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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
329
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Posted - 2013.08.09 04:31:00 -
[211] - Quote
Proto callogi ftw. Next time leaderboard pics, otherwise not convincing since it's out of context. In a protostomp It's pretty easy to spam orbitals. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
329
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Posted - 2013.08.09 04:34:00 -
[212] - Quote
RydogV wrote:Yeah I kinda love the idea of the Mass Driver...as a mid-range support weapon. But it never really functions like that when I come up against folks using them. Most use it as a CQB spam machine. Kinda foolish if you ask me. Especially when you factor all the smoke and distortion that the thing causes. How players don't blow the hell outta themselves is beyond me.
I think if you are going to "fix" the Mass Driver it need not have anything to do with damage...spash or direct. Instead incorporate two things:
1. Slower rate of fire and slower projectile speed. This will ensure the skill factor is present in the weapon handling. Careful shots should be key.
2. Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.
Work in those physics and the Mass Driver makes a lot more sense IMO.
You miss a key part of the equation. It's ppl who run around with I WIN AR button have gotten used to expect to dominate up close and in distance. Now when they proto push into CQC they get their hands slapped. MD working as it should. |
McFurious
TeamPlayers EoN.
243
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Posted - 2013.08.09 04:35:00 -
[213] - Quote
RydogV wrote:1. Slower rate of fire and slower projectile speed. This will ensure the skill factor is present in the weapon handling. Careful shots should be key.
2. Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.
Work in those physics and the Mass Driver makes a lot more sense IMO.
1. Meh. I think the ROF and projectile speed is already slow enough.
2. I actually really like this idea. Minimum arming distance for the explosive but still gives direct damage to a single person if hit with the round. Kinda like killing someone with a smoke grenade in BF3. Which was always hilarious. It shouldn't auto kill someone with a single shot obviously. Just deal it's direct damage.
I'd say the distance should be ~5 meters. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
329
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Posted - 2013.08.09 04:38:00 -
[214] - Quote
XeroTheBigBoss wrote:XxGhazbaranxX wrote:Using a prototype suit and then saying a weapon is op is out of the question. The survivbility this suit brings is of course going to land you more kill. As a matter of fact I suspect you would have gotten the same amount of kills with an assault rifle. I'll go further, The mass driver does have a tendancy of Kill stealling half dead enemies because of the alfa. This and the fact the your team did comparable to you means that A) you where either all protostomping or B) you where up against academy graduates which now only takes 400WP to get out of.
You argument is flawed. Using a prototype suit does not justify a weapon being OP. And you where using Logistics ck.0 which is prototype level. If you get more kills with a mass driver it just shows how bad a shot you possibly are. I cant count the num ber of times a duvolle assault rifles has not been able to kill my strd suit because of crappy marksmanship, and I'm not talking about me killing them either I have my team for that, I mostly logi. What I don't understand is how does the SUIT have ANYTHING to do with the weapon's effectiveness? Yes I could do this with a AR a DUVOLLE PROTO AR NOT BASIC AR.
You are not at the top of the leaderboard. Others in ur corp are. I bet they used ck.0 AR combo. So, your snapshot kinda defeated ur post. Ppl in your corp, otherwise using same gear that you do, do as well or better with weapons other than MD. |
J Lav
Opus Arcana Covert Intervention
169
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Posted - 2013.08.09 12:44:00 -
[215] - Quote
Funny that people are suggesting lowering the blast radius, not realizing that this is what prevents people using it in close quarters. Ironically, the more skilled into it you get, the more likely you'll kill yourself when someone walks in front of you, or if you misjudge the arc and hit a wall. |
Mortedeamor
Wraith Shadow Guards
141
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Posted - 2013.08.09 12:47:00 -
[216] - Quote
pushes i win pushes i win some more :D it will probably have falloff added to the splash on md so being farther away from center blast does less give it time md is the new flaylock |
Mortedeamor
Wraith Shadow Guards
141
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Posted - 2013.08.09 12:49:00 -
[217] - Quote
J Lav wrote:Funny that people are suggesting lowering the blast radius, not realizing that this is what prevents people using it in close quarters. Ironically, the more skilled into it you get, the more likely you'll kill yourself when someone walks in front of you, or if you misjudge the arc and hit a wall. i agree lowering the splash will make all scrub massdriver useless lol and all pro md user gods if only i could shoot right in front of me without dmging myself sighs it would be very funny if ccp decided this is what they were gunna do..more likely we will see splash falloff |
Mortedeamor
Wraith Shadow Guards
141
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Posted - 2013.08.09 12:51:00 -
[218] - Quote
McFurious wrote:RydogV wrote:1. Slower rate of fire and slower projectile speed. This will ensure the skill factor is present in the weapon handling. Careful shots should be key.
2. Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.
Work in those physics and the Mass Driver makes a lot more sense IMO. 1. Meh. I think the ROF and projectile speed is already slow enough. 2. I actually really like this idea. Minimum arming distance for the explosive but still gives direct damage to a single person if hit with the round. Kinda like killing someone with a smoke grenade in BF3. Which was always hilarious. It shouldn't auto kill someone with a single shot obviously. Just deal it's direct damage. I'd say the distance should be ~5 meters. so your saying you would have to be 5 m away for it to operate well? ...well that is fine most md users do so ata mid range if they are smart ...freedom md blast it what 4 m and boundless assault is 6.6 ....you normally have to be about 5 m away to use a md |
da GAND
187.
235
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Posted - 2013.08.09 13:14:00 -
[219] - Quote
RydogV wrote:Yeah I kinda love the idea of the Mass Driver...as a mid-range support weapon. But it never really functions like that when I come up against folks using them. Most use it as a CQB spam machine. Kinda foolish if you ask me. Especially when you factor all the smoke and distortion that the thing causes. How players don't blow the hell outta themselves is beyond me.
I think if you are going to "fix" the Mass Driver it need not have anything to do with damage...spash or direct. Instead incorporate two things:
1. Slower rate of fire and slower projectile speed. This will ensure the skill factor is present in the weapon handling. Careful shots should be key.
2. Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.
Work in those physics and the Mass Driver makes a lot more sense IMO.
Not bad maybe these two things should be done. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
450
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Posted - 2013.08.09 16:19:00 -
[220] - Quote
Mass Diver QQ: "I understand the need for a mid range area denial weapon, but every time I run at it, below it, or in a cramped space it kills me, after a couple of hits. How dare it try to deny ground or stop me from taking cover? Remove the splash damage so you have to use it like an AR, because it is the only weapon that requires skill, and the only one that I will tolerate killing me. Until then I will continue to run headlong into explosions."
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Kaze Eyrou
Turalyon 514
343
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Posted - 2013.08.09 17:14:00 -
[221] - Quote
XeroTheBigBoss wrote:Jastad wrote:Dont know how a kill/death chart of Player in a FULL SQUAD of the BEST CORP (right now) VS blueberryes could provide some objective data on the matter.
Blueberries? There was Conspiratus Immortalis and a Synergy in there it wasn't full of NPC nobodies. Next you are going to tell me that you went into a match with a Prototype Sentinel stacking Complex Armor Plates and you took on the entire team using just melee. With no one on your team. |
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