|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zero Notion
Red Star Jr. EoN.
164
|
Posted - 2013.08.08 16:14:00 -
[1] - Quote
Tactics to counter the MD.
1) Run away.
2) Duck, cover, flank (can also include number 1 with this tactic)
3) Grenades?
4) Multiple point assaults coordinated with your team, aiming for optimal firing outside the splash radius for at least one squad member while the other attempts to bunnyhop/strafe/dance/meatshield distract.
5) For the love of everything holy, stop clustering in groups. Clustering makes it difficult to retreat. Clustering means death. Spread out, people. You're more useful alive.
6) I guess you could join the MCC afkers. First match today; 4 in the MCC. :( |
Zero Notion
Red Star Jr. EoN.
164
|
Posted - 2013.08.08 16:17:00 -
[2] - Quote
calisk galern wrote:Snipe them, that's my option number 1.
of course it's always my option number 1.
1) guy running at you with AR.....snipe them
2) heavy 15 feet in front of you....snipe them
3) mass driver firing at you from the roof.....snipe them
the list goes on.
Ahhh, now I see what I'm doing wrong. I guess I should be playing on my sniper this week instead.
|
Zero Notion
Red Star Jr. EoN.
166
|
Posted - 2013.08.08 16:21:00 -
[3] - Quote
Zekain Kade wrote:Or just, you know... shoot them? From a distance perferrablMass drivers are cqc weapons, so using one that isn't a cqc weapon in a non cqc area will probably be the best counter.
That can be number 7!
How about a tactic for when they are in CQ? This is typically how they are utilized.
I'm being sincere with this thread. I rather see a discussion of tactics over more nerf threads. |
Zero Notion
Red Star Jr. EoN.
166
|
Posted - 2013.08.08 16:28:00 -
[4] - Quote
RKKR wrote:Zekain Kade wrote:Or just, you know... shoot them? From a distance perferrablMass drivers are cqc weapons, so using one that isn't a cqc weapon in a non cqc area will probably be the best counter. I thought this weapon was designed as a area denial weapon? Wouldn't it be bad at denying a area if it's a CQC? Then again it explains alot why it's being used alot like a jumpy-shotgun where you don't actually need to be accurate with your aiming. Oooh if only there was friendlly fire.
This is my thought, too. If the entire game was FF, you wouldn't see explosives being as utilized as they currently are. While the Flaylock was out of wack, attempting to design weapons to work within two different modes of the game will bring about balance issues. |
Zero Notion
Red Star Jr. EoN.
169
|
Posted - 2013.08.08 16:33:00 -
[5] - Quote
Vickers S Grunt wrote:"Don't panic captain manering,,,, they don't like it up em "
I would say don't run away and don't back away its much easier for the mass guy to land a shot if he know where u are going to pop out . The best way i find to deal with them is to aim as much as possible and take them out ASAP .
My setup so far is; Shotgun and Pistol, Amarr Logi. Distance can be an issue for me (unless I'm with a squad) but there are times when coming 1v1 with an MD user can be problematic.
Rushing them works at times. Other times I can strafe well enough to avoid the brunt of the damage and escape or at least lure them into turning a corner, increasing my odds (especially with a K-2/Compact nano at my feet to rep what dmg I suffered before)
I'm lighter on shields, heavier on armor.
It's kind of 50/50 at times for me. I think a lot of my issue falls with the weird shotgun mechanics but I work with what I have. Knowing when to retreat is viable and important.
I encounter clustering, too; I can have 2-3 guys at my back which really impede mobility.
Mobility=Win. |
Zero Notion
Red Star Jr. EoN.
169
|
Posted - 2013.08.08 16:37:00 -
[6] - Quote
RedZer0 MK1 wrote:Keep changing the distance at which you are fighting. Move out then in, then out. Unlike other guns, left and right strafing do little to help.
This is a very good point. Well thought out. |
Zero Notion
Red Star Jr. EoN.
172
|
Posted - 2013.08.08 17:03:00 -
[7] - Quote
Poplo Furuya wrote:I've very rarely found myself on the receiving end of the MD aside from swarm situations where my team's dead and I'm being closed in on by 4+ people... but at that point the precise manner of death is largely irrelevant.
This is probably a matter of how I approach battles. I establish where the most likely 'source' of hostiles is, look at where my allies are at then segment the surrounding environment into threatened areas, protected areas, obscured approaches, escape routes and by degree of cover (walls, waist-height cover, elevation etc).
MDs are dangerous because they can capitalise on positions of power and squad support. You can eliminate that first strength by playing to your environment. To fight against the second strength requires positioning and reach with which to engage parts of the group without their shorter range members being able to immediately retaliate. Forge Guns or Laser Rifles can work here very well. Maybe Tac ARs too but I have no experience with that weapon category.
Alternately, blitzing. If there's a prolonged fight between your side and theirs sneaking around successfully then hammering their frontline in CQC can be the catalyst that enables everyone else to push forward. Shotgun is the traditional weapon choice but I also have a gimmicky speed-fitted HMG Heavy which has proven successful. Even if I do show up on radar everyone always expects a scout or something until they actually see me.
Great thoughts and observations here.
Let's write the Dust: Art of War.
Dust: Dao of Clone
Dust: How To Win Battles And Influence Squads
The title needs some work. |
|
|
|