But … 35 x 12 is more than 50 x 6 … ![]()
Just a joke, I know what you mean.
On the other side we have the skills that give us plenty of damage buffs to outclass the enemies that don’t have access to such damagebuff skills.
You can have a Deceptor with maximum 84 x 12 … just saying.
Well, longer range MGs already exist in game. Theyre called: Watcher AT, Rattlesnake AT, Scorcher AT.
Unfortunatelly Heavies are not allowed to carry them, unless they join IEEE and get proper certificates ( like technicians do).
More seriously, theres no explanation. Just an arbitrary dev decision against PP world’s logic.
thats not really an issue… issue is, late Arthron comes into room, and kills your guy with one shot… unless he has maxed strength…
And they kinda make the point for not having a long range MG in the game
, as they are very OP.
I think the question has to be framed as to at what range you expect the MG to be able to hit with full or nearly full burst a slightly bigger than human target (like an Arthron) while wearing a full HA kit, taking into account the ranges at which other weapons are effective as they are intended.
You know, putting this issue together with the lack of tech advancement some players complain about, there could be an upgrade to MG’s and cannons with better accuracy and even some dmg or shred. Make it come later in the game, so that they would be used mostly against fully armored and evolved enemies. I know other weapons got upgrades with DLC2 (I haven’t seen any yet, just got a few research projects for now, no spoilers please
), why not those? In the end, in the name of not getting OP, they’re the most situational weapons, and one of the most UP most of the time.
A small accuracy upgrade on the existing weapons and a more advanced version later on wouldn’t break the game, I guess. At least it would make a lot of players happy! 
Ive mentioned before, Im fine with low range of current heavy weapons, assuming ones not bracing before shooting.
Turrets sort of take into assumption that theres bracing required ( you need to set up a turret and it cannot move). Increased range is what you get for such investment ( and heavy is lacking such mechanic).
I dont see NJ turrets as OP ( 1 shot is equvalent of 2 rifle shots). What is OP about turrets is manual control, which allows to pump 4 shots out of a turret ( thats an equivalent of adrenaline rush).
As for what Im expecting. Im expecting heavy to be able to engage enemies at the same range as rifle assaults and hit harder at those ranges, as long as he sets up ( so that he cannot run and gun as assaults do).
That is true, but I envision the benefit of bracing as adding somewhere around 50%, while with ATs it’s a 100% and more (compared to MG). I do see that as OP, beyond the manual control feature.
On the other hand, the turrets have a natural limitation due to their height. I think in practice something like a hand-held Rattlesnake could be OP because it’s mobile, even assuming that ER would be cut from 25 to something like 15-20.
I like the set up mechanic, but I think it will be difficult to implement. For instance, you shouldn’t be able to kneel or step out of cover in the Stability Stance mode (also to avoid it being used with light armor to turn the HC into a SR).
On the other hand, the way ARs work is that to be effective past early game they need to hit a specific body part, while HWs are not intended to be used this way.
My favorite example is the Chiron - its small head is always unprotected, so when engaging with ARs, you want a reasonable chance of hitting it there, which turns out to be at quite short range - in fact I think it’s shorter than the range at which you can engage a Chiron with a HW (at least with the Hel 2 Cannon), because you don’t care where it will hit.
Now, when it comes to advanced Arthons and Tritons who have min armor of 20, the range at with ARs are effective is quite short. 10-12 tiles? Less? More?
OK, I got that, no further questions, keep going ![]()
Depends hardly on the AR and armor acc buffs. Normal without buffs and if you want to hit specific weak points then I would say Daimos something around these 10 tiles, NJ gauss ARs 5-6.
Well, modding weapons (a la Xcom2) is still a possibility, and it could be helpful in many different ways - allowing for different munitions and upgrading weapons with Research. Perhaps reskins of existing weapons to make a more powerful late game upgrade could also happen, I don’t know.
Since not everytime you will be able to reach your armored arthron/triton target and kill it, often you at least can take pot shots with AR’s to reduce the target’s armor a bit, even if you can’t target a specific body part. That’s a difference too, for example if you have a few assaults close by a heavily armored foe (let’s say a frog/triton), it can be better to simply take 2 shots with each when the enemy is in the same animation position than to close with everyone and take 1 shot only. The first shots will break armor and then the other ones will hurt. If you close in, you won’t necessarily be able to find a non-armored body part to shoot (cover in the way, for example). It’s still better than to fire a HC from afar, which’ll do no damage unless you’re lucky.
Yeah, let’s take it without buffs first… That sounds about right, with some logical variations because body parts vary in size.
That’s the dream.
That is true, and it’s one of the things I like about ARs - you can take a cheap shot hoping you will get lucky and then set up OW, or even take two shots.
However, sometimes I do that with a HW too, because depending on circumstances a low chance to hit with big damage payoff seems worth taking.
But then again, in the early game it makes sense to shoot with an AR at targets that are 20+ tiles a way, because they have no armor. It doesn’t make sense to do that with a HW.
Well… I do OW with HW too, it just doesn’t hit most times, sometimes even when a bit close… and sometimes trying to assure that it hits, the hit cone is small, and then the enemy does not even trigger it.
Snapshot made the heavy weapons for huge enemies. They did not want to make them usefull for little targets. My heavy can shoot his cannon from range against… chirons and queens.Even sirens are little as they are very thin and still human sized when they stand.
If this game has only numbers with percentages, it would not be a problem as it will be about a calculation. But here, even the enemies poses are very important how and what to hit.
I am late game now with all the NY and Synd tech. With a lvl 7 team and high tech weapons, I can nuke so creazy even without lvl 7 skills. There are some weapons OP as hell and some soldiers can fire them so much at one turn. Again I talk without using lvl 7 skills. I even stop myself to use some gear with some soldiers to not make the game broken.
In a game like this, we are talking about a weapon which is so useless compared others with every way. Deceptor is only useful with a rage burst at point blank against huge enemies.
This is not an idea or point of view, this is a fact. If someone does not show me a miraculous tactical idea how to use this weapon with a heavy which perform better then other class or options, sorry but I won’t believe it.
I got so many options, from double shot AP snipers to 4 shot assaults with AP rifles everything perform much more better from far range and more safer place then a heavy with minigun or cannon.
In a world like this, saying “we don’t want better Deceptor or heavy weapons because it will break the balance” is a bit insulting. If you don’t care my minigun play, then I can’t care your so called balance in this game. There is no reason to try to defend this combination.
I am just giving 2 turret to my mechanic and place them at open… they act much better then a heavy with minigun… much much better… a turret… Another fun thing is, a turret could be so lethal when the minigun over a vehicle is so bad same time.
This game’s balancing is everywhere… You will say that this game is sandbox… then you won’t be creazy about balance… so making something useless is not a reason of balancing… thx.
By the way I made my heavy bombardier a sniper multiclass and give him a laser sniper… he hits like a sniper with sniper legs and head… but still can’t hit a heavy weapon from 5-6 tiles… how can you think this is right…
This is Rage Burst with Deceptor against a Chiron at 7-8 tiles:
(I did this clip a while back to show how the new Rage Burst works - I wasn’t going for maximum damage, just wanted to show how RB now tracks the target).
Ok, you can use it as I said “only against big enemies (only 3 at game and very few per lvl) and with rage burst” just a bit more far away. Nothing changed. It’s still “One purpose weapon”. And it’s faced against enemies head. If it would be back, it would hit less. But still I don’t want to have that one purpose, I want to use it effective against anything from range.
You can do it when there is enemy around and on open… If there was some enemies left, you would not able to do it. And try to use it just normal attack, it would make a funny damage too.
I’d like to see a Gyro Mount for the Heavy Armor, like the ones in Aliens.

Add like 30% accuracy, but -2 movement or something.
It’s very flashy, but you actually kill more enemies with Rage Burst in PX than those poor marines did in Aliens 
(also, just for the record, the Aliens in Aliens are super squashy, they would get RCed in one turn in PX
)
LOL, yes, but swarming is more their schtick. Either way the idea of a gyro mount or other stabilizer as an add-on to the Heavy armors that trades off Accuracy for something else is a valid idea IMHO.