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Cosgar
ParagonX
3962
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Posted - 2013.08.07 22:22:00 -
[1] - Quote
I know this is a strange concept, but you could always try retreating and attacking from a different direction. That's what the MD is designed for- area denial. |
Cosgar
ParagonX
3962
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Posted - 2013.08.07 22:26:00 -
[2] - Quote
Viktor Zokas wrote:Cosgar wrote:I know this is a strange concept, but you could always try retreating and attacking from a different direction. That's what the MD is designed for- area denial. Or spamming noob tubes, which ever you fancy. Only noob tubes I've seen are contact grenades. We don't have a M203 attachment for the AR. At least not since early alpha... |
Cosgar
ParagonX
3970
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Posted - 2013.08.07 22:29:00 -
[3] - Quote
ZDub 303 wrote:Cosgar wrote:I know this is a strange concept, but you could always try retreating and attacking from a different direction. That's what the MD is designed for- area denial. Yeah, MDs can only shoot in one area and can't turn and fire in a new direction! MDs are a problem (not too noticeable yet but lets give it a few more weeks of SP accrual). Why? because they are an explosive... and CCP can't figure out armor. FYP
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Cosgar
ParagonX
3970
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Posted - 2013.08.07 22:35:00 -
[4] - Quote
ZDub 303 wrote:Cosgar wrote:ZDub 303 wrote:Cosgar wrote:I know this is a strange concept, but you could always try retreating and attacking from a different direction. That's what the MD is designed for- area denial. Yeah, MDs can only shoot in one area and can't turn and fire in a new direction! MDs are a problem (not too noticeable yet but lets give it a few more weeks of SP accrual). Why? because they are an explosive... and CCP can't figure out armor. FYP no, they can't figure out explosives. I'm a shield tanker and MDs destroy me. Why? because of lulz flux grenades which are halfway to unavoidable in any sort of CQC near an objective. You can't even run because an allotek with strip 100% of shields off of anything within 7.2m. Its a cheap iwin tactic akin to flaylock spam, taking advantage of explosives in CQC situations where non-explosive weaponry suffers from poor hit detection. So a weapon that requires a certain grenade is OP now? That's called synergy, just like people that use ScRs and SMGs. |
Cosgar
ParagonX
3974
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Posted - 2013.08.07 22:46:00 -
[5] - Quote
ZDub 303 wrote:
Sure I'm for complimentary weaponry and synergy but weapons that can kill anything within 7.2m with almost no effort is bad mechanics. Explosives are done poorly in this game and are not balanced, period.
This applies to MDs, Flaylocks, Missile Turrets, grenades, and REs.
Some are nerfed into uselessness and others are OP, but in the end explosives are not balanced.
Then how would you go about fixing explosives? |
Cosgar
ParagonX
3985
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Posted - 2013.08.07 23:16:00 -
[6] - Quote
ZDub 303 wrote:Cosgar wrote:ZDub 303 wrote:
Sure I'm for complimentary weaponry and synergy but weapons that can kill anything within 7.2m with almost no effort is bad mechanics. Explosives are done poorly in this game and are not balanced, period.
This applies to MDs, Flaylocks, Missile Turrets, grenades, and REs.
Some are nerfed into uselessness and others are OP, but in the end explosives are not balanced.
Then how would you go about fixing explosives? Logarithmic damage fall off throughout the blast radius, removing this so called 'direct damage' and adjusting profiles and splash radius as necessary. At the edge of the 7.2m blast radius grenades should be doing minimal damage, not almost full. Also, flux grenades should have their values lowered around 60% or so. If an anti shield AV grenade is truly needed, then one should be put into the game and more suited to the task. Even though it'd be a PITA to code, I would agree with the splash scaling. But splash radius would need a buff for the sake of things like missiles, rails, and of course the MD. Damage or splash, but something to compensate. If you nerf fluxes, shields aren't going to have a real hard counter outside of the ScR and SP, you have to be careful with that. Shields are already OP already. You don't want to widen the shield > armor gap more than it already is. |
Cosgar
ParagonX
3987
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Posted - 2013.08.07 23:26:00 -
[7] - Quote
ZDub 303 wrote:Cosgar wrote:ZDub 303 wrote:Cosgar wrote:ZDub 303 wrote:
Sure I'm for complimentary weaponry and synergy but weapons that can kill anything within 7.2m with almost no effort is bad mechanics. Explosives are done poorly in this game and are not balanced, period.
This applies to MDs, Flaylocks, Missile Turrets, grenades, and REs.
Some are nerfed into uselessness and others are OP, but in the end explosives are not balanced.
Then how would you go about fixing explosives? Logarithmic damage fall off throughout the blast radius, removing this so called 'direct damage' and adjusting profiles and splash radius as necessary. At the edge of the 7.2m blast radius grenades should be doing minimal damage, not almost full. Also, flux grenades should have their values lowered around 60% or so. If an anti shield AV grenade is truly needed, then one should be put into the game and more suited to the task. Even though it'd be a PITA to code, I would agree with the splash scaling. But splash radius would need a buff for the sake of things like missiles, rails, and of course the MD. Damage or splash, but something to compensate. If you nerf fluxes, shields aren't going to have a real hard counter outside of the ScR and SP, you have to be careful with that. Shields are already OP already. You don't want to widen the shield > armor gap more than it already is. It shouldn't be that hard to code, they have damage profiles for hitscan weaponry, its the same principle. Also... Im talking about lowering fluxes from 1800 damage to 800 damage... there is no 'overnerf' here. They would still counter shields just fine, but you wouldn't see and immediate striping of all shields from unavoidable precooked flux nades. Same goes for the 7.2m radius of 1 shot death that the core locus does, how people aren't complaining about that yet is still surprising. Shouldn't be hard to code? Look at uprising lol. Flux scaling seems reasonable, but I'd like to see more variants that debuff stuff like recharge rate/delay. I don't know why people don't complain about core locus grenades. It's a shame when you turn the corner and some one with a gun in their hand's first instinct is to throw a damn grenade. That's a noob tube if I've ever seen one. MD doesn't even get OHKs unless it's a headshot on a MLT suit. You probably need proficiency and damage mods for that too. |
Cosgar
ParagonX
3988
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Posted - 2013.08.07 23:32:00 -
[8] - Quote
Jastad wrote:from my ARMOR tankin heavy/logi point of view, that's a thing i found funny: Shield tankers say every thread " OHOHOHO shield tank is not OP, you must use flux" or "use flux!!!!ONE!!!1!!!!!1!"
And when people start to use them, they start complain -----________________----- Convenient irony? |
Cosgar
ParagonX
3989
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Posted - 2013.08.07 23:40:00 -
[9] - Quote
XeroTheBigBoss wrote:FLAYLOCK Steve wrote:Sigh a other thread. Well I guess it will get nerfed pathetic lol. Well at least I still have my assault rifle. That won't ever get nerfed. Or if I use my nova knife hmm. That could get nerfed. Shall I raise the level of my laser rifle? Hmmm nah would get nerfed too. You aren't good with AR tho... I like how being good with a hitscan weapon in a video game is something people like to hold over other people's heads. If your aim is so good, try using the Allotek burst AR. It's the only other AR variant that doesn't suck, but you need "good aim" for it. |
Cosgar
ParagonX
3989
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Posted - 2013.08.07 23:45:00 -
[10] - Quote
XeroTheBigBoss wrote:Cosgar wrote:XeroTheBigBoss wrote:FLAYLOCK Steve wrote:Sigh a other thread. Well I guess it will get nerfed pathetic lol. Well at least I still have my assault rifle. That won't ever get nerfed. Or if I use my nova knife hmm. That could get nerfed. Shall I raise the level of my laser rifle? Hmmm nah would get nerfed too. You aren't good with AR tho... I like how being good with a hitscan weapon in a video game is something people like to hold over other people's heads. If your aim is so good, try using the Allotek burst AR. It's the only other AR variant that doesn't suck, but you need "good aim" for it. I am good with MD too. You make it out like this crappy I win button gun takes skill The proof is there scrub. So a weapon that isn't an AR gets a bunch of kills and it's suddenly an "I win button?" Double standard? |
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Cosgar
ParagonX
3991
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Posted - 2013.08.07 23:57:00 -
[11] - Quote
Bob Teller wrote:Cosgar wrote:Viktor Zokas wrote:Cosgar wrote:I know this is a strange concept, but you could always try retreating and attacking from a different direction. That's what the MD is designed for- area denial. Or spamming noob tubes, which ever you fancy. Only noob tubes I've seen are contact grenades. We don't have a M203 attachment for the AR. At least not since early alpha... Mass driver is a noob-tube,you know what a noob-tube is right? The noob-tube came from CoD: W@W. It was an under barrel M203 grenade launcher rifle attachment. The idea behind implementing such a controversial game mechanic in the game was to compensate for the lack of matchmaking by adding a game mechanic that can somewhat balance the gap between new players and veterans being forced into the same lobbies. Even though it was overly effective at the time (resolved in BLOPS2) it still wasn't the best weapon or tactic in the game.
If the MD was this noob tube you speak of, wouldn't there be a militia variant available in starter gear? Just sayin' |
Cosgar
ParagonX
3996
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Posted - 2013.08.07 23:58:00 -
[12] - Quote
Jastad wrote:ZDub 303 wrote: No he's saying its a crappy iwin button through his personal experience. You asked people to try it before rendering judgement, he tried it, he pwned with it, and now he's telling you its still a crappy iwin button. I write in the other post and re-write it here. I can't that kill/death chart as objective: a Good player in a full squad of THE BEST CORP (right now) vs blueberries? I think that even wielding a toxin SMG he could do a similar score. +1 Beat me to it. |
Cosgar
ParagonX
4011
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Posted - 2013.08.08 00:44:00 -
[13] - Quote
Jastad wrote:We can change two things of the Mass
1) reduce spalsh radius of the ASS version,with dmg mod (always dog mod fault, hope CCP take them out) it get's to high for his enormus range. 2) change the Istantkill side effect of all explosive weap so you can be rezzed by needle. So explosive wont be the clone depleting weapon of PC battle. 3) Revert the grenade velocity and falloff back to its Chromosome values: slightly slower grenade, more drastic arc at range. It doesn't seem like much on paper, but this would add a steeper learning curve to the weapon while making it more useful in its respective niche. This is actually something a lot of massholes wanted back since it was changed in Uprising 1.0 when they tried to fix something that wasn't broken and make the MD into a slayer weapon. |
Cosgar
ParagonX
4014
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Posted - 2013.08.08 01:08:00 -
[14] - Quote
Jastad wrote:Cos suggest was a really good suggestion Too bad nobody will go for this. They just want the MD nerfed into the ground like everything else... |
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