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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
129
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Posted - 2013.08.07 01:52:00 -
[31] - Quote
FLAYLOCK Steve wrote:Vicious Minotaur wrote:Hopefully the MD will be nerfed soon.
By that, I mean that the way explosive damage is handled needs to be changed, and armour needs to be fixed. Addressing both of those issues will act as a nerf to the MD. And hopefully, CCP will "nerf" the MD soon. Mass driver isn't the issue sir.
If you bothered reading what I actually posted, you'd realize that I insinuated just that.
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
117
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Posted - 2013.08.07 01:55:00 -
[32] - Quote
Vicious Minotaur wrote:FLAYLOCK Steve wrote:Vicious Minotaur wrote:Hopefully the MD will be nerfed soon.
By that, I mean that the way explosive damage is handled needs to be changed, and armour needs to be fixed. Addressing both of those issues will act as a nerf to the MD. And hopefully, CCP will "nerf" the MD soon. Mass driver isn't the issue sir. If you bothered reading what I actually posted, you'd realize that I insinuated just that. Actually I'm agreeing. Half of the people in this community probably can't catch it. |
Scheneighnay McBob
Bojo's School of the Trades
2719
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Posted - 2013.08.07 01:56:00 -
[33] - Quote
FATPrincess - XOXO wrote:FLAYLOCK Steve wrote:People like you is pretty sad. Assault forge gun can be spammed? 4 shots per clip. Limited ammo. Doesn't need charge? It does need a charge you dumb ****. It just can't hold a charge, please know what you're talking about.. and yes thats only from the skill level. So you have to grind to get it to that point. Just saying. It doesn't need a charge dude. Just stfu you're putting Hellstorm's name to shame with your ignorance. -XOXO I hope you're just trolling, and not incredibly stupid. It's even as simple as looking at the stats- no need to skill into it. Assault forge guns still need to charge- it's just a slightly shorter charge, and fires the instant it's full.
I personally don't use it because it's the hardest to use. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
129
|
Posted - 2013.08.07 02:01:00 -
[34] - Quote
FLAYLOCK Steve wrote:Vicious Minotaur wrote:FLAYLOCK Steve wrote:Vicious Minotaur wrote:Hopefully the MD will be nerfed soon.
By that, I mean that the way explosive damage is handled needs to be changed, and armour needs to be fixed. Addressing both of those issues will act as a nerf to the MD. And hopefully, CCP will "nerf" the MD soon. Mass driver isn't the issue sir. If you bothered reading what I actually posted, you'd realize that I insinuated just that. Actually I'm agreeing. Half of the people in this community probably can't catch it.
Oh... my mistake.
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OZAROW
A.N.O.N.Y.M.O.U.S.
319
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Posted - 2013.08.07 02:02:00 -
[35] - Quote
Just limit damage mods on it if I use a advanced assault an fill the front side with damage mods an the back end with armor I can rok 30% damage plus if I had 15% for proficiency it causes outstanding damage. So before people nerd anything consider the load outs!
Md is ment to shoot from a distance so you could even have 5 complex dm on a md plus proficiency5 be a glass cannon an keep your distance an stay with squad, that's tactical not op |
Thang Bausch
Tronhadar Free Guard Minmatar Republic
22
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Posted - 2013.08.07 02:11:00 -
[36] - 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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FLAYLOCK Steve
Hellstorm Inc League of Infamy
120
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Posted - 2013.08.07 02:33:00 -
[37] - Quote
Thang Bausch wrote: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. I agree with you 100. I was hoping they only nerf the damage of the flaylock not radius. Now it's almost usable. |
Aythadis Smith
The Generals EoN.
113
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Posted - 2013.08.07 02:35:00 -
[38] - Quote
Then...lets BUFF everything to one hit kills. OR...every one is in Caldari with AR. There, problem fixed. You guys wanted a diverse game with different guns, well, we cant have these things. You guys are making me want to go back to BL2 or Team Fortress. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
408
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Posted - 2013.08.07 02:57:00 -
[39] - Quote
You know what, I'm sick and tired of everyone assuming that every weapon should be used the exact same way. This a fraking sci-fi shooter. Not every single suit and weapon needs to be about maximum EHP, and quick direct fire kills.
I wasn't going to start nagging on COD an BF people because I like those games BUT THIS ISN'T THOSE GAMES AND STOP TRYING TO TURN IT INTO THEM!! The MD is not a noob tube, you can't take down anyone without properly aiming. I see more miltia and exile AR kills than MD kills in every match.
"nerf the blast radius" Yeah so my little explosion turns into a glorified AR round, that will make me..... diverse? "Too many rounds per clip" 6 shots a clip with a total of 18 and a slow reload, unless you're a logi packing nanohives you won't survive a sustained fight, and even if you do, you've got no sidearm for CQC. "easy aim mode" Yeah it's real easy to hit a guy running across the field 30 meters away with a round that moves slow enough to be easily tracked. I don't stand much of a chance if he's sitting on a box standing still from 30 meters as well.
Some of the biggest complainers are the guys who I see pub stomping. Did something finally trump your previous FPS experience? Welcome to New Eden. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
121
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Posted - 2013.08.07 03:05:00 -
[40] - Quote
Tallen Ellecon wrote:You know what, I'm sick and tired of everyone assuming that every weapon should be used the exact same way. This a fraking sci-fi shooter. Not every single suit and weapon needs to be about maximum EHP, and quick direct fire kills.
I wasn't going to start nagging on COD an BF people because I like those games BUT THIS ISN'T THOSE GAMES AND STOP TRYING TO TURN IT INTO THEM!! The MD is not a noob tube, you can't take down anyone without properly aiming. I see more miltia and exile AR kills than MD kills in every match.
"nerf the blast radius" Yeah so my little explosion turns into a glorified AR round, that will make me..... diverse? "Too many rounds per clip" 6 shots a clip with a total of 18 and a slow reload, unless you're a logi packing nanohives you won't survive a sustained fight, and even if you do, you've got no sidearm for CQC. "easy aim mode" Yeah it's real easy to hit a guy running across the field 30 meters away with a round that moves slow enough to be easily tracked. I don't stand much of a chance if he's sitting on a box standing still from 30 meters as well.
Some of the biggest complainers are the guys who I see pub stomping. Did something finally trump your previous FPS experience? Welcome to New Eden. I love you. I'm tired of fighting this battle alone |
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