Deadliness Of New Accurate Hmg

matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
edited May 2003 in NS General Discussion
<div class="IPBDescription">2-4 times more damage</div> <!--QuoteBegin--Flayra+May 17 2003, 05:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ May 17 2003, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
O Tightened HMG cone to make better vs. ranged fades/oni and harder to respond to skulk chomping on leg (changed from 10 degrees to 6 degrees)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

When I saw this I decided to check how it affects the deadliness of the HMG. To do this, I looked at a burst aimed at the midpoint of a Fade and will try to find out just how many shots really hits using the old and new style HMG.

To make things simple, I'll make the Fade hitbox 2 units high and one unit wide. This also corresponds fairly well with one pace one unit.

r=cone of fire radius for the hmg.

All shots will hit if r<=1/2 unit.
At r=1, 2/pi shots will hit, or about 60%.
At r>1, 2/pi*r*r shots will hit, and thus it falls off real fast (double the range and you quarter the hits)

Thus the effective killing distance for a HMG reaches to a short bit beyond the range where r=1.

r = range * sin(10/2), which with some feroucious rounding gives r=range *0.1<=> 10r=range

r=1/2 then gives a range of 5 units and r=1 gives 10 units.

For the new angle of 6 degrees, we get
r =range * sin(6/2) <=> r = range * 0.05 <=> 20r = range

This is quite huge. At 20 units range, the old HMG would hit with 2/pi*2*2 or 15% of the bullets. The new HMG hits with 60% of the bullets. That's 4 times deadlier!

At a range of 10 units, the new HMG hits with 100% vs the old 60%, and so is does almost twice the damage.

To get an idea of the actual ranges, 20 units is about the distance across the wide part of the eclipse marine base.

Now, I'm not a playtester, but I did read that the new HMG was felt to be overly deadly. The numbers confirm it. At normal ranged combat ranges, the new HMG will do 2-4 times more damage then the old. IMO, this does not seem to be a good idea. Also, the reasons given for it being Fade dueling does not seem to apply, with acid rocket being a hive 3 ability, and as anyone with a modicum of pistol skill can testify, a narrower cone does NOT make skulks any harder to kill.

Comments

  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Erm.. i think the hmg has found a great balance... its in my opinion that the aliens are actually over powered at the moment.... And.. the hmg only does ALOT more damange if far awaycompared to 1.04 its the same amount close range compared to 1.04 sense if you were close all your bullets would hit...
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I guess that with the speed of an HMG and no more jumping around, having an HMG can bother you if the skulk is munching at your feet. you can't spray as much.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--lagger+May 17 2003, 05:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ May 17 2003, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Erm.. i think the hmg has found a great balance... its in my opinion that the aliens are actually over powered at the moment.... And.. the hmg only does ALOT more damange if far awaycompared to 1.04 its the same amount close range compared to 1.04 sense if you were close all your bullets would hit... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, both variants does the same amount of damage to a Fade-sized target at a range up to five paces.

    While I wouldn't call that "far away", if you say it works out fine in practice, then the numbers doesn't matter, of course.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Cereal_KillR+May 17 2003, 06:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ May 17 2003, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I guess that with the speed of an HMG and no more jumping around, having an HMG can bother you if the skulk is munching at your feet. you can't spray as much. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Who care's if it can't spray? Any veteran who can shoot will nail that poor skulk no matter what.


    Before HMG's could be dealt with at a range; now they are just the uber 1377 kill all weapon of doom.


    I think the best way to balence the HMG's would be to lower it's ROF. Make it a high caliber, accurate, Machine Gun, one that gives out sustained fire rather than overwhelming power.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Exactly, a lower RoF would work nicely.

    Or we could goto the S&I forum and bump my topic about how the default HMG should have one barrel, and an upgrade at the protolab gives it its second barrel (and thus becomes its full version)
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited May 2003
    I'll be honest, A LMG suffices in killing anything but onos, BUT ive only faught a fully upgraded onos, i have no idea how easy these one hive onos will be to kill, BUT Fade with regen = one hit on the marine(if lucky) then dead, fade with redemption is redemed before it gets a shot of, a fade with carapace provides a challenge, but well placed LMG shots kill it all the same, The point here is, APPARENTLY the cone reduction is to combat fades, that is just plain overpowering a already overpowered team. Oh and just so u know, u need to be so close to a fade it can whisper sweet nothings to you, to kill like i say above, but if you die, you were only a 1 res marine, who cares? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--DarkFrost+May 17 2003, 10:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ May 17 2003, 10:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll be honest, A LMG suffices in killing anything but onos, BUT ive only faught a fully upgraded onos, i have no idea how easy these one hive onos will be to kill, BUT Fade with regen = one hit on the marine(if lucky) then dead, fade with redemption is redemed before it gets a shot of, a fade with carapace provides a challenge, but well placed LMG shots kill it all the same, The point here is, APPARENTLY the cone reduction is to combat fades, that is just plain overpowering a already overpowered team. Oh and just so u know, u need to be so close to a fade it can whisper sweet nothings to you, to kill like i say above, but if you die, you were only a 1 res marine, who cares? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not only are you a one res marine, but that HMG you just dropped can be picked back up again...
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    This is what I think in relation to the HMG. It should be a "support" gun, NOT AN ASSAULT RIFLE! It's being used as an assault rifle. Way to fix this: give it a spin-up/warm-up/synchronizing time, so it can't fire right away! Then what will we use to combat fades, you say? The SHOTGUN! Make the shotgun more powerful vs Fades, and voila
  • 40oz_to_Freedom40oz_to_Freedom Join Date: 2002-11-02 Member: 3997Members
    Of course you still have to be able to pick one up. How does any weapon change benefit the marines when they spawn in? I've never seen a marine, even with a full armor upgrade survive long enough to move even a few feet when their base is being rushed.
  • AkinAkin Join Date: 2003-05-16 Member: 16368Members, Constellation
    PT'ers were saying that shotgun now does the same dammage but somthing to the effect that it is more quick pumping O_O Also fades now must get close to do any dammage (rocket is now 3 hive ability). Pt'ers were saing fade is now rarely used.
  • AkinAkin Join Date: 2003-05-16 Member: 16368Members, Constellation
    I personaly belive that the hmg should do half dammage and then make it do doubble dammage vs players =) this should encourage the nade use for structure removal (although i wonder if new oc's hit around corners or what O_O
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    good work, devs listen to him
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    edited May 2003
    <!--QuoteBegin--Forlorn+May 17 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ May 17 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Who care's if it can't spray?  Any veteran who can shoot will nail that poor skulk no matter what.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I dunno I was supposing that you'd have maybe some difficulty in a firefight, with the inability to jump away, your view jerking with his bites and a skulk turning all around your feet. But that's if he gets right at your feet. see maybe the cone will somehow pass over the skulk or something <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    yeah a bit like this
    (the cone is very wrong)
    ................./
    ................/
    .............../
    <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->.. \
    .................\
    .....<!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ...\


    edit: and if the guy aimed so well, he wouldn't have LET a skulk so close to him, and if he did, no matter the cone it wouldn't have made a difference
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Bear in mind.

    It will also <b>help</b> the melee Fades *Grin*

    Because, at point blank, less cone means they have to be <b>more</b> accurate, meaning less hits and easier time for the Fade.

    So, the HMG has got deadlier for sniping (another reason the Lerk is getting the blunt end) and weaker for close up (which is how it should be really, the marines are meant to <b>want</b> the aliens far away.)
  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    you would think with all of the high tech stuff, the TSA would be able to manufacture a powerful, cost effective, accurate, rapid fire, machine gun for the marines........
  • DenialDenial Join Date: 2003-01-08 Member: 12033Members
    I think a warm-up time for the HMG would be good, because it would force marines to play as a team. The grenade launcher already does this very well and I'd like to see teamplay encouragement with the HMG. This would also give LMGs a purpose - they are currently just the crappy thing you have until you get a better gun, and noone ever picks up those LMGs people drop when they get GLs and HMGs.

    This would also make HMGs very similar to the guns turrets have, which is cool. Turrets could get HMGs instead of their current gun (including a model change), and free one of those 32 weapon slots.
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    <!--QuoteBegin--lagger+May 17 2003, 05:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ May 17 2003, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm.. i think the hmg has found a great balance... its in my opinion that the aliens are actually over powered at the moment.... And.. the hmg only does ALOT more damange if far awaycompared to 1.04 its the same amount close range compared to 1.04 sense if you were close all your bullets would hit...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ehhh, the teams are actually balanced believe it or not. the HMG is a support weapon, and at NS_nothing i believe i go up the platform at marine spawn and deliver fire support with HMG. i think they perhaps could reduce damage or make it impossible to move while shooting except with JP(even then you will have reduced mobility). or perhaps make it cost more?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It already costs 25. Make it cost more and no one will buy it.
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