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McFurious
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243
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Posted - 2013.08.09 04:52:00 -
[1] - Quote
Idea from RydogV in another mass driver *****-a-thon thread:
RydogV wrote: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..
Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already.
I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think?
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McFurious
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Posted - 2013.08.09 05:04:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:I don't like, removes risk involved with the MD.
Also could remove the shotgun-MD playstyle everyone's complaining about. |
McFurious
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Posted - 2013.08.09 07:42:00 -
[3] - Quote
Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range.
Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless.
You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. |
McFurious
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Posted - 2013.08.09 11:31:00 -
[4] - Quote
Leovarian L Lavitz wrote:The mass driver is sighted at 5 meters, 10 meters, 20, 30, and 40 meters.
Ok then, so minimum 5 meters. I think that's reasonable.
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McFurious
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260
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Posted - 2013.08.09 18:27:00 -
[5] - 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?
That's the idea. I'm thinking the round itself would still do the direct damage of the weapon, just no explosion. So EXO-5 round does 254.1, EC-3 does 152.5, etc.. |
McFurious
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262
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Posted - 2013.08.09 20:25:00 -
[6] - Quote
FLAYLOCK Steve 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? Than how would he defend himself in cqc?
Get direct hits, switch to sidearm, avoid CQC situations within 5 meters.
Like I was saying, direct hits would still do the gun's normal direct damage, just no explosion and no damage to surrounding enemies within 5 the meter minimum range.
Also, taking the bulky, useless flip-up-site off the gun would be 100% ok with me. |
McFurious
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266
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Posted - 2013.08.09 20:44:00 -
[7] - Quote
RydogV 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? Yes this was pretty much the idea of the original premise. Unexploded round does damage but not explosive damage. Personally I think it should be equal to the splash damage amount with a direct impact inside the arming range. Arming range should be 15 meters.
Seems kinda steep but then 5 meters might be too close. What about 10? |
McFurious
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Posted - 2013.08.10 04:08:00 -
[8] - Quote
Patrick57 wrote:ANOTHER mass driver thread -_- It's people like YOU that ruin these forums. And for the third time, i will post the same thing that i have in other threads- IF YOU CANNOT BEAT IT THEN DON'T COMPLAIN ABOUT IT. just find a DIFFERENT, BETTER WAY to kill them/ get an advantage.
I am a Masshole and have been since closed beta. I have no problems with going up against other Massholes or even the FOTM kiddies.
This idea was suggested back in the beta but was largely rejected. I and others still think it's a good idea. With this change the weapon will still be explosive past a certain range just not up close. I think the direct damage within the minimum range should be the same as it's normal direct damage.
FLAYLOCK Steve wrote:Let's lock the assault rifle trigger at cqc and long distance as well to make it truly balanced Fk out of here.
Over exaggeration. |
McFurious
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273
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Posted - 2013.08.10 04:25:00 -
[9] - Quote
low genius wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote: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.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets
That was not a suggestion that the MD only shoots 5 meters and does not explode if that's what you're thinking.
The MD would perform exactly as it does now except that the round won't explode unless it's passed 5 meters. Within that 5 meters it will only deal direct damage if it hits someone. |
McFurious
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Posted - 2013.08.11 04:57:00 -
[10] - Quote
RINON114 wrote:The mass driver should be a specialist weapon, and at the moment it is not. It does far too much damage just like the flaylock did and it deserves to be put into it's intended role. Just yesterday some guy hit me with the basic mass driver and did 800 damage to kill me in one hit. I can't kill people in one hit with any other gun, save for the forge or a headshot with a sniper rifle or shotgun, all three of which require incredible accuracy to do. The mass driver does not.
And on a side note: I think there is a bigger problem with the MD than people realise. My counter to these people when I encounter them in CQC is to get very close, start cooking a grenade and then backing off to throw it at them at the last second. I have encountered many times that the grenade lands at their feet and blows up without doing any damage as they are firing the MD at my feet and killing me. Is this some kind of calculation bug?
There does still seem to be some hit detection bugs with explosives. There also seem to be issues with explosives causing way more damage than they should (more than 130% damage).
I think the minimum arming distance idea and lowering the explosive bonus to armor to 120% would do the trick without making the MD useless. |
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McFurious
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278
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Posted - 2013.08.11 05:11:00 -
[11] - Quote
Skihids wrote:Are we seriously considering putting a safety measure on a clone weapon?!?
The same clones that we push though painful worm holes guaranteed to kill them in short order?
Gosh, maybe we should implement safety measures on grenades too. I mean, we can cook nades until they go off in our hands! We shouldn't be able to release the spoon until we throw it, and it wouldn't arm until it was far enough away from us.
And then we could put foam on all the sharp corners in our merc quarters...
Next thing you know we'll be wearing "armor" everywhere with shields like we're in ******* star trek or something... |
McFurious
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282
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Posted - 2013.08.12 00:04:00 -
[12] - Quote
Ripcord19981 wrote:McFurious wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless. You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. that'll happen when we get a decent scope.
I don't even use the scope at any range. I'd rather have it removed completely. It just takes up screen space. |
McFurious
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Posted - 2013.08.12 05:12:00 -
[13] - Quote
Skihids wrote:"Too good in CQC" generally means "I can't dance with it like I can an AR".
Now that holds true for any splash weapon so the argument really boils down to "Nerf the **** out of it until my AR is better than it in CQC".
That is followed by any number of "minor adjustments" that are designed to ompletely neuter the the weapon.
No. I use the thing. It's my favorite dam gun. I'm not suggesting to "neuter" my favorite weapon.
I like how many people keep saying it's a close to mid range weapon. Those are the one's who don't like this idea. The one's who just spam it at close range because that's all you know how to do with it. Like that's hard. It wouldn't change my playstyle much. It'd make close range engagements a lot more interesting though. |
McFurious
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289
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Posted - 2013.08.13 11:14:00 -
[14] - Quote
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.
Comparing MD's to shotguns... That's exactly the ******* problem.
You people keep running around spamming the thing at close range like it's a shotgun that covers a 5 meter sphere. I'd be fine with MD's staying as they are now. I mainly use it for mid to long range but it's nice to be able to use it up close if I need to. The problem is that's all you idiots want to do, toss fluxes and spam spam spam in close range. It's so bad now that even I know it's a problem which is probably going to lead to nerfs. I don't want to see the MD turned into a weak, useless weapon so I'm trying to have some sort of influence over what direction that nerf takes.
Hence the suggestion for Minimum Arming Distance: Full direct damage, no splash within 5-10 meters.
Because you tards can't help yourselves from abusing the MD so you need to be put on a dam leash. |
McFurious
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Posted - 2013.08.15 20:04:00 -
[15] - Quote
Bright Cloud wrote:Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not?
Battlefield and ArmA 1-3 as well IIRC.
It's funny how controversial this suggestion is. You got one group calling it, "nerfing the MD into the ground," another group saying it, "takes away risk of death at close range [a buff]," and then the ones who think it's a pretty good idea. |
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