Thang Bausch
Tronhadar Free Guard Minmatar Republic
22
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Posted - 2013.08.07 02:11:00 -
[1] - Quote
Tallen Ellecon wrote:....The mass driver keeps its current stats but is inaccurate?
As a MD lover and proponent I fear that a nerf will be around the corner, especially since so many have jumped on the bandwagon recently, making it seem OP, even though it is working as intended it's just not an AR.
If the explosive impact is reduced it will lose it's niche, so I propose the mass driver increase blast radius slightly, but be inaccurate at mid to long range. I don't say this lightly, I've gotten some wicked kills MD sniping those foolish enough to stand still. The MD itself is fairly accurate if you know how to shoot it, but it doesn't need to be to fill it's role. It could still be used for suppression and dominating choke points and lowpoints. It would be more deadly when used in CQC with the increased radius.
I personally love my mass driver and don't want to go to the post uprising levels, but they are being used much more frequently for too many situations and it worries me.
I've always said, do what you want with the damage but the splash radius needs to remain large in order to fill its niche as a terror and area denial weapon.
I don't want any MD nerf..... but if it is inevitable, please don't make it useless.
I agree. I don't see the MD as OP. It might need some minor tweaking, but not outright nerfing. Nor do I think it takes no skill to use. I put 1 point into the MD so I could test drive it. After spending 20-30 fits on the test drive I found the commonly heard 'its a noob tool' and 'it takes no skill to use' chants to be rubbish. Yes, I found after a battle or two I could take out a single person trying to get close to me fairly easily and even two people if they were not great players, but they were stupid to go head to head with someone who could dodge many of their shots and who didn't really have to aim to hit them. In short, they used poor tactics. If multiple people swarmed me at close range and they were smart enough to take me out first, I always died quick because doing 120ish to 5 people at slow intervals means nothing if they are all hammering on you with AR, shotguns, and smgs. In my short foray, I didn't see much else, but I can think of tactics to take out an MD if you are on a team that coordinates or alone wolf with a plan: two people attacking from different angles so the spray can't hit both, a single player ambushing their position with a shot gun, ambushing with a cooked flux grenade and a nerfed flaylock pistol, sniping from a distance, etc, etc, etc.
At the medium range, I found it tricky to get the trajectory right until I had done a number of battles. Still, I had to place them right and I still found the weapon awkward to use.
I had little luck with long to medium ranges. Getting the trajectory right, particularly with the crappy DS3 controls, was tricky. I could see how I would need to learn to aim a lot better and seek better firing locations, but haven't cared to try because I like my AR and Swarm launcher fits too much.
In the end, I don't want the MD to get nerfed significantly and I am not an MD user and I die from them a fair bit. The game needs more weapon diversity on the field. Seems like the vast majority of people are using ARs in the last month and that is a complaint coming from a dedicated AR user. I swear 2-3 months ago when I first started playing that I got taken out by a lot of scrambler rifles, but not much anymore. Might just be a coincidence because I haven't been playing long, but I definitely see a dominance of AR in the field now.
The game also needs an area of effect weapon that can do area denial well and the MD is all that is left. I was hoping they would nerf the flaylock pistol by dropping its damage but leaving its balst radius (or even increasing it a bit while more drastically cutting its splash damage) so it could be a les effective short-medium range sidearm equivalent of the MD, but sadly they nerfed both so it doesn't seem to be designed for anything other than finishing off people once your main weapon is empty or taking out people in crappy gear quickly. When I first speced into it, I wanted to use it when my team was swarm against swarm as a way to soften the enemy for my team mates and interrupt aiming, but found it was a way to take down individuals easily because it was admittedly OP. Post nerf, I would like to understand what CCP intended it to be used for when they respeced it. So far it just seems to be a CQC alternative to the smg and something to fall back on when my main weapon clip is empty (like the smg when coupled with an AR). My AR is generally effective at CQC, so I was hoping for something different, something more tactical.
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