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Scheneighnay McBob
Bojo's School of the Trades
2819
|
Posted - 2013.08.08 23:32:00 -
[1] - Quote
Looks like the mass driver rage is dying down on the forums, but better safe than sorry. Instead of simply insulting those who hate the mass driver (and other weapons), here's a thread about how to fight them. Feel free to add to things if you want. Also feel free to use this as sortof a guide as to how to use specialist weapons- I've used everything, so I've learned their strengths and weaknesses. Mostly weaknesses.
Mass drivers As the description says, mass drivers are best for breaching (semi-CQC) and area denial. ~Their strengths are in taking advantage of choke points, and decimating anything below them. Shields usually aren't effective because flux grenades are used. ~Their weaknesses are the projectile speed, arc (making it difficult to hit elevated targets), and lack of ammo. ~In fighting them, It's best to keep your distance (use tactical ARs, scrambler rifles, sniper rifles, forge guns, and laser rifles), avoid choke points, and get above them. Worst case scenario, pull out your tent and wait for them to run out of ammo.
Forge guns This is an area I have less experience with. I just barely touched on them when the accuracy was fixed. Also, the majority of the problem is not the forge itself, but the map design. They're AV as well as AI, so a good forge gunner can be extra tricky ~Their strengths are in range, the ability to destroy vehicles, very high damage, and lots of eHP. It's also easier to hit with splash at higher elevations. ~Their weaknesses are lack of mobility (easy to keep track of them), low rate of fire, lack of an equipment slot, low turn speed, and slow reloads. Assault forge guns also have the added weakness of not being able to hold their charge; it's almost impossible to tell that you're fighting them though, so assume all forge guns are assault forge guns until you confirmed they're holding their charge. ~You have 2 main options to fight them. Either go at very long range, or get into CQC. You won't kill them at mid range. For both options, remember to kill any logibro they may have first. This should somewhat cut off their supply of ammo, and a rep. If you're sniping, there isn't much to say, aside from remembering to snipe their uplink/s and nanohive/s. In CQC, stick to cover and keep track of their shots. It's only safe to leave cover immediately after they fire. Once you're in CQC, be wary of splash, and take advantage of their low turn speed. Again, waiting them out and antagonizing them into wasting ammo is also an option if they're alone.
Laser rifles These aren't seen as OP anymore, but this is just to prepare for 1.4. They're a very unusual weapon, because of how specific their optimal range is. However, they're horrifying at their optimal. ~Strengths are range, high shield damage, high ammo count, and damage buildup (when it's high) ~Weaknesses are damage falloff at short-mid range, heat buildup (can be lessened with an amarr assault), and the need too build up damage before being powerful. ~To fight them is relatively simple: either take a sniper rifle or forge gun and shoot at the source of the incredibly obvious laser, or hop between cover into CQC. Good laser rifle users have enough situational awareness to avoid getting caught in CQC though, so you might need to coordinate.
Shotguns and (sortof) knives While these are no longer really scout weapons and aren't very powerful anymore, this is on the list because it's a specialist weapon. You'll find 2 types of shotgun users- those who rely on stealth (scouts) and those who rely on speed (assaults). ~Their strengths are high damage, speed, the ability to reload 1 shot at a time, and being difficult to hit in CQC, if they know how to strafe. ~Their weaknesses are very short range and (usually) low eHP ~To fight them is simple enough to watch out for them. Don't bunch up (if you don't you'll only lose 1 or 2 people if a scout takes you by surprise), and take corners as wide as you can.
That's all I have for now, I may update the post to give advice on how to use them, instead of just how to fight them. |
Scheneighnay McBob
Bojo's School of the Trades
2819
|
Posted - 2013.08.08 23:33:00 -
[2] - Quote
While this should eventually go into the locker room, I would appreciate it if any devs or GMs leave it here for now, so it gets seen.
Oh, and an intelligent, calm argument on why my tactics wouldn't work would be greatly appreciated. This could lead to discussions on better tactics, or pinpointing any true balance issues. |
Zero Notion
Red Star Jr. EoN.
175
|
Posted - 2013.08.08 23:37:00 -
[3] - Quote
Quote: Shotguns and (sortof) knives
While these are no longer really scout weapons and aren't very powerful anymore, this is on the list because it's a specialist weapon. You'll find 2 types of shotgun users- those who rely on stealth (scouts) and those who rely on speed (assaults). ~Their strengths are high damage, speed, the ability to reload 1 shot at a time, and being difficult to hit in CQC, if they know how to strafe. ~Their weaknesses are very short range and (usually) low eHP ~To fight them is simple enough to watch out for them. Don't bunch up (if you don't you'll only lose 1 or 2 people if a scout takes you by surprise), and take corners as wide as you can.
I'm neither of the types that use a shotgun; Amarr Logi, armor heavy so I'm fairly slow.
A tactic I use a lot is luring someone to come toward me, usually posted up around the corner.
In a rough CQC engagement, I'll make to charge forward in order to cause them to backpeddle. I'll then retreat, strafing behind a structure in hopes to lure them or give me enough time to drop my compact nano for some quick heals and allow my armor rep to take effect.
Sometimes I try to hide myself in the blue droplink/nano indicators that are tightly packed together. Works with heavies, usually. Silly heavies. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
128
|
Posted - 2013.08.08 23:37:00 -
[4] - Quote
Best solution?
facecheck them and kill them with melee, most of them switch to AR after that |
Scheneighnay McBob
Bojo's School of the Trades
2819
|
Posted - 2013.08.08 23:39:00 -
[5] - Quote
Zero Notion wrote:Quote: Shotguns and (sortof) knives
While these are no longer really scout weapons and aren't very powerful anymore, this is on the list because it's a specialist weapon. You'll find 2 types of shotgun users- those who rely on stealth (scouts) and those who rely on speed (assaults). ~Their strengths are high damage, speed, the ability to reload 1 shot at a time, and being difficult to hit in CQC, if they know how to strafe. ~Their weaknesses are very short range and (usually) low eHP ~To fight them is simple enough to watch out for them. Don't bunch up (if you don't you'll only lose 1 or 2 people if a scout takes you by surprise), and take corners as wide as you can.
I'm neither of the types that use a shotgun; Amarr Logi, armor heavy so I'm fairly slow. A tactic I use a lot is luring someone to come toward me, usually posted up around the corner. In a rough CQC engagement, I'll make to charge forward in order to cause them to backpeddle. I'll then retreat, strafing behind a structure in hopes to lure them or give me enough time to drop my compact nano for some quick heals and allow my armor rep to take effect. Sometimes I try to hide myself in the blue droplink/nano indicators that are tightly packed together. Works with heavies, usually. Silly heavies. I consider that part of the "stealth" thing. |
Scheneighnay McBob
Bojo's School of the Trades
2819
|
Posted - 2013.08.08 23:40:00 -
[6] - Quote
Acezero 44 wrote:Best solution? facecheck them and kill them with melee, most of them switch to AR after that I wouldn't recommend it. Most MD users have adapted to CQC combat. |
Scheneighnay McBob
Bojo's School of the Trades
2823
|
Posted - 2013.08.09 00:58:00 -
[7] - Quote
Of course, this thread is falling fast because it isn't flame bait. |
Scheneighnay McBob
Bojo's School of the Trades
2824
|
Posted - 2013.08.09 02:04:00 -
[8] - Quote
Not letting it die though |
Bittersteel the Bastard
WarRavens League of Infamy
81
|
Posted - 2013.08.09 02:07:00 -
[9] - Quote
Scheneighnay McBob wrote:Not letting it die though
We need to get a defibrillator out here. |
Scheneighnay McBob
Bojo's School of the Trades
2826
|
Posted - 2013.08.09 02:09:00 -
[10] - Quote
Bittersteel the Bastard wrote:Scheneighnay McBob wrote:Not letting it die though We need to get a defibrillator out here. We need the old imperfect-style forum warriors back. The ones who call for reinforcements when they're losing an argument. |
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Soldier of Mawat
Militaires-Sans-Frontieres
140
|
Posted - 2013.08.09 02:15:00 -
[11] - Quote
I find that sometimes the best way to take on somebody with a mass driver is to get as closer as possible. With the people who have picked up the mass driver as a FOTM they don't have the experience and quite often they kill themselves. Of course this probably only works because I'm shield tank caldari. |
Scheneighnay McBob
Bojo's School of the Trades
2827
|
Posted - 2013.08.09 02:20:00 -
[12] - Quote
Soldier of Mawat wrote:I find that sometimes the best way to take on somebody with a mass driver is to get as closer as possible. With the people who have picked up the mass driver as a FOTM they don't have the experience and quite often they kill themselves. Of course this probably only works because I'm shield tank caldari. Could work, but I would watch out for flux nades. And again, I wouldn't count on it because you don't know if you're fighting a veteran or somebody who just got one. Well, you might after you die or kill them. |
RydogV
Shadow Company HQ
244
|
Posted - 2013.08.09 03:44:00 -
[13] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
2837
|
Posted - 2013.08.09 14:27:00 -
[14] - 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. 2 wouldn't be bad, but 1 would only make things worse. The projectile speed is slow enough that it requires skill at range, but just fast enough that you don't have to depend on luck at range. Take the Plasma cannon for example: the projectile speed is slower than the mass driver, and it can't hit anything at range. So people use it only in CQC. I even had a plasma cannon shot be outrun by an HAV.
I believe that if anything needs to be changed, the damage should be tweaked differently by variant. Normal MDs would have lower splash radius, higher splash damage, to reward precise use. Assault MDs would have a decrease in splash damage, but either a slightly higher radius, or more total ammo, to make them better support weapons.
What do you think? |
Stile451
Red Star. EoN.
172
|
Posted - 2013.08.09 15:36:00 -
[15] - Quote
I think the MD should go back to where it was pre buff - it doesn't need the extra splash radius as the fix to hit detection made it much better.
I think the damage is good where it is. |
Scheneighnay McBob
Bojo's School of the Trades
2844
|
Posted - 2013.08.09 16:05:00 -
[16] - Quote
Stile451 wrote:I think the MD should go back to where it was pre buff - it doesn't need the extra splash radius as the fix to hit detection made it much better.
I think the damage is good where it is. I don't think it got a damage/splash buff. Just the hit detection was fixed. |
Aquinarius Zoltanus
0uter.Heaven EoN.
300
|
Posted - 2013.08.09 16:21:00 -
[17] - Quote
Scheneighnay McBob wrote:Stile451 wrote:I think the MD should go back to where it was pre buff - it doesn't need the extra splash radius as the fix to hit detection made it much better.
I think the damage is good where it is. I don't think it got a damage/splash buff. Just the hit detection was fixed.
I'm fairly certain this is how the recent MD nerf/buff timeline goes:
Chromosome: Larger blast radius than we have now
Uprising 1.0: Nerf to blast radius
Uprising 1.2: Buff to blast radius, but not all the way up to where it was in Chromosome.
And damage has stayed the same throughout. |
Scheneighnay McBob
Bojo's School of the Trades
2848
|
Posted - 2013.08.09 16:23:00 -
[18] - Quote
Aquinarius Zoltanus wrote:Scheneighnay McBob wrote:Stile451 wrote:I think the MD should go back to where it was pre buff - it doesn't need the extra splash radius as the fix to hit detection made it much better.
I think the damage is good where it is. I don't think it got a damage/splash buff. Just the hit detection was fixed. I'm fairly certain this is how the recent MD nerf/buff timeline goes: Chromosome: Larger blast radius than we have now Uprising 1.0: Nerf to blast radius Uprising 1.2: Buff to blast radius, but not all the way up to where it was in Chromosome. And damage has stayed the same throughout. I don't remember seeing anything in the patch notes. What I'm sure of though, is that hit detection was very broken in 1.0 (rounds not even exploding), then was completely fixed in 1.2 |
Buddha Brown
Factory Fresh
232
|
Posted - 2013.08.09 16:27:00 -
[19] - Quote
When I come across an opponent with a MD I usually have to make a pretty quick decision on whether i'm going to rush to close the gap or peace the **** outta there.
I've noticed that a good portion of MD users (obviously not the elites) tend to panic a little bit when you rush them and either shoot beyond you or end up blowing themselves up by trying to shoot at your feet, or they hit a very near wall trying to flee, etc. A ton of factors that were previously covered go into this, like whether im pinned or not, is there a safe place to take cover? safe path to retreat? But the element of surprise can be a huge factor, especially if you're not a Scout/Shotty build that's expected to do so.
I just try to make them uncomfortable, make them switch tactics away from "stand and shoot next to cover and let splash do the work" and usually the only resistance you run into is a little SMG or something.
If the engagement is NOT going to go your way, you generally know preetttttty early in the confrontation with a mass driver so as long as you can identify a lopsided matchup when you see one, you should be able to steer clear of their wrath.
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Scheneighnay McBob
Bojo's School of the Trades
2852
|
Posted - 2013.08.09 17:35:00 -
[20] - Quote
bump |
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Scheneighnay McBob
Bojo's School of the Trades
2873
|
Posted - 2013.08.10 00:05:00 -
[21] - Quote
Not going to die |
Scheneighnay McBob
Bojo's School of the Trades
2873
|
Posted - 2013.08.10 02:06:00 -
[22] - Quote
CLEAR! |
Kage Roth
Wolf-Monkey Bastards
41
|
Posted - 2013.08.29 00:02:00 -
[23] - Quote
I tend to run shotgun scouts so I can tell you my main weaknesses. People backing away from me and using an SMG or AR for spray and pray. Only works if it is a light or med suit though. I close with heavies too fast. Mass Drivers and area of denial in general. Be careful though, a good shotgunner knows the map and try to flank you. Heavy with a shotgun. Seriously, every time i run into one I get stuck in a "how do I engage that," logic loop. |
Rynoceros
Rise of Old Dudes
587
|
Posted - 2013.08.29 00:25:00 -
[24] - Quote
Kage Roth wrote: Heavy with a shotgun. Seriously, every time i run into one I get stuck in a "how do I engage that," logic loop.
Working as intended. Thanks.
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