Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Bittersteel the Bastard
WarRavens League of Infamy
79
|
Posted - 2013.08.09 01:50:00 -
[1] - Quote
Disclaimer: Keep it clean. No need to bring up PC history, everyone has their right to their opinion and there is no need to hate on people because you lack a retort or an actual argument.
So I made a poll and most people don't think the Mass Driver is OP.
71 people said not OP. 14 people said yes, OP. 10 people said maybe OP.
Now I understand this is flawed method of proving anything because, well, it's flawed but posting pictures of yourself doing well with a weapon while in a proto/pubstomping squad is flawed too.
So there you have it. I myself don't think the weapon is OP but rather have some qualms with things the mass driver is related to. (Which are probably the reasons for the QQ)
1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields.
So in conclusion the Mass Driver itself is not OP just mechanics and miscellanea related to it that make it seem overpowered.
Now STFU. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2447
|
Posted - 2013.08.09 01:51:00 -
[2] - Quote
Bittersteel the Bastard wrote: So there you have it.
Now STFU.
OK guys, Bitter said that it's not OP. I guess we can go home now. |
Bittersteel the Bastard
WarRavens League of Infamy
79
|
Posted - 2013.08.09 01:52:00 -
[3] - Quote
TheAmazing FlyingPig wrote:Bittersteel the Bastard wrote: So there you have it.
Now STFU.
OK guys, Bitter said that it's not OP. I guess we can go home now.
Finally someone gets it. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1808
|
Posted - 2013.08.09 01:57:00 -
[4] - Quote
Flux is fine.
Maps make LAV's and long range weapons seem OP.
Explosives are too powerful against armor. |
Bittersteel the Bastard
WarRavens League of Infamy
81
|
Posted - 2013.08.09 02:00:00 -
[5] - Quote
DeadlyAztec11 wrote:Flux is fine.
Maps make LAV's and long range weapons seem OP.
Explosives are too powerful against armor.
Flux doesn't seem fine to me. I know locus grenades hit armour hard but that's something that should be fixed too. Grenade sin general need to be tweaked.
|
Scheneighnay McBob
Bojo's School of the Trades
2824
|
Posted - 2013.08.09 02:06:00 -
[6] - Quote
I agree, but this thread needs some looking at. Worked too damn hard for it to die just because it isn't looking to start a flame war.
https://forums.dust514.com/default.aspx?g=posts&m=1157339 |
BL4CKST4R
WarRavens League of Infamy
991
|
Posted - 2013.08.09 02:12:00 -
[7] - Quote
Quote:1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields.
1) Definately this is why the 8.2 radius on the proto MD is so OP, I hope this is fixed in 1.4.
4) Yes a thousand times yes.
5) Rushing a MD with a flux grenade in your hand will lead to the ultimate death of one of you. |
Bittersteel the Bastard
WarRavens League of Infamy
81
|
Posted - 2013.08.09 02:21:00 -
[8] - Quote
BL4CKST4R wrote:Quote:1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields. 1) Definately this is why the 8.2 radius on the proto MD is so OP, I hope this is fixed in 1.4. 4) Yes a thousand times yes. 5) Rushing a MD with a flux grenade in your hand will lead to the ultimate death of one of you.
So do you think fluxes need to be tweaked or do you think they're fine?
|
BL4CKST4R
WarRavens League of Infamy
992
|
Posted - 2013.08.09 02:22:00 -
[9] - Quote
Bittersteel the Bastard wrote:BL4CKST4R wrote:Quote:1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields. 1) Definately this is why the 8.2 radius on the proto MD is so OP, I hope this is fixed in 1.4. 4) Yes a thousand times yes. 5) Rushing a MD with a flux grenade in your hand will lead to the ultimate death of one of you. So do you think fluxes need to be tweaked or do you think they're fine?
If CCP allows them to do armor damage then yes tweak them, or at least apply a debuff to shield repair and delay. |
Bittersteel the Bastard
WarRavens League of Infamy
81
|
Posted - 2013.08.09 02:25:00 -
[10] - Quote
BL4CKST4R wrote:Bittersteel the Bastard wrote:BL4CKST4R wrote:Quote:1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields. 1) Definately this is why the 8.2 radius on the proto MD is so OP, I hope this is fixed in 1.4. 4) Yes a thousand times yes. 5) Rushing a MD with a flux grenade in your hand will lead to the ultimate death of one of you. So do you think fluxes need to be tweaked or do you think they're fine? If CCP allows them to do armor damage then yes tweak them, or at least apply a debuff to shield repair and delay.
I think they need to make it so that the STD flux can't just instantly knock off all the shields of any suit no matter the amount of shields they have. They should also have explosion like fall off too where less shields get taken out the farther from the flux you are.
|
|
Killar-12
Molon Labe. League of Infamy
447
|
Posted - 2013.08.09 02:46:00 -
[11] - Quote
Bittersteel the Bastard wrote:BL4CKST4R wrote:Bittersteel the Bastard wrote:BL4CKST4R wrote:Quote:1. The way explosives work. This needs to be fixed there should be "damage falloff" at the edge of the explosion rather than doing full damage at the edges. This way a direct or at least a closer shot is encouraged.
2. Weapon kicked up and screen thrown upwards I'm pretty sure everyone agrees this is too damn much. You can't hit the mass driver user back effectively if it takes you the same time to re-position your sight as it takes for him to fire another shot at you which will kick your sight up again.
3. Current maps There's basically little way to get above your enemy with very buildings being few and far in between or inaccessible
4. Armour It's already sh*tty. Mass drivers f*ck it up even more.
5.Flux grenades They one shot shields. 1) Definately this is why the 8.2 radius on the proto MD is so OP, I hope this is fixed in 1.4. 4) Yes a thousand times yes. 5) Rushing a MD with a flux grenade in your hand will lead to the ultimate death of one of you. So do you think fluxes need to be tweaked or do you think they're fine? If CCP allows them to do armor damage then yes tweak them, or at least apply a debuff to shield repair and delay. I think they need to make it so that the STD flux can't just instantly knock off all the shields of any suit no matter the amount of shields they have. They should also have explosion like fall off too where less shields get taken out the farther from the flux you are. I was a bout to suggest fall off also introducing an AV variant that doest 1200 dam with homing but only explode vs vehicles and making standard Fluxes do the damage of Locus nades. |
Bittersteel the Bastard
WarRavens League of Infamy
85
|
Posted - 2013.08.09 02:54:00 -
[12] - Quote
Killar-12 wrote: I was a bout to suggest fall off also introducing an AV variant that doest 1200 dam with homing but only explode vs vehicles and making standard Fluxes do the damage of Locus nades.
I think AV nades need to do less damage considering they home and you can just throw in the general direction. Swarms you need to lock on and forges need to charge up. (Plasma Cannons are...plasma cannons) AV nades should not be your primary method of AV. They should be used more for harassment and softening a target for someone who is running actual AV gear. |
RedZer0 MK1
Opus Arcana Covert Intervention
19
|
Posted - 2013.08.09 03:23:00 -
[13] - Quote
Fluxes do have a drop off of damage. It doesn't always instantly drop all the shields. They are fine, since they can be used to deal with tanks. Reducing the range or shield damage would make them useless against tanks. |
RydogV
Shadow Company HQ
244
|
Posted - 2013.08.09 03:43:00 -
[14] - 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. |
Bittersteel the Bastard
WarRavens League of Infamy
90
|
Posted - 2013.08.09 14:37:00 -
[15] - 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.
I was just thinking about proposing something like number 2 myself. :D I think that would be a good idea. But what would be a good arming distance? |
|
CCP Logibro
C C P C C P Alliance
328
|
Posted - 2013.08.09 14:39:00 -
[16] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Cosgar
ParagonX
4074
|
Posted - 2013.08.09 14:54:00 -
[17] - 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. All they really need to do is bring back the Chromosome physics- slightly slower velocity and a more drastic falloff. What people are doing is getting to level 3 and using the EXO-5 in CQC like a shotgun since the operation skill is connected to blast radius. |
Bittersteel the Bastard
WarRavens League of Infamy
91
|
Posted - 2013.08.09 14:59:00 -
[18] - Quote
Cosgar wrote: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. All they really need to do is bring back the Chromosome physics- slightly slower velocity and a more drastic falloff. What people are doing is getting to level 3 and using the EXO-5 in CQC like a shotgun since the operation skill is connected to blast radius.
I haven't used the Mass Driver since Chromosome so I don't know much about how it handles now. :/
|
Buster Friently
Rosen Association
1534
|
Posted - 2013.08.09 15:01:00 -
[19] - Quote
TheAmazing FlyingPig wrote:Bittersteel the Bastard wrote: So there you have it.
Now STFU.
OK guys, Bitter said that it's not OP. I guess we can go home now.
Yeah, it isn't OP.
It's actually UP because to get any utility out of it you have to use fluxes and nanohives.
So when people qq about the MD, they're really qqing about the MD, fluxes and nanohives combined. Despite this, even combined like this, it still doesn't outperform the generalist weapon of the AR - and it should. |
Bittersteel the Bastard
WarRavens League of Infamy
91
|
Posted - 2013.08.09 15:03:00 -
[20] - Quote
Buster Friently wrote:TheAmazing FlyingPig wrote:Bittersteel the Bastard wrote: So there you have it.
Now STFU.
OK guys, Bitter said that it's not OP. I guess we can go home now. Yeah, it isn't OP. It's actually UP because to get any utility out of it you have to use fluxes and nanohives. So when people qq about the MD, they're really qqing about the MD, fluxes and nanohives combined. Despite this, even combined like this, it still doesn't outperform the generalist weapon of the AR - and it should.
Ummm...I disagree. The MD is not UP. Just...abused let's say.
|
|
DeadlyAztec11
Max-Pain-inc Dark Taboo
1811
|
Posted - 2013.08.09 15:12:00 -
[21] - Quote
Bittersteel the Bastard wrote:DeadlyAztec11 wrote:Flux is fine.
Maps make LAV's and long range weapons seem OP.
Explosives are too powerful against armor. Flux doesn't seem fine to me. I know locus grenades hit armour hard but that's something that should be fixed too. Grenade sin general need to be tweaked. Flux is fine. It keeps the Caldari suits from being OP.
Explosives are not. A militia Locus grenade will kill a proto Gallante Assault who is fully armor tanked. Explosive bonus damage to armor needs to be lowered. |
Bittersteel the Bastard
WarRavens League of Infamy
91
|
Posted - 2013.08.09 15:15:00 -
[22] - Quote
DeadlyAztec11 wrote:Bittersteel the Bastard wrote:DeadlyAztec11 wrote:Flux is fine.
Maps make LAV's and long range weapons seem OP.
Explosives are too powerful against armor. Flux doesn't seem fine to me. I know locus grenades hit armour hard but that's something that should be fixed too. Grenade sin general need to be tweaked. Flux is fine. It keeps the Caldari suits from being OP. Explosives are not. A militia Locus grenade will kill a proto Gallante Assault who is fully armor tanked. Explosive bonus damage to armor needs to be lowered.
Just because Locus grenades are really effective against armour doesnt mean that Flux grenades need to be super powerful to compensate. Just balance both grenades and lower damage in both. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |