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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
RydogV
Shadow Company HQ
251
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Posted - 2013.08.09 20:34:00 -
[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?
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. |
RydogV
Shadow Company HQ
257
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Posted - 2013.08.13 14:09:00 -
[2] - 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 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. |
RydogV
Shadow Company HQ
257
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Posted - 2013.08.13 14:56:00 -
[3] - Quote
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.
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RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 16:29:00 -
[4] - Quote
Justin Tymes wrote: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.
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.
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RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 16:32:00 -
[5] - Quote
Kadar Saeleid wrote:I can't support this idea any more. Nothing confuses me more than getting killed by a MD at < 5m and not having the other guy die as well. A minimum arming distance would still reward accuracy in CQC ranges while reducing the noob-tube grief surrounding the weapon.
Yeah well the risk is offset by the fact that he has to hit you directly in CQB in order to deal damage. Not so easy...there-by increasing your chances of taking them out provided you are using a weapon better suited for CQB. So he is not dealing damaging himself but the chances of you taking damage at that range is also limited.
It's a wash IMO. |
RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 16:36:00 -
[6] - Quote
And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB |
RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 16:46:00 -
[7] - Quote
Cosgar wrote:RydogV wrote:And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB I mentioned this earlier and of course it got ignored: What if they revert the grenade physics back to Chromosone? Slower velocity and a more drastic falloff would force people to stop trying to use it in CQC.
I suggested these options in other threads when the QQ for Mass Drivers began. They were no more welcomed than this idea. After discussing it with other Corp members the idea of minimum arming distance seemed to make more sense. Personally, I think it's the right solution for this particular weapon and will have less impact on it's use by more players. Like I said...I don't want the weapon to disappear from the battlefield, I just want it to make sense.
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RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 16:56:00 -
[8] - Quote
Cross Atu wrote:RydogV wrote:You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. This is not a proper method for assessing balance. By that reasoning the entire AR line is #1 on the chopping block and the militia/standard gear of all kinds is in line for a nerf much more than the higher meta varations. Seeing a specific weapon, or even more so weapon sub-type, commonly on the field can certainly call enough attention to be worth testing but it is not, in and of itself, a specific indication of any mechanical flaw with the weapon in question. Quote: 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.
"Real world" is an incredibly improper metric to advise game balance. Combat and weapons are NOT balanced in the real world and being as how balance is vital to robust, enjoyable, game play that pushes "real world" motivations into the category of role play, i.e. "fine for amusement bad for mechanics". Further, and I've raised this point within the thread before, even if we look at "real world" methods the world in question must be the universe of New Eden not 2013 Earth. Immortal Clones who will willingly step through blackhole portals which are excruciating and cause cancer won't care at all if they blow themselves and their 7k ISK fitting to pieces so long as they take 40k+ enemy assets with them. That immortal merc is going to respawn in a new clone on the same battlefield with a smirk under his/her helmet and a higher payday waiting at the end of the battle. There is no logical lore (aka "real world) reason for the weaponry of clone soldiers to contain safeties.... in fact if it did we wouldn't have weapons with overheat (unless the presumption is that overheat somehow [i]is] the safety and highly advance space faring cultures just can't be bothered to do one right... in which case we're back to the concept of having none at all). Lastly, call it what you will, any change to the mechanics of a piece of gear which makes it less effective is a nerf, and change which makes it more effective is a buff. The exception to this is that some vicarious effects resulting from larger changes such as bug fixes are just that, fixes to mechanics that are not working as intended. Examples: Fixing the hit detection is not a nerf or buff to any weapon/armor but it may expose current imbalances which need addressed. Fine tuning the efficiency profile for explosive weapons most certainly is a nerf to all of them but it is a nerf that is called for to refine/improve overall game balance. Third point at the risk of repeating myself, I still haven't seen an explanation of how any system like the one suggested in the OP could even theoretically be implemented and function. How would it work "under the hood" within the mechanics of the game? I'm not saying it's impossible, I don't know all the ins and outs of the engine enough to say that, but I am saying based on what I do understand such a mechanic simply does not seem viable, from a purely functional perspective leaving questions of game balance completely aside. 0.02 ISK Cross
The reference to a whole Squad of Mass Driver users was noted to show how a weapon has moved outside its intended role. Assault Rifles are general purpose weapons that one would expect to see predominate in any Squad.
And I am not buying any argument that tries to place diversity above sensible mechanics. Sorry...I do not value diversity as much as others. Call it personal preference. I realize that bringing real world into game world is not always the best way to make a point. Real world, game world...whatever....classifying a Grenade Launcher as a CQB weapon makes zero sense.
As for 'under the hood'. Most shooters I have ever played made launched grenades non-explosive at close range. So I am pretty sure it will not take exceptional development skill to make it work.
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RydogV
Shadow Company HQ
260
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Posted - 2013.08.13 17:15:00 -
[9] - Quote
Cosgar wrote:RydogV wrote: I realize that bringing real world into game world is not always the best way to make a point.
In the real world, there aren't respawns and grenade launchers can OHK you.
Like I said. |
RydogV
Shadow Company HQ
261
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Posted - 2013.08.13 18:11:00 -
[10] - Quote
Justin Tymes wrote: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.
I disagree, for reasons I stated. My opinion and your opinion. We'll just have to see who the developer sides with. Good luck.
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RydogV
Shadow Company HQ
261
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Posted - 2013.08.13 18:19:00 -
[11] - Quote
Cross Atu wrote:RydogV wrote:The reference to a whole Squad of Mass Driver users Quick additional on this one, were you aware that there is an in game chat devoted specifically to gathering MD users to play together in full squads (or as close as their able based on who's currently logged in) ? There is indeed such a chat and it was formed in response to the heavy nerf of the MD CCP applied during the transition from Chrome to Uprising as a method of trying to find ways that the MD could still be fun and effective despite it's status (at that point) as essentially a poor joke. Since that time CCP has fixed some client/latency issues which were negatively impacting the MD and the overall MD line is much more effective now, but the channel remains active. This is worth noting because there is a specific in game precedence for squads of MD to deploy together because the weapon is underpowered (remember this balance assessment was from a prior patch) so presuming that just because a whole squad deployed with it that somehow proves the weapon is OP, is demonstrably inaccurate. ~Cross
Again these guys were in the same Corporation. I would assume they were well aware of the Mass Drivers capabilities as most corps tend to communicate such things among their membership. I am not saying that a Squad of players should not all run with the same weapon.
I was just using this as an example of how a weapon that has a specific role was being used effectively as a general combat weapon. And the fact that it's useful as a general combat weapon when by design it is not suppose to be shows that there is a flaw in the mechanics.
Bottom line. A grenade launcher is not a CQB weapon and should not have that capability...primarily because of its explosive damage...which makes no sense. I am not sure how else to explain my position. Which by the way is just an opinion. |
RydogV
Shadow Company HQ
266
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Posted - 2013.08.13 20:43:00 -
[12] - Quote
FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above.
It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter.
EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. |
RydogV
Shadow Company HQ
267
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Posted - 2013.08.13 21:02:00 -
[13] - Quote
FLAYLOCK Steve wrote:RydogV wrote:FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above. It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter. EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. I own bpos so idc about dying if i can take a few people out I'm killing myself. And using the mass driver in cqc isn't ideal in the wrong hands just saying. When I first started using it I killed myself more than I killed them. Takes time to get used to how it works. And just wait until they fix hit detection. Mass driver wouldn't be much of an issue. Shotgun are gonna seem op because it will kill in 2-3 hits. Than people will cry op.
Well that is kind of a selfish perspecitve. I mean not every player has BPO's or suicidal tendencies. Seek professional help.
Shotguns should beast in CQB. I never have an issue with getting killed by a shotgunner at close range.
And Mass Drivers are not OP. Their damage levels are perfect. But minimum arming distance for the win. |
RydogV
Shadow Company HQ
269
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Posted - 2013.08.14 00:02:00 -
[14] - Quote
Madagascan Eagle wrote:http://youtu.be/zftbf8OfwvY
I agree with Eddie.
Well if the blast radius figures are accurate (I did not cross check in-game), then I say make a minimum arming distance that is equal to 2x the blast radius. Anything inside that gets direct-hit projectile damage only...no explosive damage.
Breach Type - 6.6 meters Standard Type - 8.8 meters Assault Type - 13.2 meters
Direct hit projectile damage (non-explosive) will equal the mid-point between splash and direct explosive damage.
(Splash Dmg + Direct Dmg) / 2
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RydogV
Shadow Company HQ
272
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Posted - 2013.08.14 03:11:00 -
[15] - Quote
I rest my case:
http://youtu.be/pi_LssfR2N0
lowratehitman knows the real deal.
So once again...Minimum Arming Distance...please and thank-you |
RydogV
Shadow Company HQ
272
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Posted - 2013.08.14 16:11:00 -
[16] - Quote
FLAYLOCK Steve wrote:RydogV wrote:I rest my case: http://youtu.be/pi_LssfR2N0lowratehitman knows the real deal. So once again...Minimum Arming Distance...please and thank-you How does this prove anything
LOL...sorry it was late. I was sorta trolling. But desire for Min Arming Distance still stands. |
RydogV
Shadow Company HQ
272
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Posted - 2013.08.14 16:12:00 -
[17] - 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
I really do not think this suggestion nerfs the MD to the ground. In fact, it has no impact on performance at optimal ranges.
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