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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Justin Tymes
Raymond James Corp
291
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Posted - 2013.08.09 21:44:00 -
[1] - Quote
I don't like it, it's a widespread nerf(which isn't needed) based on one variant. I've never heard of anyone using the Assault MD like a shotgun, and lets face it, the Breach doesnt need any more nerfs. |
Justin Tymes
Dem Durrty Boyz
293
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Posted - 2013.08.10 16:00:00 -
[2] - Quote
So is the OP confirming that the Assault MD is great in CQC? |
Justin Tymes
Dem Durrty Boyz
300
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Posted - 2013.08.12 19:32:00 -
[3] - Quote
RINON114 wrote:Cross Atu wrote:More related info CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. That's good news, and thanks for your reply earlier. As for what I meant by GÇ£all situationsGÇ¥ I mean pretty much how you explained it. The mass driver simply does too well in situations it is not supposed to be in and considering there is no damage falloff, an MD can kill someone very easily at range with much less accuracy than is required from the AR, SCR or sniper rifle. As for knowing about the use of a mass driver, my corp mate specced into them way back and I asked if he would pick it up again. He constantly did well with it, watching people just jump ten feet in the air was funny but it was just cheap and too easy. He was rounding corners and taking guys out in CQC no problem and I've only seen him die to his own MD twice. We stopped using it because it just wasn't as fun or tactical as we both like. Now for that 800 damage, it seems like that is exactly what must have occured, the guy got behind me for a split second and even though the explosion appeared at my feet when I was facing the guy, the various issue with the game compounded together in what ultimately was a very lucky shot for the guy. I still think that the idea stated in the OP will keep the MD dangerous, but relegate it solely to the use of area denial, sitting behind the frontline being like a mortar. You wouldn't put infantry behind a mortar emplacement would you? Edit: It should be up to the skill of the MD user to take out enemies at range before they reach the null range where charges don't detonate as opposed to what we have currently which is that MD's can be used at any range below sniper.
Again how do you expect the Breach MD to compete with this change? And the Assault MD is fine the way it is, it still a terrible weapon in CQC. Please consider other varients before making the change, or at least specify which variant you want to change instead of a complete nerf across the board. |
Justin Tymes
Dem Durrty Boyz
305
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Posted - 2013.08.13 06:02:00 -
[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.
The changes would do nothing but nerf the other variants. The changes you purposed would completely take away any reason to use the Breach MD over a shotgun, which is superior in almost every way RIGHT NOW. You will completely take away the Assault's ability to kill anything within 10 meters before you die yourself, which it is already struggling to do RIGHT NOW. |
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 10:05:00 -
[5] - Quote
RINON114 wrote:Justin Tymes wrote:The changes would do nothing but nerf the other variants. The changes you purposed would completely take away any reason to use the Breach MD over a shotgun, which is superior in almost every way RIGHT NOW. You will completely take away the Assault's ability to kill anything within 10 meters before you die yourself, which it is already struggling to do RIGHT NOW. Except that the shotgun requires the shot to be 100% on target...
And you're rewarded with a splash of 90 splash(lower against shields) when you miss, and you will never OHKO when you hit, with a RoF almost 2x slower than a shotgun which OHKO Infantry in optimal and 2-shots Infantry outside of optimal before you even get the second Breach shot in. You should actually use the other variants before asking to nerf thing that you don't know about. |
Justin Tymes
Dem Durrty Boyz
305
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Posted - 2013.08.13 10:08:00 -
[6] - Quote
Cross Atu wrote:Two notes before a more substanentive response later.
#1 - If anyone has posted a response to my "the suggestion in the OP can't actually be mechanically viable" points I have yet to see it, can someone respond to this aspect or point me to a direct response?
#2 - Tonight I killed a Prototype Cal Logi with a Prototype Mass Driver in CQC using my 100% BPO fitting, and I did so with 40% shields remaining at the end of the battle. I will admit this is a bit above the arc of my average but it's not strikingly unusual... in the same game in the same suit I also caused 4 proto suited MD users to suicide when fighting me in low-mid/CQC ranges, only two of which managed to take me with them.
End of match tally, my free suit deaths 2, proto MD+Proto suit kills 5. I'll keep an eye on my MD deaths and kills in the future but so far my 'Exile' AR + BPO fit laughs in the face of proto MDs+proto suits.
0.02 ISK Cross
Specify which variant you used please. I'm pretty sure you didn't do this with a Boundless Assault in CQC without killing yourself long before you got the shields down. |
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 12:24:00 -
[7] - Quote
McFurious wrote:Justin Tymes wrote:Specify which variant you used please. I'm pretty sure you didn't do this with a Boundless Assault in CQC without killing yourself long before you got the shields down. He's saying he killed proto MD users with his ****-fit and what may have been an Exile.
Ah I'm sorry it was early, and I read it incorrectly.
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Justin Tymes
Dem Durrty Boyz
306
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Posted - 2013.08.13 14:31:00 -
[8] - Quote
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. |
Justin Tymes
Dem Durrty Boyz
306
|
Posted - 2013.08.13 16:00:00 -
[9] - 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.
You've yet to explain why such a change is needed for the variants that are already working as intended. All of this again is based on one variant. Why not make it so that Laser or Sniper Rifles are unable to fire at enemies within 5-10 meters? It makes no sense to nerf a weapon that way, all that is needed is splash being detected on Standard like the Assault in CQC. There situational CQC weapon. Go further and swap the RoF of the Standard and Breach and you have balanced weapon. |
Justin Tymes
Dem Durrty Boyz
307
|
Posted - 2013.08.13 17:36:00 -
[10] - Quote
RydogV wrote: First of all a Grenade Launcher is not a CQB weapon...no matter how you want to slice it...it was never designed to be THAT. It doesn't matter if we are immortal mercenaries or not. Such a weapon makes no sense in any combat situation. A Grenade Launcher is an area denial weapon, not a point weapon. So if an enemy is within a few meters of you, you are no longer in an 'area denial' situation...you are in a direct engagement with a point target and a grenade is not the ideal solution to that problem.
The other weapons you mention in your feeble argument are point target weapons and more to the point...they are weapons that do not deal Explosive Damage. Laser Rifles are ineffective at close range since damage output is considerably less at short distance. Using a Sniper Rifle at close range is equally ineffective based on slow ADS and poor hip-fire characteristics.
And the suggestion does nothing to say that you cannot fire the weapon at close range....it just says that it will not deal explosive damage at close range. Meaning you have to hit your target directly and the impact of the projectile will deal damage...not an explosion. So again your point is moot.
As for the few variants, they can simply adjust the minimum arming distance for each style based on the characteristics of the projectile it uses.
Why aren't my Grenades OTKing Infantry with a 15m splash at the least? Stop trying to bring real-world mechanics to a futuristic videogame. CCP designed MDs this way. To say that they should be nerfed because it doesn't match its Real-world counterpart exactly, despite what it does to the game's design is stupid. As of right now 2 variants are not OP, one is being debated, and there is currently no reason to widespread nerf the MD in-game.
The Assault is NOT a CQC weapon it is designed to be a support weapon, if you use it in CQC you will most likely die. Working as intended.
The Breach IS a CQC weapon despite its real-world counterpart not being one, because CCP designed the Breach to be this way. Working as Intended.
The Freedom needs splash detection fixed, and MAYBE a RoF nerf to make Breach more viable. That's it. |
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Justin Tymes
Dem Durrty Boyz
321
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Posted - 2013.08.17 18:16:00 -
[11] - Quote
Echoist wrote:I completely agree with the OP it would make sense that a hrenadr launcher of this sort would have some sort of safety protocol in order to protect the user. Besides even if people get too close you can stoll kill them with a direct shot. And if your a logi yku shouldn't need to be in the front just behind your squad acting as support and area of denial.
Stop acting Like Logi = heal slave, and you know scanning is nerfed now, so you won't even see detect someone until they are within 5 feet. Unless you're using scanning that gives no WP, which means you won't have REs(which are nerfed) or Triage Hive(needed for Gallente) |
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