According to one of those tip messages on the Thirsty Onos Servers*, the shotgun and the LMG deal the same dps if you calculate in reload times. The HMG deals 20% more base damage than the LMG, and also has less reload time overall. I'm not sure about the fire rate, though. My guess is that the HMG has a higher dps than the other two weapons.
However, the shotgun deals burst damage. As such it's probably better in close range and definitely better to kill fades - unless you're really good at tracking fades, but at that point the w3 LMG should work just fine. So unless you're up against Onos that you can track for a long time, sg/LMG will probably give you more bang for your buck. Especially since shotguns deal lots of burst damage and LMGs are free.
Now, if you want to defend a position against Onos things look different; In that case I'd go straight for a Minigun Exo, though, for the added survivability.
But you could use the HMG as a backup weapon in your Exo
Of course this is subjective, and I haven't played much with the HMG yet... maybe some comp players can shed more light on this based on their experience with the compmod HMG.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
You also need to factor in the extensions. We are changing those values live during this weekend. I believe HMG damage is actually 7 right now, and spread was reduced to 4.2
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Balance.lua and BalanceMisc.lua are you friend
Agreed. Just wanted to start a discussion on the pros/cons between the two.
I think the JP+HMG combo should be the ideal late game setup for killing lifeforms and allows the high skill members of the team to go hunt down onos. With the current weight restrictions it is still a better choice to go with a JP+Shottie in most situations.
I would heavily reduce the weight restrictions with the JP and focus more on increasing the reload time as the proper tradeoff for the HMGs firepower. Some other notes with the current early implemented HMG:
- Doesn't show "HMG" on the scoreboard when a player is using it
- Needs its own killfeed icon
- Current minigun sound should be switched the early alpha LMG sound which had a beefier sound until the permanent one is in.
- The "reload" sound should be made more apparent to attacking aliens so they know when the HMG is reloading.
Comments
kShotgunDamage = 10
kShotgunDamageType = kDamageType.Normal
kShotgunClipSize = 6
kShotgunBulletsPerShot = 17
kHeavyMachineGunDamage = 6
kHeavyMachineGunDamageType = kDamageType.Puncture
kHeavyMachineGunClipSize = 100
kHeavyMachineGunClipNum = 4
kHeavyMachineGunRange = 100
kHeavyMachineGunSecondaryRange = 1.1
kHeavyMachineGunSpread = Math.Radians(5)
However, the shotgun deals burst damage. As such it's probably better in close range and definitely better to kill fades - unless you're really good at tracking fades, but at that point the w3 LMG should work just fine. So unless you're up against Onos that you can track for a long time, sg/LMG will probably give you more bang for your buck. Especially since shotguns deal lots of burst damage and LMGs are free.
Now, if you want to defend a position against Onos things look different; In that case I'd go straight for a Minigun Exo, though, for the added survivability.
But you could use the HMG as a backup weapon in your Exo
Of course this is subjective, and I haven't played much with the HMG yet... maybe some comp players can shed more light on this based on their experience with the compmod HMG.
___
*Correct me if it was a different server.
Agreed. Just wanted to start a discussion on the pros/cons between the two.
I think the JP+HMG combo should be the ideal late game setup for killing lifeforms and allows the high skill members of the team to go hunt down onos. With the current weight restrictions it is still a better choice to go with a JP+Shottie in most situations.
I would heavily reduce the weight restrictions with the JP and focus more on increasing the reload time as the proper tradeoff for the HMGs firepower. Some other notes with the current early implemented HMG:
- Doesn't show "HMG" on the scoreboard when a player is using it
- Needs its own killfeed icon
- Current minigun sound should be switched the early alpha LMG sound which had a beefier sound until the permanent one is in.
- The "reload" sound should be made more apparent to attacking aliens so they know when the HMG is reloading.
Great addition overall though.