Recent posts by Ugicywapih on Kongregate

Flag Post

Topic: NovaLode / Fabricators and Storage

Just my 2 cents’ worth – I agree with the points raised by the rest of the community about the storage and fabricator space issues. I understand the unlimited fab storage wasn’t WAI and it had to go, but at the same time, even without it, I’ve kept running into storage issues with my credit storage tab maxed. As it is, with no ability to expand my storage further without paying real cash, the contract items being unstackable and the prefabricates having fairly low stack limits, the game is borderline unplayable as an F2P player. TBH, I’ve actually considered getting an extra stash tab and some carry cap boosts both as a QoL upgrade and to support an indie dev, but the recent changes irked me enough, that I’ve just decided to spend that cash on Guild Wars 2 after I’ve learned it was 50% off.

Turns out it’s a great game, so thanks, Litmus, I guess.

Edit: as far as constructive ideas, maybe consider making the offending items more stackable (I’m thinking at least 5 finished, 25 prefab?), change the fab limits to something like 3+2 per license level unlocked, up to 15 and allow players to buy extra storage at incrementally increasing prices (you could set the point where incremental pricing starts to take effect pretty early too, especially if you lower the initial price on it. This way, newer players would have more space while vets would still be encouraged to buy the token tabs)? Also, with the fabricator limits, keeping items unclaimed prevents the players from fabricating, meaning it’s not a viable strategy whether you add timeouts or not, might as well drop them. It’d still nerf mass production and disable rampant fabricator squirrelling while offering a credit sink. It might disincentivize purchase of token storage tabs somewhat, but how far the incentive loss goes depends mostly on how you balance incremental cost increases on credit tabs and tbh, I don’t think those were your biggest moneymaker in the first place – if reducing their desirability attracts more players, you’re still going to come out ahead, I bet.

 
Flag Post

Topic: NovaLode / Bugs

Description for the Indestructible Rock junk item states, that it cannot be destroyed. However, dragging it out of the inventory prompts the usual “do you want to destroy this item” dialog box, with “yes” option working just fine. Shenanigans?

 
Flag Post

Topic: NovaLode / is this game pay to win ?

It is a journey with no destination, so to speak, very zen.
You just mine rocks to get better at mining rocks, ad infinitum. Real cash makes you get better faster and can offer temporary advantages (such as better equipment, which will still wear down with use), but it offers no permanent benefits unattainable through good old fashioned sheer diligence.
Also, this game isn’t very competitive (or at least doesn’t appear to me as such), so, without competition or set end goals, you don’t “win” per se, ever, even if you burn wads of cash before your monitor in some misguided consumptionist effigy.
All in all, I’d say paying real cash doesn’t even make it much more enjoyable, it’s just a shortcut on an infinite path, potentially alluring, but ultimately futile.

 
Flag Post

Topic: War of Omens / upgrading uncommons

There was a thread earlier, where folks were collecting and compiling data regarding average card rarity in packs. Apparently, oaks have significantly over 70% (I don’t remember the exact numbers) chance for commons while relative rarity of the cards available in higher grade packs remains more or less the same (IE, the chance to get a rare from an oak pack, that does not contain a common or uncommon is more or less the same as the chance to get it from a gold pack). So yeah, generally if your main goal is to upgrade uncommons, stick to silver, if it’s scarce, stick to gold. This approach fails to factor in the xp gain for maxed cards of course, but I’ve never found it to be a relevant enough factor to bother.

 
Flag Post

Topic: War of Omens / Arsenic bug

Have you factored in the fact Arsenic counts as a poison itself? AFAIK the poisons currently available are arsenic, belladonna and hemlock.

 
Flag Post

Topic: War of Omens / Robbery and Sabotage rebalancing

Recently in chat, Catluck mentioned Robbery and Sabotage are getting rebalanced. As you can probably guess, I’m bringing this up because I have my own ideas on the subject matter:
- one option would be to make them a proactive resource drain rather than reactive: make them semi-persistent cards with a counter mechanic, like Surveillance or Frame – whenever an opponent gains a resource, say, 50% chance to cancel or steal that resource, with 8+ attempts (or 4+ successful procs) per play. This lends these cards improved overall resource denial ability and gives you the opportunity to mess up their plans to spend resources to avoid embezzles, while making them difficult if not outright impossible to use in spike tactics, which as I understand was the original issue. The downside is, straight steal is an elegant mechanic and getting rid of it is kinda sad.
- Another idea is, make the destruction on play of robbery and sabotage chance-based rather than assured. This, again, distributes the effect over time, making spike tactics harder to pull off.
- If a spike-based combo of cheap resource denial cards and arson is the main issue and nerfing the resource denials doesn’t work out, how about changing arson instead? Maybe instead of dealing damage when it has no resources to burn, have it put the enemy gold into the red?

So, what do you guys think, got any ideas of your own, or thoughts on the stuff I posted here?

 
Flag Post

Topic: War of Omens / Pack stats

20 oaks: 15 commons, 4 uncommons, 1 scarce
+22: 10 commons, 9 uncommons, 2 scarce, 1 rare

 
Flag Post

Topic: Mech Conquest / Player tips

Actually, melee weapons have very good damage output and high end mechs can go from long range to melee in 1 turn easily enough. As such, my personal favourite setup is actually a single mech with double crit boost melee weapons (mjollnirs or failing that, kurosawas) with melee/close range damage and speed research priorities. I enter the fights where I can expect to go first and rush the enemy. Even if I don’t score a massive OHK crit (and those crits are common on maxed 4* pilots), damage boosts generally mean the first hit advantage lets me carry the fight.

 
Flag Post

Topic: Mech Conquest / Annoying bugs

With the speed/initiative issue, endgame meta is relevant IMO, though not the single defining factor. As far as pre-endgame scenarios, I believe going first still provides enough of an advantage, that it’s worth upping speed regardless of the fact winning initiative prevents you from dropping a skill on turn 1.

I think the choice to allow sharing focus between mechs might be actually improving the game’s balance, as alternative would favor solo mechs, as opposed to 2-3 mech squads even further, by allowing them to build up focus while the squads lose their supply so far every time a member is wrecked. That being said however, having mech squads being both weaker than solo mechs of similar mech performance rating and more expensive to use fuel-wise makes them IMO pretty much useless aside from several very specific situations.

I’ll definitely agree on skill balancing tho. I think Dash and Knockback are meant to augment a mech’s ability to control his position relative to the enemy, not alter initiative order which appears to be decided at the start of the fight. However, mid-game you start seeing people going from long to melee range in one turn – if both sides have that kind of speed at their disposal, dash becomes obsolete, knockback only hampers an enemy if fired by a long range mech against a short/melee mech, that doesn’t have enough excess speed to cover the extra distance… Agreed about the problem with knockback hitting before your own attacks, even on non-melee mechs, it tends to remove the enemy from your weapons’ effective range, similar to how when using dual mid-range weapons at higher levels, the first one knocks the enemy back too far for the second one to hit reliably. Also, abundance of focus makes focus strike’s utility very limited, HP attack is generally weaksauce despite being fairly expensive focus-wise and ignite and stun are stupidly OP, especially stun under the right conditions. Also, skill descriptions are often misleading or downright wrong (IE, the base attack damage isn’t mentioned on Deflect or Knockback, and Stun’s effect isn’t clearly described – it just says you stun the enemy mech. The actual effect reduces their movement to 0, but it’d be just as logical, if not more, to expect to see debuff to the enemy’s accuracy instead for example.). BTW, having knockback fire off after the attacks would help with the skill itself, but it would do nothing to fix dual mid-range weapons… What do you think of replacing knockback effects with crippling for example? Some balance changes to range and mobility would also be in order to maintain feasibility of kiting in the endgame (maybe have both mechs moving each turn, but reduce overall ranges or something…?), but if mobility is somehow made relevant, I think crippling or knockdown would be a great replacement for knockback.

 
Flag Post

Topic: Mech Conquest / Annoying bugs

As far as Deflect goes, I think the description is messed up, it seems to do your average attack damage (half of your damage stat, more or less) plus absorbed damage. Knockback seems to work in a similar fashion, adding an autohit, 0%-crit attack to the knockback effect. Regarding damage absorption, there is an “absorb damage” boost available for bodies and weapons – it seems to act as raw damage resistance, but the way it’s been worded seems to suggest damage reflection to me.

On ability charge times, it’s not 100% time based, I’m sure of that. You can chain EMP grenades, effectively skipping enemy turn. If it was entirely time based, you shouldn’t be able to use a skill after dropping EMP, since the enemy wouldn’t take long enough (or at least you should have to do it right after the EMP, whereas it seems you can wait until after the second attack).

Regarding speed, you can still drop consumables on the first round if you go second, but that and being unable to use skills when going first doesn’t bother me as much, seeing how crit builds are powerful enough, that current meta seems to revolve around speed, damage and crit boosts, often hitting for over 120K on crit. That being said, it would be nice if defenders couldn’t drop a skill on turn 1 when going first with focus, but whatever, the game has much bigger balance issues to deal with IMO – high level mid-range weapons sucking, low level melee weapons sucking (to a lesser degree perhaps, as the issue can be fairly quickly dealt with by working on legs and speed upgrades), mobility-affecting abilities other than stun being largely irrelevant in the 1200-1300+ speed territory (which also acts as an indirect nerf to speed bodies, as their speed bonuses don’t seem to affect initiative order) and of course the fact, that most abilities, even when spammed at every opportunity, eat up less focus than you generate, even if you leave the leisure shuttle at lvl 4 or 5, most notable exception being knockback, which sucks sweaty balls anyway. Oh and that’s not a balance issue, but having an actual endgame would be nice. A few days back, I’ve spoken with one of the more advanced players, who quit the game a while back (I think it was Phorton, not 100% sure) and he said the reason he bailed was that there isn’t much to do once you’ve got 3 sets of 4* mechs running – frankly, I can well see where he’s coming from.

Edit: I’ve actually forgotten the biggest balance issue of them all! Mech performance! Matchmaker balancing is a bloody clusterlovemaking right now.

 
Flag Post

Topic: Mech Conquest / Reporting upgrade bug and abusers

I didn’t see anything as blatant as pilots over their max level myself, but wyn has previously proven to have a point, so the issue certainly warrants some investigation. I can certainly confirm however, that I’ve seen mechs, that had fewer part-based bonuses than the amount of 3* and 4* parts they were running would imply.

As a side note, I’m happy to see HBG staff appearing again on the forum, welcome back, kuattro.

 
Flag Post

Topic: Mech Conquest / can't login today

Same problem here. It gets stuck at “connecting to server”.

Edit: Issue appears to have been fixed for me.

 
Flag Post

Topic: Mech Conquest / Game suggestions

Actually, upgrade bug may’ve gotten a ninja fix – last I saw yohyzo’s mechs (more than a week ago too, I think), the stats were considerably reduced and the pilot, that displayed a level over its max before was on max level then.

 
Flag Post

Topic: Mech Conquest / Cross-hair Bonus Thingy

Thanks, I’m glad you guys like these. Also, here’s another idea, more related to the OP subject:

Some time ago, I’ve heard an idea in chat to link the crosshair rating to medals instead of credits or raw FP. Now, full medals would be both unbalancing (since even a bronze medal is supposed to be harder to get than, say 100 credits) and effectively useless to many players (good parts are extremely hard to come by, so right now, I actually upgrade some stuff not to buff it, but to get rid of junk, especially as far as pilots are concerned). So, how about adding a special ribbon collectable? I imagine it working like this: iirc currently crosshair bonus is split into 4 tiers, giving 10, 20, 50 and 100 credits. How about instead making it nothing, bronze ribbon, silver ribbon and blue ribbon, with, say, 10 ribbons of a given colour turning into an appropriate medal. This way, the amount of medals shouldn’t be excessive and quick-fingered high level players should have sufficient motivation to click away. It also gives you an easy way to add event rewards – during events, have a chance (maybe 5% per crosshair icon? We don’t want it to be easy, do we?) for every crosshair to instead spawn as a special event crosshair instead (IE santa hat or present icon for christmas), not more than once per enemy mech – if a player clicks that, their crosshair bonus ribbon would be uptiered by 1 level, making it a slow (and only temporarily available) but feasible and engaging way to get green medals without a top end mech set. As an added challenge, you could also have a chance to spawn “bad” crosshairs (IE grinch face or coal for christmas), that downtiers the ribbon – these of course would have to be possible to skip without affecting the player’s overall crosshair rating, but you wouldn’t have to limit them to one per fight.

 
Flag Post

Topic: Mech Conquest / Cross-hair Bonus Thingy

@Rifleman
To the contrary, I’ve also been pitted against enemy solo mechs about twice my rating. As such, I believe it sufficient confirmation, that matchmaking is not currently balanced to counteract uneven efficiency between a single and multiple mechs of the same rating. At best, we got a stopgap measure, that makes scoring massive winstreaks harder.

Besides, working off of average mech efficiency would just end up with people running 2 dummy mechs with a power cost of 12 and no upgrades in each setup just to reduce their average rating. IMO, the best way to go about it is to use a derived value, that factors in the strongest mech in a ship, IE instead of using people’s total MP, match them based on [(ship’s highest MP) * 3+(ship’s total MP) * 1]/2 . This way solo mechs going against a full set of 3 get fights up to around 200% their MP, making high streaks still easy to hold, pairs get up to 125% of their highest MP (assuming paired mechs are on even MP), and even 3 mech groups get to fight people more or less on their MP. Of course, you could alter this formula to punish solo mechs more (IE [highest*6+total*1]/3), less ([highest*3+total*2]/3) and you can still have high winstreak folks fighting AI a bit above their rating, but 200%+ MP against a similar number of mechs is overdoing it way hard.

Edit: lol, ninja’d. I guess I spent too much time writing up the calc :D

 
Flag Post

Topic: Mech Conquest / *3 pilot better than *4 pilot?

Incidentally Kuattro, have you folks considered revamping the skill system somewhat? The high focus regen, especially at higher levels, coupled with the fact you only get to use one skill every turn you get means only a few skills (most notably the rather lackluster knockback) will deplete your focus faster than it regenerates, effectively making it a trivial resource. Increasing skill costs would help, as would reducing regen or increasing the amount of opportunities to cast (maybe at the beginning and at the end of your turn, with reduced damage on some skills? This approach could also let you separate skills into start-turn and end-turn ones to force a bit of extra variety on people).
Also, I’ve had a hard time finding a good use for a few skills: focus strike would be passable if focus was more relevant, but at higher levels when covering the distance from long range (which is the furthest your mech will fall back to) to melee can be easily done in one turn, dash and knockback seem inherently lackluster, especially when compared to Stun – dash doesn’t affect the turn order once the fight’s started anyway and while knockback can increase the distance above long range somewhat and the unlisted damage component is nice to have, the extra distance still won’t save your bacon most of the time and it makes you miss more too, as it casts at the start of your attack phase, after you move to optimal range, but before firing. This low utility value is especially troubling with the high cost of the skill, which makes it look like an intended endgame ability, while Stun, which roots the enemy completely comes at paltry 200 focus. All in all, I feel the main issue with mobility skills is that there’s a lot of base move to be had, compared to effective ranges. Of course, this is necessary to make melee/CQC mechs viable mid-endgame (incidentally, it’s also a huge reason why they suck early on IMO), if the combat starts at long range, as having them plod through withering enemy fire wouldn’t usually end well. To this end, perhaps you could introduce variable starting distance based on mech speed comparison, if their preferred range is diffrent? Like maybe they do start at long range, but then they get 3 turns of free movement with no attacks, skills/consumables or focus gain on account of scrambling each other’s ECM, trying to set up an ambush or what have you? This way, you can increase the distances and their relevance while making melee more viable at lower levels. There’s also the HP attack – I understand reduced damage compared to on level Ignite is intended, but when running it on a mech with a fully levelled 4* torso and maxed hp research, but 3* weapons and no attack research, I’d still deal more damage with the cheaper Ignite, essentially rendering HP attack useless for even high HP builds. You’ll also note HP attack works off the same % of your max HP as Heal, despite heal being cheaper and having more general utility, which as I imagine was your main rationale for giving the repair drone consumable less efficiency than the similarily priced orbital strike.
All in all, the game’s awesome (though some pilots remind me of Witcher 1’s racy collectible romance cards, but that’s a pet peeve of mine, that most people don’t seem to share) which is precisely why I’m soaking enough time and brainpower into it to figure out this kind of feedback. As such, I hope you’ll forgive me for a ranting textwall :D

Edit:
A bit of an afterthought, but have you guys considered adding more persistent or delayed skills, like damage over time, mines or something? Right now, the only skill I can think of, that lasts more than one turn is Deflect.
Also, healing can bring your mech to over its max hp, is that WAI?

 
Flag Post

Topic: Mech Conquest / *3 pilot better than *4 pilot?

Maxed out 4* should have considerably higher critrate, meaning they work very well with crit damage booster weapons for example. Also, Deflect isn’t bad, but yeah, overall it’s not a hero I’d be thrilled about myself. No stun is a big downer, it’s a situational skill, but a well placed stun chain wins battles.

 
Flag Post

Topic: Mech Conquest / Fuel and other questions

You can check your current fuel under shop→resources. It’s less than convenient to be sure, but I imagine the lack of fuel bar on the fleet screen is an oversight on part of the devs and due to be fixed sometime in the unspecified future.

You pay 10 fuel for every mech you use in a fight, so defeating 3 enemy mechs with one of your own costs you 10 fuel, defeating one enemy mech with 3 of your own is 30. All that matters is the amount of mechs you decide to run.

Range seems to have no effect on damage dealt – just on accuracy (I don’t know the exact formula and I’m guessing it’s not public knowledge anyway, but from personal experience, long range weapons have a better chance to to hit in short range than short range weapons on long range, but lower chance to hit in long range than short range weapons in short range). Also, melee weapons cannot attack on any range beyond 0 at all, though they still contribute to your mech’s damage rating for the purpose of abilities such as Ignite. Mixing weapon types is generally a no-no, since your mech moves before firing, so using diffrent weapon types means one of them will be firing at an inadequate distance. Mid range weapon on a right arm with a long range weapon on the left one seems to be a bit of an exception as right arm seems to control the distance your mech keeps from the enemy and shoots first so, as mid range weapons have knockback and at higher levels the first salvo can knock the enemy all the way into long range, you can use that to knock them back with mid and them pop a long. This, however, is still a questionable tactic, as damage research is very handy, but also range specific, so mixed mid/long range builds suffer from inherently inefficient research based damage boosts. Incidentally, this also means dual mid range weapons will often interfere with each other’s accuracy at higher levels (as right arm will knock the enemy out of left arm’s effective range) which is why I tend to avoid them altogether.

Stun roots the enemy in place, meaning, aside from skill use, you can effectively render a melee mech harmless (or a short ranged one, if you run long range, or a long range one if you run short). It might also affect accuracy, not sure. All in all, a pretty powerful, but situational skill. As for knockback, the skill also deals your average weapon damage (as in half-ish of what the mech stat says). The distance itself, dunno, seems pretty far, but I’m really not sure, I don’t see it used often. With good reason too, later on a mech can go from long range to melee in one turn pretty easy (it takes like 1300-1400 speed), so knockback doesn’t do much good, mostly just knocks the enemy out of your effective range, to which the mech moves before using the skill.

When enhancing, parts are arranged by star ratings and power costs while pilots are arranged by star ratings only, what with them not requiring any energy. As such, your best bet is prolly scrolling to the part of your inventory where the current equipment piece would be.

All in all, it’s not all easily answered, the range mechanics in particular, but I hope I’ve managed to be of some help.

 
Flag Post

Topic: Mech Conquest / Cross-hair Bonus Thingy

Faction points would be great, as they’re much harder to come by in bulk amounts than cash. In particular, I’d like it if the crosshair bonus scaled with the encounter level, say 5-50% of the base FP value.

Regarding the other question, mech performance is a numerical representation of your mech’s combat prowess – it seems to factor in the pilot’s and parts’ base stats and upgrade level, either directly or deriving them from its stats. It does not seem to factor in how reasonable your part selection is (IE it won’t decrease if you’re mixing weapon types). It’s currently unknown, as far as I can tell, if this value is somehow affected by your research levels. It seems to be mostly used for matchmaking, meaning that after a few easy wins you’ll mostly face mechs around your own mech performance level. TBH, it’s a bit of a problem with matchmaker right now – it looks like mech performance offers strongly preferential matchmaking to strong solo machines, so people who run more than one mech are either strong enough, that no single mech can match their total performance anyway, or they’re basically feeding the enemy easy wins. As for the icon, I think it’s a trophy. Going by my value, I’m guessing it’s your rank in mech performance.

 
Flag Post

Topic: Mech Conquest / Cross-hair Bonus Thingy

Whenever you land an attack on an enemy mech, 2-3 crosshairs appear. Click them before they disappear to get a crosshair bonus. The bonus is worth between 10 credits (for clicking no or few crosshairs) to 100 credits (for clicking all the crosshairs). Interesting albeit not gamechanging at lower levels, a bit of a waste of time later on.

 
Flag Post

Topic: Mech Conquest / Add Me

HBG-XFV2K

Feed me fresh friendship!

 
Flag Post

Topic: The Last Stand: Dead Zone / One Way In Which This Stupid Game Is Broken

Originally posted by darkfang77:

hey moron, did you read all the posts or not? the survivor being healed cannot do anything, he’s effectively frozen, I have to move my healer back and then my survivor.

Issue is that if I’m healing and a rush happens the healer gets blocked and therefore my survivor being healed is blocked

You can cancel the healer’s order to heal by issuing any other command, be it moving them to a diffrent spot, ordering them to attack nearby zombies, or even using active gear – all those things should cancel the heal. Of course, being swamped by zombies to the point where you have trouble moving is a problem in and of itself, and I believe you may find it helpful to learn how to set up backstabbing opportunities to maximize your DPS and eliminate large zombie groups before they become a problem. Or you can just have one survivor kite the horde while others run away – there’s a limited maximum amount of zombies, that can appear on the map simultaneously, so if you let a full spawn come and one survivor gets aggro on everything, he can just keep running while everyone else is recuperating, shooting or doing their best impression of a comatose sloth.
Also, the survivor being healed isn’t exactly frozen, they will still attack enemies, that come in range (if they have sufficient ammo), you just can’t have them move or reload. It might be possible to have them scavenge containers within range while they’re being healed too, but frankly, I’ve never seen it necessary to test it out.
Finally, folks may not be agreeing with you, but they are trying to answer your questions and, quite possibly, to help you. There’s no need to get quite that huffy about it, much less throw around insults.

 
Flag Post

Topic: The Last Stand: Dead Zone / ZPP clan! Recruting all Levels!

Originally posted by l33t1:What’s a DF.

DF may refer to Dead Frontier, a diffrent game heavily featuring zombies. I imagine sgt mistook you for someone he knew in that game, or possibly recognized you.

 
Flag Post

Topic: The Last Stand: Dead Zone / New Improvised Gun "Mini-Vulcan"

You have at no point mentioned the reduced move speed or long aim time. The move speed is a good call, but in itself, it would IMO be vastly insufficient to counter the DPS alone, not to mention the range. The aim time isn’t a bad idea either, as it effectively nerfs the DPS – I’d think about making it around 0.5-0.7s rather than 2.0s, since the PvE game revolves heavily around large enemy groups, and 2 second aim time is far too extreme. However, I believe I’ve seen it said on these forums (though not sourced, so I consider it unconfirmed), that variable aim times were tested by Con and caused glitches and crashes. Also, with aim times and DPS being less of an issue in PvP, it’s still an obscenely overpowered weapon for raids and raid defense.

And of course, balance aside, there’s also the matter of inconsistencies with the crafting system so far and abilities working in a most unusual fashion (the recoil thing bugs me in particular).

 
Flag Post

Topic: The Last Stand: Dead Zone / New Improvised Gun "Mini-Vulcan"

Originally posted by sgtzpp33:
Originally posted by l33t1:

Summed up in two words:

Stupidly overpowered.

well what did you expect? it’s a Vulcan for god’s sake, it’s supposed to be overpowered!

No.

This is perhaps a little too concise, so let me explain it detail: no, it’s not supposed to be overpowered and you are terribly, utterly wrong.

This is a high powered MG design and as such, it certainly ought to bring major firepower to the table, but first off, many of the other characteristics make little to no sense, and second, giving a lvl 18 player firepower on par with the very best lvl 35 uniques means you’re introducing a crippling game balance issue, where this gun is used exclusively (or as much as its ammo consumption allows) by anyone and everyone who has access to it, effectively making other weapons redundant.
The firepower issue could perhaps be alleviated by massive (I’m thinking 300-400 range here) ammo consumption, severe run speed penalty and, if possible, introducing a “tripod” or “gun emplacement” active gear item – Con mentioned he plans on adding active gear, shields specifically, that rather than being used up on use will be toggled, so you could have a tripod in that slot, that you need to set up, with maybe 3-5 seconds’ setup time, before firing heavier weapons like this – this would, I feel, reduce the utility of the gun somewhat to the point where with a little extra nerfing (lvl 18 req? Puh-lease) it wouldn’t necessarily be quite as gamebreaking as the currently proposed version, while also restraining it to the more realistic defense and area control function – because let’s face it, this isn’t an LMG, it’s a HMG.

edit: And of course, 35+ range… Has. To. Go.