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Thread Statistics | Show CCP posts - 1 post(s) |
Buster Friently
Rosen Association
1557
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Posted - 2013.08.11 05:47:00 -
[1] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? No safety. Bad idea. Unless of course you add a minimum distance to all weapons.
What is a grenade if it doesn't explode? |
Buster Friently
Rosen Association
1560
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Posted - 2013.08.11 18:14:00 -
[2] - Quote
Leave the ******* MD alone. It's fine. Go mess with the AR. It isn't fine. |
Buster Friently
Rosen Association
1570
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Posted - 2013.08.12 02:17:00 -
[3] - Quote
Skihids wrote:FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. No, you just aim behind the rushing fool. The splash still catches him. Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius. The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
Still a bad idea.
First - CCP will inevitable screw something up, or stealth nerf the MD on purpose.
Second - I want the option to suicide, especially if I can take someone with me. A safety just dumbs the game down. If you want a safety, watch where you're shooting.
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Buster Friently
Rosen Association
1602
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Posted - 2013.08.13 03:06:00 -
[4] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. Well unfortunately, a simple dislike of the idea isn't really going to do anything is it. The fact of the matter is that the MD is being used too frequently in close quarters engagements and is being used as an assault weapon but barely being used as an area denial weapon. This change would fix that problem rather neatly without nerfing the mass driver into oblivion. Right now the MD is taking the role of shotgun, assault rifle and itself, to which there is very little counter other than another mass driver or sniper rifle. That's not to say that you can't kill an MD user at all with only these weapons, but in CQC I should not be losing to what essentially boils down to grenade spam.
No, that isn't the fact of the matter.
The MD is fine.
Look at a killfeed sometime and open your eyes. There's some facts for you. |
Buster Friently
Rosen Association
1618
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Posted - 2013.08.13 15:34:00 -
[5] - Quote
RydogV wrote:Justin Tymes wrote:RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate. Why are so many counters to this proposal centered around the use of the Assault Rifle...THAT is something that has absolutely nothing to do with how the Mass Driver should operate. Assault Rifles are going to always be the predominate weapon, not because they are OP but because that is how Infantry Combat works. Pretty sure it was the weapon of choice in my Infantry Line Company. And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters. Anyone who continues to argue that should continue to be allowed sounds like a fool.
This is a game. It should be based on usage balance to give the game depth and diversity, but let's talk about your squad mechanics.
Why shouldn't a MD user be able to shoot in point blank range? Afterall, we are immortal clones able to resurrect our mind instantly, so surely the ability to kill at close range even while risking one's own body would be tactically useful.
The MD is fine.
The reason so many people talk about the AR in this thread is twofold.
1) Most of the calls to nerf other weapons come from run and gun AR users who want everything nerfed instead of learning tactics.
2) The AR is ridiculously overused and is OP. No one expects the AR to not be the number on weapon, but right now it is used more than 10 of the available 14 weapons in the game. That's just bad. |
Buster Friently
Rosen Association
1622
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Posted - 2013.08.13 19:21:00 -
[6] - Quote
Vin Vicious wrote:Tiffany NE Shephard wrote:Mass Driver = For the crazies Not the safeties.
Scram rifles and lazors are for the crazies MDs are the gun you give your five year old son who seen you playing and wants to play too
That's the AR actually. That 5 year old is just going to kill himself with the weapon every time he presses the button. There was even a thread in GD a while back about someone's 4 year old niece killing a protobear with the AR.
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Buster Friently
Rosen Association
1632
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Posted - 2013.08.14 02:07:00 -
[7] - Quote
This would just make the game more "safe", boring and dumb it down. |
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