gaming EoN.
2490
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Posted - 2013.07.03 19:05:00 -
[35] - Quote
WhiskeyJack Otako wrote:Another heavy who thinks he should be invincible...
i fail to see how improving turn speed or increasing dmg in cqc is asking to be "invincible". I'm guessing you're not a heavy, otherwise you'll know turn speed is an issue. |
KOBLAKA1
Opus Arcana Covert Intervention
201
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Posted - 2013.07.03 19:05:00 -
[36] - 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 |
HowDidThatTaste
Internal Error.
2940
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Posted - 2013.07.04 06:33:00 -
[37] - Quote
KOBLAKA1 wrote: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)
Almost let me help you with your math.
Absolute hmg numbers against against absolute numbered of other weapons. Nice try.
Balance is an in game mechanics that is all we ask. If it was a spreadsheet number analyzer. I might would agree with you on paper. (This is the problem we are trying to correct.)But your math supposes all hits achieve their downrange target.
Dps that miss can not be counted. In you equation.
In reality this is not true.
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xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
13
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Posted - 2013.07.04 09:22:00 -
[38] - Quote
I say give it more damage or more range, be able to fight in cqc or medium range either way it will have a role. Plus I think the heavy suit is a different topic, because if you look at only the suit its crap its one redeeming factor is the HMG which is not so great, I thought I was giving up a good suit for a good gun. |
Protected Void
STRONG-ARMED BANDITS
35
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Posted - 2013.07.04 09:32:00 -
[39] - Quote
I've had a couple of Scrambler rifle play time after the update, so I'm going to wait a little before I say anything definite. The general feeling, though, is that I struggle a lot more landing shots. I know the optimal range is supposed to have been increased, but it feels like the opposite has happened. |
HowDidThatTaste
Internal Error.
2958
|
Posted - 2013.07.04 17:18:00 -
[40] - Quote
Either fix straife speed back to uprising. Which no one really wants, me included, or increase damage to compensate for the bad mechanic or fix the bad mechanic by increasing the heavy turn/track speed. |
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XxWarlordxX97
Internal Error.
2214
|
Posted - 2013.07.04 17:21:00 -
[41] - Quote
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.
it's true |
XxWarlordxX97
Internal Error.
2214
|
Posted - 2013.07.04 17:23:00 -
[42] - Quote
TheMarkOf22 wrote:Lance 2ballzStrong wrote:TheMarkOf22 wrote:the last thing the HMG needs is a buff... lol.... says the Caldari Logi / tact. Duvolle / RE user Curious to know what gun you're using now since it was nerfed. Every weapon I have proto I use, I don't need any weapon to do good. I can spec heavy right now and I would instantly be the best heavy in the game.
Just because you have a modded controller does not mean you will, But please do try |
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