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Cat Merc
BetaMax. CRONOS.
3443
|
Posted - 2013.07.22 10:09:00 -
[1] - Quote
Before you hiss at me, hear me out on this. I have a feeling that the fix to splash radius, where before even if you were right over the explosive it won't do damage, fixed this weapon and it's now a fine weapon without the increased splash radius.
I just want to see how it acts if they remove the buff for a week or so and see how it behaves. If it's once again bad restore the buff, otherwise keep it.
This isn't just a request from me, I see a lot of people claiming this too in different threads, I say, put the theory to the test. |
Bendtner92
Internal Error. Negative-Feedback
772
|
Posted - 2013.07.22 10:10:00 -
[2] - Quote
Mass Drivers should just go back to 4 shots a clip. |
Django Quik
R.I.f.t
1033
|
Posted - 2013.07.22 10:14:00 -
[3] - Quote
Bendtner92 wrote:Mass Drivers should just go back to 4 shots a clip. Yeah, I never understood why there was the increase in the first place - I used to use them in Codex with the 4 shots and it was fine.
But I still believe that there's an issue with splash damage being the same across the entire splash radius - I can't confirm this is definitely the case but that's the way it seems to me with all explosive weapons ATM. If splash damage dissipated with distance from the impact point, splash weapons wouldn't be anywhere near as much a spam without aiming weapon. |
Cat Merc
BetaMax. CRONOS.
3443
|
Posted - 2013.07.22 10:15:00 -
[4] - Quote
Bendtner92 wrote:Mass Drivers should just go back to 4 shots a clip. Dunno about that. Maybe. |
J-Lewis
Edimmu Warfighters Gallente Federation
233
|
Posted - 2013.07.22 10:17:00 -
[5] - Quote
Do splash weapons deal less damage over range? If I'm 0.1m outside the splash radius, do I take 0 damage? If I'm 0.1m inside the splash radius, do I take full damage?
If it doesn't already, splash damage should use the weapon range system. |
Cosgar
ParagonX
2942
|
Posted - 2013.07.22 10:22:00 -
[6] - Quote
(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area. |
Mad Syringe
Trans Worlds Operations League of Infamy
11
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Posted - 2013.07.22 11:20:00 -
[7] - Quote
Hey Cat, I can understand that it's frustrating right now to armor tank (have seen you in your bumblebee Gallente suit in the warbarge...) especcially against all explosives! But armor will eventually be fixed! Untill then I'd strongly recommend to leave all explosive weapons allone, or we'll have to rebalance everything again. It might even be necessary to buff explosives after armor got fixed...
I think the MD is fine as is right now especcially if you consider friendly fire.
I have a gallente logi as well who suffers a lot from all explosive wapons, so i feel the pain!
Still I strongly recommend to wait for CCPs armor fix before any further explosive weapon gets adjusted! |
Kekklian Noobatronic
Goonfeet Top Men.
195
|
Posted - 2013.07.22 11:28:00 -
[8] - Quote
As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 |
Cosgar
ParagonX
2949
|
Posted - 2013.07.22 11:35:00 -
[9] - Quote
Kekklian Noobatronic wrote:As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 Ever stopped to think that the MD might be your hard counter? Even with reduced radius, a skilled MD user is still going to pop you. |
Kekklian Noobatronic
Goonfeet Top Men.
195
|
Posted - 2013.07.22 11:38:00 -
[10] - Quote
Cosgar wrote:Kekklian Noobatronic wrote:As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 Ever stopped to think that the MD might be your hard counter? Even with reduced radius, a skilled MD user is still going to pop you.
Everything is a 'hard counter' to a heavy, while the HMG is a hard counter to basically nothing. Your argument is less valid. |
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Beren Hurin
K-A-O-S theory
763
|
Posted - 2013.07.22 11:44:00 -
[11] - Quote
Bendtner92 wrote:Mass Drivers should just go back to 4 shots a clip.
Which ones? There are 3 kinds and they each have different clip sizes. If you are suggesting all of them, then you don't understand variants and you don't realize how dumb this idea is. Either way, I don't think you get mass drivers.
If you could only have 4 shots, with anything other than a ADV breach MD or Freedom MD, you would have to get 100% direct hits with your entire clip, and even then, heavily shielded players would likely survive. 4 shots takes like 3-4 seconds.
Imagine asking an AR player to require 3-4 seconds of continuous uninterupted 100% accuracy to kill another player... |
Cosgar
ParagonX
2950
|
Posted - 2013.07.22 11:45:00 -
[12] - Quote
Kekklian Noobatronic wrote:Cosgar wrote:Kekklian Noobatronic wrote:As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 Ever stopped to think that the MD might be your hard counter? Even with reduced radius, a skilled MD user is still going to pop you. Everything is a 'hard counter' to a heavy, while the HMG is a hard counter to basically nothing. Your argument is less valid. I'm not going to tell you how to play your class or anything, but as a logi, I play with a lot of heavies and sentinels. These guys average 15~20 kills a match whether I'm supporting them or not. |
Beren Hurin
K-A-O-S theory
763
|
Posted - 2013.07.22 11:47:00 -
[13] - Quote
Kekklian Noobatronic wrote:Cosgar wrote:Kekklian Noobatronic wrote:As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 Ever stopped to think that the MD might be your hard counter? Even with reduced radius, a skilled MD user is still going to pop you. Everything is a 'hard counter' to a heavy, while the HMG is a hard counter to basically nothing. Your argument is less valid.
The MD is the hard counter to the armor heavy. Eventually we will get the shield heavies back and they won't do as bad against the MD, especially if there are longer ranged heavy weapons.
|
Son Down
SamsClub
67
|
Posted - 2013.07.22 11:51:00 -
[14] - Quote
Cosgar wrote:(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area.
Good points....exceeeeeept, on every map the sequence of events for a mass driver is as follows:
1. Get lift from dropship, or your own, by crashlanding it on the highest peak/building top.
2. Spam rounds infinitely, due to the fact the user is also a logi with a vast quantity of nanohives.
3. Repeat. |
Beren Hurin
K-A-O-S theory
765
|
Posted - 2013.07.22 11:51:00 -
[15] - Quote
Also, I think people are somehow 'used to' the mass driver sound. It isn't scary enough to run away from. Maybe the explosions sound too similar to grenades. But you should run away from it. And into small bits of cover aren't enough. You need to get behind something with a tall wall.
Theoretically youd want a wall that is bigger than the splash radius of the shell.
I just imagine people are increasing in skill. I've noticed that having much more stable graphics I am able to be more precise with my shots. Players should know that bunkers and towers may be even more vulnerable to MD users than AR users.
Going by the fitting requirements of MD user though, they will likely be able to fit less tank than another player with the same suit with a different weapon. |
Cosgar
ParagonX
2952
|
Posted - 2013.07.22 11:58:00 -
[16] - Quote
Son Down wrote:Cosgar wrote:(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area. Good points....exceeeeeept, on every map the sequence of events for a mass driver is as follows: 1. Get lift from dropship, or your own, by crashlanding it on the highest peak/building top. 2. Spam rounds infinitely, due to the fact the user is also a logi with a vast quantity of nanohives. 3. Repeat. Sound strategy, but there's always a counter: -Snipers -Someone piloting a DS up to take me out -Orbitals -Someone simply shooting back up at me with an AR
I actually do one of two things depending on my squad with a MD: -Run support from behind my team and pin down enemies. -Defend objectives with heavies. -Run around in a speed fitting using the breach MD like a ghetto shotgun. |
Beren Hurin
K-A-O-S theory
765
|
Posted - 2013.07.22 12:00:00 -
[17] - Quote
Son Down wrote:Cosgar wrote:(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area. Good points....exceeeeeept, on every map the sequence of events for a mass driver is as follows: 1. Get lift from dropship, or your own, by crashlanding it on the highest peak/building top. 2. Spam rounds infinitely, due to the fact the user is also a logi with a vast quantity of nanohives. 3. Repeat.
I'm pretty sure mass drivers go through rounds in nanohives 50% to 100% faster than assault rifles. But their slower RoF means that this takes quite a long time to empty a nanohive. I've tried and its like 2.5 minutes of continuous fire/reload for an advanced hive (without grenades).
!!! But seriously, doesn't their damage to shield get debuffed to like 65%? That'd make 300 shield HP 435. Thats around 3-4 rounds of splash damage, and by the time all those hit you you've probably repped a cycle or two. |
Orion Vahid
DUST University Ivy League
84
|
Posted - 2013.07.22 12:00:00 -
[18] - Quote
Kekklian Noobatronic wrote:Cosgar wrote:Kekklian Noobatronic wrote:As a Heavy, there is literally no way for me to avoid an even poorly placed MD shell. The radius is just too large, and I am just too slow.
+1 Ever stopped to think that the MD might be your hard counter? Even with reduced radius, a skilled MD user is still going to pop you. Everything is a 'hard counter' to a heavy, while the HMG is a hard counter to basically nothing. Your argument is less valid. With a good Logi I can melt anyone who is stupid enough to come in my face. |
Robert JD Niewiadomski
NULLIMPEX INC
367
|
Posted - 2013.07.22 12:01:00 -
[19] - Quote
So this is a "Mas Driver is OP" week, huh? Don't you even dare... *looks nervously at his beloved md*
Beside:CCP Frame wrote:Hello, What you are experiencing is not a "Stealth nerf". It is updated weapon profiles that we detailed in our latest dev blog. Thank you for your feedback. Source: https://forums.dust514.com/default.aspx?g=posts&m=1010377#post1010377
You might like to discuss this thread: [Feedback] Massive Driver - The Receiving End https://forums.dust514.com/default.aspx?g=posts&m=1069790#post1069790 |
Cat Merc
BetaMax. CRONOS.
3447
|
Posted - 2013.07.22 12:03:00 -
[20] - Quote
Beren Hurin wrote:Bendtner92 wrote:Mass Drivers should just go back to 4 shots a clip. Which ones? There are 3 kinds and they each have different clip sizes. If you are suggesting all of them, then you don't understand variants and you don't realize how dumb this idea is. Either way, I don't think you get mass drivers. If you could only have 4 shots, with anything other than a ADV breach MD or Freedom MD, you would have to get 100% direct hits with your entire clip, and even then, heavily shielded players would likely survive. 4 shots takes like 3-4 seconds. Imagine asking an AR player to require 3-4 seconds of continuous uninterupted 100% accuracy to kill another player... Since when do AR's have splash radius? |
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Cosgar
ParagonX
2953
|
Posted - 2013.07.22 12:14:00 -
[21] - Quote
Cat Merc wrote:Beren Hurin wrote:Bendtner92 wrote:Mass Drivers should just go back to 4 shots a clip. Which ones? There are 3 kinds and they each have different clip sizes. If you are suggesting all of them, then you don't understand variants and you don't realize how dumb this idea is. Either way, I don't think you get mass drivers. If you could only have 4 shots, with anything other than a ADV breach MD or Freedom MD, you would have to get 100% direct hits with your entire clip, and even then, heavily shielded players would likely survive. 4 shots takes like 3-4 seconds. Imagine asking an AR player to require 3-4 seconds of continuous uninterupted 100% accuracy to kill another player... Since when do AR's have splash radius? It's about damage being proportionate to clip size. |
White Mortadela
The Unholy Legion Of DarkStar DARKSTAR ARMY
36
|
Posted - 2013.07.22 12:22:00 -
[22] - Quote
Cosgar wrote:(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area.
The mass driver requires skill, timing, trajectory calcuation, splas estimation, a flux grenade , elevated position, sidearms or a clever use of equipment(i use RE. Cuz im logi)
Its a wpn that demands a huge amount of sp to use effectively, its a highly situational wpn , weak against shield , Ar's have it beat by DPS, clip size, dmg to shield, accuracy , reload speed, versatility, its better in all of the tiers (mlt AR's do more dps than pro Md's with prof 5) range, 'the AR is just point and click, Ammo, AR is more efficient in terms of nanohives, need i go on? |
Soldiersaint
Deepspace Digital
240
|
Posted - 2013.07.22 13:10:00 -
[23] - Quote
Cat Merc wrote:Before you hiss at me, hear me out on this. I have a feeling that the fix to splash radius, where before even if you were right over the explosive it won't do damage, fixed this weapon and it's now a fine weapon without the increased splash radius.
I just want to see how it acts if they remove the buff for a week or so and see how it behaves. If it's once again bad restore the buff, otherwise keep it.
This isn't just a request from me, I see a lot of people claiming this too in different threads, I say, put the theory to the test. all explosives should have huge blast radius's......thay are explosives after all |
Cat Merc
BetaMax. CRONOS.
3449
|
Posted - 2013.07.22 13:42:00 -
[24] - Quote
Soldiersaint wrote:Cat Merc wrote:Before you hiss at me, hear me out on this. I have a feeling that the fix to splash radius, where before even if you were right over the explosive it won't do damage, fixed this weapon and it's now a fine weapon without the increased splash radius.
I just want to see how it acts if they remove the buff for a week or so and see how it behaves. If it's once again bad restore the buff, otherwise keep it.
This isn't just a request from me, I see a lot of people claiming this too in different threads, I say, put the theory to the test. all explosives should have huge blast radius's......thay are explosives after all Oh so you're ok with the flaylock right?
Using real life as an example doesn't prove any point, other than understanding of real life >_> Unless it's ARMA, in which case that's fine.
P.S Grenades fragments can travel 200m. You would be ok if a grenade had a splash radius of 200m? |
Cosgar
ParagonX
2963
|
Posted - 2013.07.22 13:46:00 -
[25] - Quote
Cat Merc wrote:Soldiersaint wrote:Cat Merc wrote:Before you hiss at me, hear me out on this. I have a feeling that the fix to splash radius, where before even if you were right over the explosive it won't do damage, fixed this weapon and it's now a fine weapon without the increased splash radius.
I just want to see how it acts if they remove the buff for a week or so and see how it behaves. If it's once again bad restore the buff, otherwise keep it.
This isn't just a request from me, I see a lot of people claiming this too in different threads, I say, put the theory to the test. all explosives should have huge blast radius's......thay are explosives after all Oh so you're ok with the flaylock right? Using real life as an example doesn't prove any point, other than understanding of real life >_> Unless it's ARMA, in which case that's fine. The flaylock isn't the problem, it's flaylock spam and its accessibility through low fitting costs. Damage/splash should stay the same, just need to stop every suit from being able to fit it so easily and reduce the DPS indirectly through nerfing the RoF or reload speed. |
Cat Merc
BetaMax. CRONOS.
3450
|
Posted - 2013.07.22 13:48:00 -
[26] - Quote
Cosgar wrote:Cat Merc wrote:Soldiersaint wrote:Cat Merc wrote:Before you hiss at me, hear me out on this. I have a feeling that the fix to splash radius, where before even if you were right over the explosive it won't do damage, fixed this weapon and it's now a fine weapon without the increased splash radius.
I just want to see how it acts if they remove the buff for a week or so and see how it behaves. If it's once again bad restore the buff, otherwise keep it.
This isn't just a request from me, I see a lot of people claiming this too in different threads, I say, put the theory to the test. all explosives should have huge blast radius's......thay are explosives after all Oh so you're ok with the flaylock right? Using real life as an example doesn't prove any point, other than understanding of real life >_> Unless it's ARMA, in which case that's fine. The flaylock isn't the problem, it's flaylock spam and its accessibility through low fitting costs. Damage/splash should stay the same, just need to stop every suit from being able to fit it so easily and reduce the DPS indirectly through nerfing the RoF or reload speed. You know that won't fix that right? People will gladly give up their main weapon because this weapon is amazing, and unless it shoots once every 2.5 seconds a ROF change won't do squat. |
Mobius Wyvern
BetaMax. CRONOS.
2635
|
Posted - 2013.07.22 13:51:00 -
[27] - Quote
Cosgar wrote:(Ughhh, not this again)
The MD is an area denial, anti-rush weapon by design. It has horrendous DPS, (lower than a MLT AR) a slow moving projectile with falloff, low field longevity, slow reload speed, and it's useless against elevated opponents. People complain about it because they try engage a MD user in their primary situation and win. I've been using the MD since Chrome, during the nerf/bug at the start of Uprising, and I'm still using it now. Aside from the sight still being kind of useless, the MD is actually in a really good place with damage/splash, even if both are significantly lower compared to Chrome and dropsuit EHP got a significant buff. If you see a MD on the kill feed, be careful in areas that have elevation and run the hell away when you start to take damage, not when your shields are down. It's called an area denial weapon because it's supposed to have enough of a radius and deal enough damage to deny someone of an area. We don't have an issue with that.
The problem is that, as Remnant said, he implemented the range increase 2 months ago, back before the bug to splash damage that was fixed.
The fixed bug in combination with the splash radius increase has given them a bit too much range in that regard.
We're not trying to get your weapon nerfed, we're just talking about seeking balance. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
316
|
Posted - 2013.07.22 13:53:00 -
[28] - Quote
I still have yet to be killed by a Mass Driver since the last nerf.
I've been shot at with them, but I always, ya know, get out of the way. |
Cosgar
ParagonX
2964
|
Posted - 2013.07.22 13:53:00 -
[29] - Quote
Cat Merc wrote:You know that won't fix that right? People will gladly give up their main weapon because this weapon is amazing, and unless it shoots once every 2.5 seconds a ROF change won't do squat. It actually would if you sit and think about it. I've been using all the flaylock variants on a 9,000,000 SP Minmatar assault Alt of mine. Here's some ideas I came up with. |
Knight Soiaire
Better Hide R Die D.E.F.I.A.N.C.E
1370
|
Posted - 2013.07.22 13:53:00 -
[30] - Quote
J-Lewis wrote:Do splash weapons deal less damage over range? If I'm 0.1m outside the splash radius, do I take 0 damage? If I'm 0.1m inside the splash radius, do I take full damage?
If it doesn't already, splash damage should use the weapon range system.
I know Grenades do that.
But it doesn't seem to happen with the MD, this would be better than nerfing the Splash Radius. |
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