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Hyuan BubblePOP
Seituoda Taskforce Command Caldari State
1
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Posted - 2013.07.23 15:59:00 -
[31] - Quote
i too noticed this happening to me too, i would unload my hmg some poor mercs that were 5 - 15 meters from my hmg n they would take no dmg at all. daafuqqq?
also put a tiny piece of gum or tap or magic marker on the center of your screen where the dot will be, now the dam flames cant obscure the dot. |
Zael Junma
Federated Consultants PMC
0
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Posted - 2013.07.23 18:12:00 -
[32] - Quote
As a full proto-heavy, I can't tell you how annoying it is to be circled by an assault or scout just inside the circle, but not dead center (maybe I'm lucky to catch a foot as he jumps around like a rabbit), and get killed while unloading 1000 rounds of ammo. I don't expect the Boundless HMG to have range (that's what the assault HMG is for), I don't expect the Boundless HMG to shred people to bits (unless they get too close, sucks for them, but that's what the Six Kin HMG is for, pinpoint destruction). I expect the Boundless (and similar) HMG to be an area denial weapon that scares the living daylights out of anyone trying to enter my area of control. I expect to rack up assists while my support team (assaults and medics) clean up the mess and grab stragglers/flankers as I push them back behind the lines where they belong.
That's what the heavy should do, and it doesn't. Full proto-heavy (armor, guns, and suit) gets taken out 8/10 times by a cluster of enemies (read: more than 4) taking almost no damage while throwing grenades in my AOR and shooting my fat, slow, ass mercilessly because I'm unable to disperse a crowd and unable to retreat quickly. Sure, it does take me a good while to go down, and sure, I probably killed 3/6 of the people because I focused fire on them directly, but that's not what heavies should do. Boundless heavies should deny access in close quarters, Assault heavies should deny access in slightly larger quarters, and Six Kin heavies should be considered the AR of heavies in close quarters. They each have their roles, but none are effective (except the Six Kin) at them.
Fit the cone of destruction. Fix the heavies. |
George Moros
WarRavens League of Infamy
40
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Posted - 2013.08.08 05:19:00 -
[33] - Quote
Bump for this issue. This really needs to be addressed. I'm surprised that HMG heavies aren't screaming on the forums left and right for HMG hit detection to be fixed. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
12
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Posted - 2013.08.08 07:05:00 -
[34] - Quote
the hmg hit detection is awful, been screaming for a hmg buff /fix for ages, not to mention the need for a useful fat suit, i feel like ccp hates heavys at times |
JimmyV35
Penguin's March
0
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Posted - 2013.08.08 07:46:00 -
[35] - Quote
As being a HMG Heavy, I have found it very difficult. At times I think it is just me not being able to play, but I now see that others are struggling too. I had an instance last night where there were 4 reds crowded in a tiny hole and I was only able to knock them down to almost nothing and then they see me. I'm dead and they aren't. If this issue was fixed, it would bring balance back to the force. |
RA Drahcir
Psygod9 RISE of LEGION
82
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Posted - 2013.08.08 07:47:00 -
[36] - Quote
It is really annoying trying to get that pinpoint onto scouts and fast mediums, especially overly CQC and strafing gunfights.... But damn does it feel good running that little dot over multiple enemies. Sometimes that K/D graph looks like I am dropping orbitals. It would be nice if the cone of fire actually did damage. I probably fire 75% blanks. |
Kekklian Noobatronic
Goonfeet Top Men.
288
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Posted - 2013.08.08 08:03:00 -
[37] - Quote
Yea.. I was firing away with a Burst yesterday at targets about 27-35m out.. And unless they were RIGHT ON THE DOT, I was not landing any hits. Think about that. They were entirely within the cone, but if the dot was not on them they did not receive any bullet shots.
Sooo.. HMG more accurate than AR? wut? |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
9
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Posted - 2013.08.08 08:11:00 -
[38] - Quote
I haven't heard of this nor have had issues with my heavy..
;Then again I use a six-kin and freedom HMG.
Will have to try this out with the MH82 later on. |
God Anpu TheImmortal
The Pyramid Order
34
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Posted - 2013.08.08 08:17:00 -
[39] - Quote
George Moros wrote:Master Jaraiya wrote:There seems to be something wrong with the hit detection for the HMG.
Absolutely no bullets seem to be registering unless I keep the tiny dot in the center of the Reticule on an infantry target. Sometimes it seems I must keep the dot on the center of a target to get any hit detection.
It seems to me that with the amount of dispersion the HMG has I should get hit detection immediately upon placing the Round part of the Reticule on a target. You might very well be on to something here. I also noticed that the hits don't register unless you get that "red X" mark while shooting, and you get it only when you aim straight at the target. It's possible that the game engine doesn't calculate bullet trajectories at all, and simply imposes a "dispersion" penalty to damage based on distance to target / reticule ring size, but only if your aim is exactly at target. If your aiming isn't perfect, all damage is simply ignored. Actually, this makes perfect sense if calculating individual bullet trajectories to check for hits on a weapon that fires 2000 RPM puts some serious strain on battle server, and it very well might be so. If all this is true however, then HMG is not a "spray-and-pray" weapon at all, but rather a "aim-perfectly-and-curse-stupid-game-mechanics" weapon. I agree very much with this especially when it comes to using a burst type heavy machine gun. Also this problem helps to kill us further by allowing other players to step side to side while we're shooting and take no damage this is frustrating. How can some one step through hundreds of bullets and not get scratched |
God Anpu TheImmortal
The Pyramid Order
34
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Posted - 2013.08.08 08:22:00 -
[40] - Quote
George Moros wrote:Bump for this issue. This really needs to be addressed. I'm surprised that HMG heavies aren't screaming on the forums left and right for HMG hit detection to be fixed. The problem is that CCP is heavy biased every since I have been playing or watching devs talk they only play medium and light class so they would have the slightest inclination of what a heavy is lacking. This also proves why every week assaults get all the cheap gear on the market and new packs etc. Lol took them like 7 month's to get a refurbished boundless. |
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ChromeBreaker
SVER True Blood
995
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Posted - 2013.08.08 08:44:00 -
[41] - Quote
I am holding judgement till after the aiming changes in 1.4....
however i have noticed some odd moments |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
576
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Posted - 2013.08.08 09:02:00 -
[42] - Quote
OMG
Checking this out tonight. If it's true I will report back with a ton more info and tests.
Also, this means a TON to me as a heavy. Normally I would just let a player run back and forth in my little circle of doom as they strafed and wouldn't aim at them at all (I'm lazy okay?). What this lets me know now is that I will be able to kill enemies faster if the red dot in on them.
As a Scrambler Rifle marksman, this is very good for me. |
ChromeBreaker
SVER True Blood
995
|
Posted - 2013.08.08 09:34:00 -
[43] - Quote
I-Shayz-I wrote:OMG
Checking this out tonight. If it's true I will report back with a ton more info and tests.
Also, this means a TON to me as a heavy. Normally I would just let a player run back and forth in my little circle of doom as they strafed and wouldn't aim at them at all (I'm lazy okay?). What this lets me know now is that I will be able to kill enemies faster if the red dot in on them.
As a Scrambler Rifle marksman, this is very good for me.
You would think but due to our turn speed its harder to keep the dot on target... dont even think about doom mode lol |
RAGING GIGGLES
Hostile Acquisition Inc The Superpowers
34
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Posted - 2013.08.08 10:42:00 -
[44] - Quote
It seems bullet hits only start to register in the very center when the cone starts to contract, even then it's a nightmare to keep it dead center on target more than 15 M away. So we have to fire and wait till it contracts to get maybe 3-5 seconds of that "sweet spot" before it starts to wobble and then overheat. It's a mini-gun for all practical purposes, it's supposed to be a devastating bullet hose that shreds infantry. Instead, everyone knows all they have to do is dance back and forth to avoid 2000 rpm? I myself do the dance to avoid what should be a wall of lead (or plasma, w/e) coming my way, or i close the distance asap and take advantage of the suuper slow turning rate. CCP, the HMG is definitely not performing as it should, plz fix. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
576
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Posted - 2013.08.08 11:02:00 -
[45] - Quote
This is very much true.
From long range you can clearly tell that the bullets are not doing any damage until you actually have the dot on the person.
Even at close range the effect is there. It's hard to notice, but the player's health only goes down when the dot is red. By sweeping back and forth across a player, it's easier to see what's going on.
CCP PLEASE LOOK INTO THIS |
Powerh8er
DIOS EX. Top Men.
26
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Posted - 2013.08.08 11:24:00 -
[46] - Quote
The hit detection on the hmg is good enough... maybe the damage on the proto hmg's need a slight little buff thats all. |
George Moros
WarRavens League of Infamy
41
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Posted - 2013.08.08 12:09:00 -
[47] - Quote
Powerh8er wrote:The hit detection on the hmg is good enough... maybe the damage on the proto hmg's need a slight little buff thats all.
HMG is a bullet-hose, an epitome of "spray and pray" weapons, and a pretty inaccurate one for that matter. The main point of a weapon that fires 2000 RPM is to compensate it's inaccuracy with a shitload of bullets - because of dispersion, some of them are bound to hit even if your aim isn't dead-on.
Therefore, it really isn't an issue of whether hit detection is "good" or "bad", but whether if it's working as intended or not. If it's true that you have to keep aim on your target dead-on in order to do ANY damage to it, then it clearly isn't working as intended.
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
577
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Posted - 2013.08.08 19:42:00 -
[48] - Quote
BUMP |
Master Jaraiya
Ultramarine Corp
506
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Posted - 2013.08.08 20:24:00 -
[49] - Quote
Wow guys, thanks for all of the information you are providing in this thread. I only hope CCP will take notice sooner, rather than later, and get this fixed. After all for us Heavies this is a major problem. |
D legendary hero
THE WARRIORS OF LEGEND
599
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Posted - 2013.08.08 20:29:00 -
[50] - Quote
bacon blaster wrote:Face it, guys: CCP hates heavies. Actually, CCP hates anything that isn't a medium suit or a lav.
or an AR |
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D legendary hero
THE WARRIORS OF LEGEND
599
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Posted - 2013.08.08 20:31:00 -
[51] - Quote
Master Jaraiya wrote:N1ck Comeau wrote:I shot at a wall, and that at one of my friends, this is not the case. the bullets disperse in this circle, thats why shooting longer is more accurate. Shooting at a wall reveals nothing. Sure you can see the bullets hitting the wall, but what difference does that make? Do walls take damage? No. Do walls have hit markers? No. That is simply a graphic similar to muzzle flash. Was your friend on the same team? If so again, nothing. I have been using the HMG since Chromosome and I can say with 100% certainty that unless the center dot is on target I get absolutely no hit detection. I see no hit markers. No damage is dealt to the target. If the bullets do in fact disperse in the cone as you say, then I should be dealing damage as soon as the cone touches the target, but this is not the case.
Maybe this is why the HMG sucks so hard, between the suit and the hit detection no wonder my damage is so low! |
D legendary hero
THE WARRIORS OF LEGEND
599
|
Posted - 2013.08.08 20:33:00 -
[52] - Quote
you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on. |
Master Jaraiya
Ultramarine Corp
508
|
Posted - 2013.08.08 20:58:00 -
[53] - Quote
D legendary hero wrote:you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on.
Yea, lol. When I made the original post I wasn't sure if this was something broken or working as intended, which is why I posted it in Feedback.
I have been convinced now, for some time, that the HMG is definitely not working as intended, and needs to be fixed as soon as possible.
IMHO the HMG Hit detection should work like this:
Remove the center dot. It is useless on an area denial/suppression type weapon.
Fix the hit detection so that if x% of the circular reticule is on target then x% of total DPS is dealt to that target.
If I have 25% of the circle on a target, then I should be doing 25% of my total DPS to that target provided the target is within effective range. Outside of effective range this percentage would reduce according to damage falloff.
If I have 80% of the circle on one target and 20% on another, I should be dealing 80% of my total DPS to the first target and 20% to the other. Again this is provided both targets are in effective range. |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
14
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Posted - 2013.08.09 01:39:00 -
[54] - Quote
Master Jaraiya wrote:D legendary hero wrote:you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on. Yea, lol. When I made the original post I wasn't sure if this was something broken or working as intended, which is why I posted it in Feedback. I have been convinced now, for some time, that the HMG is definitely not working as intended, and needs to be fixed as soon as possible. IMHO the HMG Hit detection should work like this: Remove the center dot. It is useless on an area denial/suppression type weapon. Fix the hit detection so that if x% of the circular reticule is on target then x% of total DPS is dealt to that target. If I have 25% of the circle on a target, then I should be doing 25% of my total DPS to that target provided the target is within effective range. Outside of effective range this percentage would reduce according to damage falloff. If I have 80% of the circle on one target and 20% on another, I should be dealing 80% of my total DPS to the first target and 20% to the other. Again this is provided both targets are in effective range.
Your percentages are a little to high. They'd be about 5-10% less because of cone effect/dispersion. Spraying that many rounds downrange you'd most likely miss almost 1/4 of your chain/box w/e. That's just at 10m with a full auto, why I use six-kin, more rounds in less time keep the dispersion minimal |
Master Jaraiya
Ultramarine Corp
512
|
Posted - 2013.08.09 02:13:00 -
[55] - Quote
Justine Oma-Lyndel wrote:Master Jaraiya wrote:D legendary hero wrote:you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on. Yea, lol. When I made the original post I wasn't sure if this was something broken or working as intended, which is why I posted it in Feedback. I have been convinced now, for some time, that the HMG is definitely not working as intended, and needs to be fixed as soon as possible. IMHO the HMG Hit detection should work like this: Remove the center dot. It is useless on an area denial/suppression type weapon. Fix the hit detection so that if x% of the circular reticule is on target then x% of total DPS is dealt to that target. If I have 25% of the circle on a target, then I should be doing 25% of my total DPS to that target provided the target is within effective range. Outside of effective range this percentage would reduce according to damage falloff. If I have 80% of the circle on one target and 20% on another, I should be dealing 80% of my total DPS to the first target and 20% to the other. Again this is provided both targets are in effective range. Your percentages are a little to high. They'd be about 5-10% less because of cone effect/dispersion. Spraying that many rounds downrange you'd most likely miss almost 1/4 of your chain/box w/e. That's just at 10m with a full auto, why I use six-kin, more rounds in less time keep the dispersion minimal
I don't understand why you say these percentages are to high.
The rounds disperse inside the cone right?
So if 100% of the rounds are inside the cone, and I have 25% of the cone on a target, then it makes perfect sense that I would deal 25% of my total DPS to that target. |
Summ Dude
Militaires-Sans-Frontieres
4
|
Posted - 2013.08.09 03:31:00 -
[56] - Quote
"Master Jaraiya" wrote:I don't understand why you say these percentages are to high.
The rounds disperse inside the cone right?
So if 100% of the rounds are inside the cone, and I have 25% of the cone on a target, then it makes perfect sense that I would deal 25% of my total DPS to that target.
I think what he means is that there would actually be around 95% of your bullets in the cone, with the other 5% flying errant outside of the circle. And this makes sense to me; I would expect with that many bullets firing that fast, some of them would veer way of course. This would also act as a good balance to it lacking precise aiming skills (you don't need to be aiming directly at your target to hit them, but you'll also never get 100% dps on them because of it). |
Master Jaraiya
Ultramarine Corp
513
|
Posted - 2013.08.09 03:48:00 -
[57] - Quote
Summ Dude wrote:"Master Jaraiya" wrote:I don't understand why you say these percentages are to high.
The rounds disperse inside the cone right?
So if 100% of the rounds are inside the cone, and I have 25% of the cone on a target, then it makes perfect sense that I would deal 25% of my total DPS to that target. I think what he means is that there would actually be around 95% of your bullets in the cone, with the other 5% flying errant outside of the circle. And this makes sense to me; I would expect with that many bullets firing that fast, some of them would veer way of course. This would also act as a good balance to it lacking precise aiming skills (you don't need to be aiming directly at your target to hit them, but you'll also never get 100% dps on them because of it).
According to what I have seen, and what I have heard from CCP, the bullets disperse inside the cone. Period. If indeed bullets end up outside the cone, what happens if they hit a target? Would they do negligible damage? How would it be calculated?
Also, if my target is at point blank range and I have 100% of the cone on target why shouldn't I do 100% damage? I seriously doubt any rounds are escaping in point blank range.
However, if indeed some bullets stray out of the cone, this could simply be calculated according to range. Maybe something like -2% DPS per 20 m of range. |
FATPrincess - XOXO
Shining Flame Amarr Empire
422
|
Posted - 2013.08.09 06:45:00 -
[58] - Quote
Absolutely terrible terrible!!!!!
-XOXO |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
12
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Posted - 2013.08.09 08:40:00 -
[59] - Quote
all hit detection is pretty rough on this patch but the HMG will bring tears to your eyes |
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