|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
RINON114
B.S.A.A. General Tso's Alliance
429
|
Posted - 2013.08.10 02:53:00 -
[1] - Quote
I really like the idea as it makes the MD good at what it's supposed to be used for. At the moment the MD excels in CQC and in long range because you don't even have to be accurate, just throw out some rounds and you win.
Personally I feel that the splash damage or radius should drop because it shouldn't be outright killing people with a few shots like it is now, it should be a support weapon getting assists in the double digits at least.
My proto Gallente suit has over 800hp and a proto MD can take me down to dangerous levels in just a few hits near to my feet. I have to stay on target a lot longer whilst they are shooting in my general area and killing me at the same time. The counter to this is to get closer but that doesn't work because they can still just blow me up.
Minimum arming distance should solve the problem of MD being used far too liberally in CQC, a problem which is compounded by the fact that you can get 3 or more people just shooting explosions everywhere.
|
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 04:31:00 -
[2] - Quote
McFurious wrote: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. This. Atm, the mass driver is not just a suppression weapon, it's also a CQC weapon as well as an area denial weapon. It fills all those roles too well and given the fact that it doesn't require much skill to aim at someone's feet and get the same results as the skilled players who are getting direct hits, the MD needs some tweaks.
The tweak to minimum range would remove it's ability in CQC (which is why you equip an SMG as a sidearm) and if you don't have a sidearm slot then you better be packing buddies who can keep you alive in close quarters.
Tl;dr - The mass driver should be a situational area denial weapon, not an explosive assault rifle with five meters splash radius. |
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 06:54:00 -
[3] - Quote
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 AR is good but not the best in all areas.
But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be.
And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using.
Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time.
An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. |
RINON114
B.S.A.A. General Tso's Alliance
432
|
Posted - 2013.08.10 14:23:00 -
[4] - Quote
FLAYLOCK Steve wrote:RINON114 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 your 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 AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. I don't often say this, but you are an idiot.
Do you know what area denial means?
Because I will tell you: It means not allowing a player to close that gap. If you're good with the mass driver you will be keeping enemies at bay, if you suck then they deserve to win in CQC. Go read a dictionary or something, ****. |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:05:00 -
[5] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:RINON114 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 your 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 AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. I don't often say this, but you are an idiot. Do you know what area denial means? Because I will tell you: It means not allowing a player to close that gap. If you're good with the mass driver you will be keeping enemies at bay, if you suck then they deserve to win in CQC. Go read a dictionary or something, ****. I'm a idiot? Ha. Why don't smart players rush people with a massive driver? Because they know the weapon will kill them. Add the safety and even the bad players will realize that the gun has a "dead zone" and they will rush you much easier. Doesn't matter how good you are or not . If your a good player you can take out the current mass driver user by keeping your distance. I've even rushed in with a minja scout that uses the nova knife and smg as a main weapon and took him out. Making the gun have a dead zone isn't balanced because it'll be the only weapon that has one. Sorry if players like you aren't good enough to take out a mass driver at a distance. I do it all the time, I don't fight mass driver vs mass driver if I die. I'll get my tac ar and snipe him with it. Not that hard. And people saying that the mass driver is being used as a shotgun lawl. They're somewhat right but they don't understand that it's a risky move to do. You'll end up killing yourself if you go crazy spamming. Mass driver users carry flux. Guess what their same trick works both ways. Flux them as well or throw a grenade. I throw flux and use a smg or just the gek ar. So you're the idiot for not realizing how bad this potential nerf can be. If they do make it, they have to fix the hit detection. Or it will have the same problem that the flay lock has right now. It's very hard to get direct hits and it isn't because of skill but because of poor game design. I won't take the risk of my hits not registering because the devs didn't fix it. Being forced to do direct his with a grenade launcher is stupid. Grenades kill by the shock waves it creates. Making it do direct hits is almost like having a bullet. If you want direct hits make it so in cqc it shoots straight like a bullet and if it hits you you're dead. Why? A direct hit with a grenade is instant death. Splash you can survive and counter. You can't just take away a ability of the gun with out adding one. Wouldn't go too well. It's like removing the hip fire of a assault rifle in cqc. Basically making the assault rifle aim harder like a tac ar in cqc. Not so balanced. Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really. |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:37:00 -
[6] - Quote
Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored?
The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy.
The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:42:00 -
[7] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:
Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really.
That's sad. That tank stood still long enough for him to do that. That isn't the mass driver fault its the tanks. It's a kill everything no matter the distance? Um, that pretty much sounds like the assault rifle to me. I use it to pick off snipers just saying. At least the mass driver requires more work or more of a thought to be able to take out people at a distance unlike the assault rifle or better yet the tactical assault riffle which has a great range. At least the mass driver requires you think focus on elevation, distance, terrain (hills or flat, height of target etc) just saying. That whole statement is just proved to be bad Because the simple fact that: 1: the tanks stood still for a while, I bet it wasn't only him attacking it. 2: the it kills everything no matter what the distance sounds more like the assault rifle instead of the mass driver 3: the hit detection is messed up, hit boxes are messed up and the aim assist is off right now. The assault rifle is effected by hit detection, because it requires direct hits and it's still very fking accurate. Imagine how much better it'll be once this is fixed. Ha and people already complain about it Just because it applies to the AR, this does not mean it applies to ONLY the AR. What you are saying is that currently, the mass driver is being used as an assault rifle because GÇ£the hit detection sucksGÇ¥ for everything else. This is the same as saying GÇ£I can't hit people but I can when I can hit anything within a five meter radius.GÇ¥ |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.11 04:02:00 -
[8] - Quote
Jastad wrote:RINON114 wrote: I don't understand how this will make a difference, perhaps that is why it's being ignored?
The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy.
The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. You dont understand simply because you dont ever bother try the MD or just pay attention to the spamming noob. Let's go with the point. 1) No,it's not a sniper rifle. Area Denial mean " no, you can fukin walk freely in that area." and "no you can fukin take that little crate as a cover" OR " no, you cant walk close together like a wolf pack or like a Greek Oplitia formation" A sniper rifle have ALL other purpose on the battlefield (that is not paddle KDR ) and if you cant see the difference between the two weapon than you have a little problem regarding game balance so let's translate this in " MD for Dummies" : You give the Enemy height advantage? You die. You walk close with your squad? You die. You seek cover behind a little obj? you die. And now let's try to explain WHY Cross hit the core problem and why ignoring something that you dont understand it's bad for ya ( RIP CARLIN) They main complain of people is that they are spamming the MD in CQC. But the splash dmg that kill you must have killed the user too...... so what's Happen? Lets do some MATH with the help of X-Y SUPPOSE you shoot the MD at your feet the MD do 184 DMG on X axis for (let's make an example) 4 meters. The point of impact is Y=0 The flat explosion dmg calc means that IF YOU ARE at Y=1-2-3-4-5-6 you avoid all the self inflicted spash DMG. WHat do we have if we change this? Suppose you have s sphere DMG where ALL object inside X=4 and Y= 6 (numbers are for example ) take the same splash dmg. With this you cant shoot it in CQC because you will take YOUR DMG+ Enemy DMG and that means that you die faster than you kill. Honestly, this was difficult to read. Not because you made some hard hitting points that made me realise how wrong I was but because you haven't made a single gram of sense.
I made the comparison between the sniper rifle and the mass driver, not because the weapons are similar in any way, but what they are similarly used as which is an area denial/situational weapon.
What this boils down to is that the AR and it's similar variants like the rail rifle, combat rifle, scrambler rifle, laser rifle (when that gets fixed) should always be the workhorse of the majority of kills.
Ever heard the phrase GÇ£don't bring a knife to a gunfightGÇ¥?
Well there's a reason you don't run across open fields with only your nova knives equipped. There's a reason you use a shotgun in CQC. There's a reason you use sniper rifles for extreme range engagements and not in CQC.
Is this getting through to you yet?
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? |
RINON114
B.S.A.A. General Tso's Alliance
434
|
Posted - 2013.08.12 07:19:00 -
[9] - Quote
Cross Atu wrote:Recent as of 8/11/2013 Cross Atu wrote:CCP Wolfman wrote:We are going to be taking a look at splash damage to see if there is anything fishy going on with it. However I can confirm it is a sphere. Thank you for both the information and the further look into the matter. Armed with this new info I now need to pull together a testing protocol for how those pesky scouts (and some Cal suits) are capable of using AoE weapons against me at close range without taking visible health damage themselves (up to this point I was sure it was circle vs sphere related which anecdotally seemed to fit the facts) Again, thanks for the update Cross According to CCP Wolfman sphere damage is already in the game, this does not remotely match my in game observations and tests as I've seen scouts and some Cal suits 'bunny hop over the damage' as recently as this 2x SP event. Something is clearly missing from the puzzle here and while we wait for CCP to give it another look I"m going to try some testing of my own and invite others to do the same. Regardless of these tests or their results the options presented by the OP still have the mechanical and exploit flaws I've listed elsewhere. Speaking as someone who does not "just spam it at close range" I can firmly say that the OP is a flawed method which does not solve for the issues presented. For the sake of completeness however I must also state that if the CCP quote above is fully accurate and no AoE related bugs are present then my prior suggestions also do not solve for the issues presented. Time to do more testing, and while I'm at it I'll reiterate my request for definitions and details as posted above in #154 ~Cross By GÇ£too good in CQCGÇ¥ I mean that if I'm running around a corner and there just happens to be a guy with a mass driver, I'm screwed even in my proto suit. If I close the gap to suicidal levels for that player, then I can't keep my aim no matter what I'm using and hopefully I don't need to tell you that the problem is not remotely related to my skill at aiming. If I try and run away back around the corner, not only can he still hit me by shooting the floor where I was, but the user of the MD doesn't have to aim much to kill me in two or three shots at the optimal range of whatever weapon I'm holding (yes it's usually the AR but that still requires careful aiming)..
The point is that the MD actually simply does too much damage in all situations. I told you about my proto suit, well it has more than 800 hp, 363 shield and 501 armour. I got killed by this guy who did 800 damage in a single shot. All he needed were two poorly placed shots at the ground near where I was standing and I was dead. I need at least a full mag to kill him using a duvolle if he's bunny hopping around me like a lunatic too.
I do not want the mass driver to become useless at all, I just want it to be on the same level as the sniper rifle or shotgun: a situational weapon that can't be used for everything. Whether you like it or not, that is the AR's job in any universe and any time period. |
RINON114
B.S.A.A. General Tso's Alliance
439
|
Posted - 2013.08.12 18:49:00 -
[10] - Quote
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?
|
|
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 02:36:00 -
[11] - Quote
Justin Tymes wrote: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. The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 02:47:00 -
[12] - Quote
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. :) |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 03:00:00 -
[13] - Quote
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. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 03:36:00 -
[14] - Quote
Cosgar wrote:AR already has more DPS than the MD, and is more effective at all ranges. AR users need to stop running head on like lemmings and put some distance between themselves and a MD being used in CQC- common sense. Hit detection is killing the shotgun, which is actually a good hard counter to the MD- I'd rather see hit detection being fixed before anything else. Also, get away from the term "assault weapon" a weapon is a weapon. You pull the trigger and try to kill people with it. If a bunch of people are putting 3 levels into the MD and running around with the EXO-5 like it's a shotgun, (which is the real issue) find a weakness instead of crying on the forums. Funnily enough I'm not GÇ£crying on the forumsGÇ¥, I'm making what is amounting to be a futile attempt to stop CCP making it completely garbage again. Don't give me crap about relocating to a long distance to deal with an MD user either. The majority of objectives are CQC based but have choke points in which the mass driver should absolutely shine, except it's not being used like that.
As for this GÇ£AR has more DPSGÇ¥ pile of bull that's spreading like a virus: yes, the AR is capable of vast amounts of damage from a single clip in a single second. However, and most importantly, you need to land those shots which takes skill and accuracy. Also, if what Cross said is true about the MD applying both direct and splasb damage to the target, you're getting about 400 damage per shot on a weapon that takes less skill to aim carefully.
In reply to Buster Friendly: The killfeed has very little meaning when discerning if a weapon is OP. The sniper rifle counts for a lot of a sniper's kills, is that OP? Just because people get kills with a weapon it does not make it OP. Observation of facts and, subsequently behaviours of players as well as the situations in which a weapon continues to beat the weapon designed to counter it is how we determine what is OP or not. |
RINON114
B.S.A.A. General Tso's Alliance
443
|
Posted - 2013.08.13 08:26:00 -
[15] - Quote
Cross Atu wrote:And now a "memo" from the desk of CCP Wolfman CCP Wolfman wrote:Cross Atu wrote: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. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross Ok dokey... In the case of a direct hit only direct damage is applied to the target. Splash is not applied to the target but will be applied to any others that happen to be in range. A headshot modifier would apply if the explosion hits your head. A series of checks are done to different body parts and splash is applied to the first one it hits (typically not the head). I would need to check on vehicles, I'm not sure how splash is applied to the regular body Vs weak spots. It sounds like it would be very possible for splash and direct damage to apply to a target if the latency is off by even a fraction of a second. As the direct damage is applied, it seems that you could easily GÇ£move intoGÇ¥ the splash damage too and have that applied in that fraction of a second, although highly unlikely.
The issues I've been seeing are still that the MD simply does too much damage whilst requiring very little accuracy from the user, but could it be possible that latency could be resulting in splash damage being applied more than once? |
RINON114
B.S.A.A. General Tso's Alliance
443
|
Posted - 2013.08.13 08:29:00 -
[16] - 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. Except that the shotgun requires the shot to be 100% on target... |
RINON114
B.S.A.A. General Tso's Alliance
446
|
Posted - 2013.08.14 02:35:00 -
[17] - Quote
Whoa whoa whoa...
I have to say I'm a little disappointed in a number of you and all this talk of GÇ£real worldGÇ¥ not having any relevance to a space sci-fi game.
Have any of you ever heard of GÇ£suspension of disbeliefGÇ¥?
Suspension of disbelief is the human brain's ability to believe in something wholly unreal based on how similar it is to the current limitations of our imaginations. In essence, it allows for the fantastic to seem possible.
This is why the assault rifle is shaped in a very similar way to current world assault rifles, it has a stock, magazine, trigger, grip, foreguard, barrel and even rails that we use for the attachment of optics or other weapon upgrades right now. These parts are familiar, so it doesn't seem ridiculous that I'm firing searing hot plasma from the end of what amounts to being about as plausible as a plasma fart from the backside of a cat.
Suspension of disbelief is also what makes the space sci-fi genre so fantastic, as it blends current design with a future vision of what we might have and allows to player not to think GÇ£lol this will never happenGÇ¥ and think GÇ£wow this could totally happen!GÇ¥
It's why the HMG is shaped like a minigun.
It's why the MD has the iconic six round chamber from current grenade launcher systems.
It's why the sniper rifle is long and has a fixed stock that looks strikingly similar to current tech.
Seeing tactics that simply do not fit with what a person expects from humans makes that tactic ridiculous. Sure we are immortal clone soldiers and that would probably bring tactics like suicide, but suicide from the MD is rarely intentional.
Suspension of disbelief is required for a sci-fi game, and dismissing real world examples is to dismiss psychology of humans, and also the design decisions that the art team have made, a dismissal which I personally find offensive. |
RINON114
B.S.A.A. General Tso's Alliance
448
|
Posted - 2013.08.14 07:21:00 -
[18] - Quote
FLAYLOCK Steve wrote:Keri Starlight 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? Just leave the MD how it is right now...? It's not good enough for the community. They want it nerfed to the ground Yeah some of them do, which is why this thread exists: to prevent that from happening.
I agree about the safety features thing, of course a weapon in the hands of someone who finds it more convenient to commit suicide than shower would need no safety features, but then this isn't a safety feature...
Allow me to explain with law (aka lore):
GÇ£Each of the smart HIND rounds loaded into an individual mass driver variant has a pre-determined minimum distance for the projectile to reach the velocity required to set off the explosive charge. Different densities of explosive make for different minimum travel times, resulting in lower fragmentation at closer ranges, and higher fragmentation at long range.GÇ¥
Enjoy. |
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 01:54:00 -
[19] - Quote
McFurious wrote: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. Edit: I don't want to see the MD nerfed to the ground. I see this as a compromise because the main complaints about the MD seem to be coming from it's use as a close range weapon and maybe that's not what it was meant for. So how about we limit it's explosive damage at close range but not it's direct damage and leave all the other stats alone. That wouldn't bother me personally. But I'm also ok with leaving it the way it is now. For all we know, after 1.4 it may need a buff. I think right now with aiming as bad as it is people are turning to the MD just for the splash. If aiming gets significantly improved, the MD might not look so OP. So either way is fine with me. Just thought I'd throw it out there. A reasonable person, in this thread!? Those are few and far between my friend...
Agreed with what you posted, I too do not want to see ANY weapon nerfed into the ground, but when everybody starts using it just to compete (like the flaylock in the past) then something needs to be done. I personally see this as a nerf, but people seem to hear that word and think they should automatically be exempt from it's effects which is simply untrue.
What this GÇ£nerfGÇ¥ accomplishes is putting the mass driver into it's intended role, and if people disagree with that then they're either protecting the weapon out of blind love for being able to explosive spam any CQC area, or genuinely believe it's okay to do that and are simply wrong.
Sorry guys but when you can completely deny an area with explosives by being IN that area then that kind of defeats the object in the long run. |
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 03:53:00 -
[20] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:McFurious wrote: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. Edit: I don't want to see the MD nerfed to the ground. I see this as a compromise because the main complaints about the MD seem to be coming from it's use as a close range weapon and maybe that's not what it was meant for. So how about we limit it's explosive damage at close range but not it's direct damage and leave all the other stats alone. That wouldn't bother me personally. But I'm also ok with leaving it the way it is now. For all we know, after 1.4 it may need a buff. I think right now with aiming as bad as it is people are turning to the MD just for the splash. If aiming gets significantly improved, the MD might not look so OP. So either way is fine with me. Just thought I'd throw it out there. A reasonable person, in this thread!? Those are few and far between my friend... Agreed with what you posted, I too do not want to see ANY weapon nerfed into the ground, but when everybody starts using it just to compete (like the flaylock in the past) then something needs to be done. I personally see this as a nerf, but people seem to hear that word and think they should automatically be exempt from it's effects which is simply untrue. What this GÇ£nerfGÇ¥ accomplishes is putting the mass driver into it's intend ed role, and if people disagree with that then they're either protecting the weapon out of blind love for being able to explosive spam any CQC area, or genuinely believe it's okay to do that and are simply wrong. Sorry guys but when you can completely deny an area with explosives by being IN that area then that kind of defeats the object in the long run. Isn't that the point? Deny the area. IN or wherever you're shooting at. Seriously what's the big deal? Hit detection will be fixed. People will forget about the mass driver and say the shotgun is op because it'll actually work. Assault rifle will get aim assist. Making the gun handicapped near its user is defeating the purpose. Once the shotgun gets fixed people could start using that as a counter against mass driver. I've actually stopped using the mass driver a lot. because I got tired of running out of ammo. So I've been using my assault rifle more often again or my minja scout with smg. But I've been able to counter it in cqc because I use this moron thing called tactics. I don't blindly rush him. I out live his ammo and I take him out with a smg And I'm not even that good but I think..... just sayin wait until 1.4. Aim assist for assault rifle lawl and shotguns will be called OP. I'll be using my dren shotgun for sure lol Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do. |
|
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 05:18:00 -
[21] - Quote
FLAYLOCK Steve wrote:RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... The thing is, yeah it's easy enough to take out a solo MD user but they are rarely alone and it's in these situations where it excels far too well in the CQC environment.
For example: - I am running lone wolf in my proto suit because I am rich. I come across a nooblet and train my sights on his face. He immediately finds cover because I am stupid and didn't see the cover but he is almost 0 health. I run around the corner to chase the kill because I am still stupid but OH NO he has a friend with a mass driver.
I now have only three options, all of which have failed in the past: - I close the distance and CQC him. - I stay where I am, finishing off the nooblet anf then killing the MD friend. - I run away.
The only one that could work is to kill them both, which is rather unlikely before he gets 3 poorly placed shots at my ankles.
Running away doesn't work because he can shoot around corners via splash damage.
Taking this into a full game dynamic there are also other players to account for and so this will inevitably lead to my premature death. The only tactic is to sit back and pick at people from a distance unless I use a mass driver myself. |
RINON114
B.S.A.A. General Tso's Alliance
455
|
Posted - 2013.08.16 09:33:00 -
[22] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... The thing is, yeah it's easy enough to take out a solo MD user but they are rarely alone and it's in these situations where it excels far too well in the CQC environment. For example: - I am running lone wolf in my proto suit because I am rich. I come across a nooblet and train my sights on his face. He immediately finds cover because I am stupid and didn't see the cover but he is almost 0 health. I run around the corner to chase the kill because I am still stupid but OH NO he has a friend with a mass driver. I now have only three options, all of which have failed in the past: - I close the distance and CQC him. - I stay where I am, finishing off the nooblet anf then killing the MD friend. - I run away. The only one that could work is to kill them both, which is rather unlikely before he gets 3 poorly placed shots at my ankles. Running away doesn't work because he can shoot around corners via splash damage. Taking this into a full game dynamic there are also other players to account for and so this will inevitably lead to my premature death. The only tactic is to sit back and pick at people from a distance unless I use a mass driver myself. This argument is invalid. Mass drivers are support weaponry like a hmg. We don't usually go lone wolf because it isn't meant to be unless in cqc. We pick off what the assault rifle on our team or squad attacked. You just said you go lone wolf. This whole post seems like a nerf team work lol. Again you can't rush in if a mass driver is there unless you're skilled. I'm not that skilled but I manage to take Em out. All I see is a an excuse to nerf a gun that is working as intended. You just said you like to lone wolf which in fact is a bad idea in this game because the game is based upon team work. Hence support weaponry and support roles... Mass driver is fine and applying a arming distance will render it useless as a support because people would just rush the user. And please don't even say "direct damage"... it's a grenade. It should kill by splash. I didn't say I always lone wolf but it does happen when you're separated from your squad, either they die or whatever.
The mass driver is supposed to be a squad support weapon but it's not right now. You should be hanging back and shooting grenades past your squaddies. |
RINON114
B.S.A.A. General Tso's Alliance
456
|
Posted - 2013.08.16 23:54:00 -
[23] - Quote
SirManBoy wrote:Yes, this proposal is counterintuitive to actual support play. I have to be close to my squad to repair them, supply them, and revive them. How exactly would I accomplish this when my weapon of choice only becomes lethal from 10m-15m away?
The MD is both an area denial and breach weapon. Improve your tactics and situational awareness, equip yourself properly, and most of all...GET OVER IT. So it's okay to have a mini orbital to clear those pesky roaches just so you can help your team in CQC? I wouldn't mind if that were the case but you have too much power in the mass driver so you're not just scattering them you're killing them too. A support weapon should be used from a distance and then once the roaches are scattered you move in and help. Or use a sidearm. Or equip something built for CQC like the breach AR or a shotgun.
Spamming explosives into a CQC area is just ridiculous, and because it works so well, soon everyone will be doing it. |
RINON114
B.S.A.A. General Tso's Alliance
457
|
Posted - 2013.08.17 01:41:00 -
[24] - Quote
FLAYLOCK Steve wrote:SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This. dea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. Oh please. Don't give that "your not doing job talk" when I bet you don't. I support the team by taking out reds. That's my job. I take over a spot and clear it so my team can get their act straight. It takes one red to to change the terms on the game. One red to place a up link and we would lose. Mass driver is made to counter that. It's fine the way it is stop being so ignorant and stop trying to avoid the fact that you have to change your play style of aim and click Uhm Steve, the guy is agreeing with you... |
|
|
|