Personally, I don't think using your firearms against an alien building, other than of course the nade launcher and the welder. Unless it's the only way of getting through an alien held postion on the map, you're making yourself vaunerable to any enemy near by.
IIRC before the beta forum cloaked, Flay said that the HMG was still better at damaging buildings that the LMG, even with reduced damage. So, overall, the HMG is still > than the LMG, but not as drastically vrs buildings. GL were made easier to get to as well, so my guess would be that it just added variety to the rine side without really affecting balance.
<!--QuoteBegin--BugBrain+Jul 23 2003, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BugBrain @ Jul 23 2003, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, overall, the HMG is still > than the LMG <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Is there any other point of having one in the first place then if it weren't <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
He was referring to HMG still doing more damage to <b>buildings</b> than the LMG. No point in calling it a heavy machine gun if it does less damage overall than the light machine gun, regardless of what it's attacking.
This change was made to get rid of the uberness of the hmg as an all round cookie cutter, and to promote versitility on the marine side of things.
<!--QuoteBegin--BugBrain+Jul 23 2003, 11:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BugBrain @ Jul 23 2003, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IIRC before the beta forum cloaked, Flay said that the HMG was still better at damaging buildings that the LMG, even with reduced damage. So, overall, the HMG is still > than the LMG, but not as drastically vrs buildings. GL were made easier to get to as well, so my guess would be that it just added variety to the rine side without really affecting balance.
Holy cacky I want 2.0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> not better than, the same as.
The HMG does 18 damage per shot in 1.04 I'm pretty sure, although the tooltips still say 20 it was changed in 1.01 or 1.02, so it would do less damage than the LMG per shot, but you have to take into consideration the bonus's of a high clip size and ROF.
Nope, HMG was changed back to 20 so now the bullets do the same damage vs. structures as an LMG. They still do damage faster because of the faster RoF and bigger clip.
HMGs are 20, 22, 24, and 26 over upgrade levels (10,20,30 percent boosts). So its still better than an LMG at buildings, but there is no problem with that, I think HMGs just plain tear through buildings too easily and more efficient then a GL. I think its not much of a nerf at all since the damage is now back at 20 so its +2 on each upgrade.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[ 11/06/02 ] :: Natural Selection Server Patch 1.01 released
The first server patch has been released. You do NOT have to download this unless you run a server. The list of changes include:
- Improved server performance by 20-30% (should result in slightly less lag, more changes still to come in this area) - Moved all gameplay constants into server code, so economy and balance will be identical on all servers - Added auto team-balance: you are not allowed to join a team if joining it would give that team more then 2 players more then the other team. - Dropped health and ammo packs now expire after 30 seconds - Sentry cost increased from 16 to 19 - Sentries and siege turrets now need a functioning factory to stay operational. They will power down and become inactive there are no factories nearby. If a new factory is built nearby, they will power back up. - Offensive chamber health increased from 1100 to 1200 - Lessened siege damage from 350 to 330 - Acid rocket rate of fire increased from .66 to 1.0 (shots per second) - Increased fade armor from to 90/125 to 125/150 - Increased acid rocket damage from 50 to 60 - Increased base speed of fade from 210 to 240 - Changed regeneration upgrade from fixed number to percentage of alien max health. Alien also emits regen sound when healing. - Grenade damage reduced from 200 to 180 (still does blast damage), clip size reduced to 4, rate of fire decreased slightly - Increased research time for heavy armor from 80 to 100 - Increased HMG cost from 23 to 25 - Increased grenade launcher cost from 27 to 33 - Increased cost of heavy armor from 20 to 25 - Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30 - Friendly fire now does 33% damage instead of full damage (tournament mode only) <b><span style='font-size:14pt;line-height:100%'>- Lessened HMG damage from 20 to 18 </span></b> - Numeric indicator at resource towers now shows how many actual resources were contributed to your team (minimum 1) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you can find a changelog more recent than 1.01 that states otherwise, I would like to see it.
- 20 damage HMG over 2 = 10 damage = lmg<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The LMG fires 15 bullets per second, the HMG fires 20-25 (not sure). Also, the HMG has a larger clip.
<!--QuoteBegin--Scarface121+Jul 24 2003, 01:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jul 24 2003, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can find a changelog more recent than 1.01 that states otherwise, I would like to see it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> 2.0y. Unfortunately the changelog is in the beta forum, which is no longer viewable.
Heh, but this thread still hasn't accomplished its purpose: no beta tester has spilled the beans on exactly how this affects the game. Maybe its a secret?
I got an HMG tonight with a jetpack and didn't die until lots of fades and lerks came. Gas killed me. I was dodging fades with JP. stupid lerk <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ok I'm a bit lost, was the problem addressed where the HMG was the be all and end all of weps?
I rememeber reading in 2.0x that it was UBER strong vs kharaa Structures and the GL pailed in comparason, Is there any point in using the GL or Siege in 2.0y? When 2.0 is out what will the best way to take down a hive guarded by OCs, DCs and SCs? Siege or HMG or GL or Combination of HMG and GL?
Hmg is DIRECT. Try to stand in front of a 2.0 OC...
The advantage of a GL is not only in the damage, but in it's ability to unload his full power from behind the corners. More importantly, a full loaded HMG rine can take down a WoL... maybe.... a full loaded GL rine can take down a whole hive.
People are using mixed squads. what you are all failing to adress is that the hmg can not take down 4 oc's in a row. the gl has splash dmg. All 2.0 weapons are viable - hmgs just are used the most because of their high clip, high rate of fire, and the dmg vrs aliens. (they make onos drop like flies) Gl's are also better at holding back the lower lifeforms (skulks lerks and gorges) because of their splash radius and dmg. the gl can hold back all aliens when they are at an advantage of space ... for an example on 1.04 ... lets take our favorite map "ns_relocatetocargo" otherwise known as ns_nothing, if a marine were to keep 2.0y gl spam going at the doors of marine spawn (heading to powersilo + cargo) the higher lifeforms would not be able to make a rush. Hmg would not be able to hold back the aliens because of lerks - umbra + gas + spores will hold back an hmg due to its cone of fire.
what role does the Siege play in 2.0 Is it uses much? Some people say its still usefull, others say not... SO is it worth spending the cash, or is it better to give rines GLs and HMGs to do the work.
Comments
Hopefully it promotes fireteams, take a HA squad for example.
Two at the front with shottie/hmg.
Two in the middle with GL
One or two as rearguard with shottie/hmg.
I think we'll be seeing a lot more of the GL, which is definately a good thing.
Holy cacky I want 2.0.
Is there any other point of having one in the first place then if it weren't <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
This change was made to get rid of the uberness of the hmg as an all round cookie cutter, and to promote versitility on the marine side of things.
Holy cacky I want 2.0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
not better than, the same as.
As of 2.0y:
- 20 damage HMG over 2 = 10 damage = lmg
- level 3 hmg = 23 damage (I'm pretty sure) over 2 =11-12 damage < 13 damage from level 3 lmg
One, maybe two points depending on rounding isn't a big deal.
The first server patch has been released. You do NOT have to download this unless you run a server. The list of changes include:
- Improved server performance by 20-30% (should result in slightly less lag, more changes still to come in this area)
- Moved all gameplay constants into server code, so economy and balance will be identical on all servers
- Added auto team-balance: you are not allowed to join a team if joining it would give that team more then 2 players more then the other team.
- Dropped health and ammo packs now expire after 30 seconds
- Sentry cost increased from 16 to 19
- Sentries and siege turrets now need a functioning factory to stay operational. They will power down and become inactive there are no factories nearby. If a new factory is built nearby, they will power back up.
- Offensive chamber health increased from 1100 to 1200
- Lessened siege damage from 350 to 330
- Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
- Increased fade armor from to 90/125 to 125/150
- Increased acid rocket damage from 50 to 60
- Increased base speed of fade from 210 to 240
- Changed regeneration upgrade from fixed number to percentage of alien max health. Alien also emits regen sound when healing.
- Grenade damage reduced from 200 to 180 (still does blast damage), clip size reduced to 4, rate of fire decreased slightly
- Increased research time for heavy armor from 80 to 100
- Increased HMG cost from 23 to 25
- Increased grenade launcher cost from 27 to 33
- Increased cost of heavy armor from 20 to 25
- Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
- Friendly fire now does 33% damage instead of full damage (tournament mode only)
<b><span style='font-size:14pt;line-height:100%'>- Lessened HMG damage from 20 to 18 </span></b>
- Numeric indicator at resource towers now shows how many actual resources were contributed to your team (minimum 1)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you can find a changelog more recent than 1.01 that states otherwise, I would like to see it.
As of 2.0y:
- 20 damage HMG over 2 = 10 damage = lmg<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The LMG fires 15 bullets per second, the HMG fires 20-25 (not sure). Also, the HMG has a larger clip.
<!--QuoteBegin--taboofires+Jul 24 2003, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Jul 24 2003, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- level 3 hmg = 23 damage<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
20 * 1.3 = 26.
<!--QuoteBegin--Scarface121+Jul 24 2003, 01:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jul 24 2003, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can find a changelog more recent than 1.01 that states otherwise, I would like to see it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
2.0y. Unfortunately the changelog is in the beta forum, which is no longer viewable.
I rememeber reading in 2.0x that it was UBER strong vs kharaa Structures and the GL pailed in comparason, Is there any point in using the GL or Siege in 2.0y?
When 2.0 is out what will the best way to take down a hive guarded by OCs, DCs and SCs? Siege or HMG or GL or Combination of HMG and GL?
Now you need GL and HMG.
Try to stand in front of a 2.0 OC...
The advantage of a GL is not only in the damage, but in it's ability to unload his full power from behind the corners.
More importantly, a full loaded HMG rine can take down a WoL... maybe.... a full loaded GL rine can take down a whole hive.
^^ if that makes any sense
Is it uses much?
Some people say its still usefull, others say not...
SO is it worth spending the cash, or is it better to give rines GLs and HMGs to do the work.