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McFurious
TeamPlayers EoN.
272
|
Posted - 2013.08.10 04:08:00 -
[61] - 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. |
low genius
the sound of freedom Renegade Alliance
262
|
Posted - 2013.08.10 04:13:00 -
[62] - Quote
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 |
Text Grant
Planetary Response Organization Test Friends Please Ignore
81
|
Posted - 2013.08.10 04:14:00 -
[63] - 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 You don't read or cant aim. This thread is suggesting a buff. |
McFurious
TeamPlayers EoN.
273
|
Posted - 2013.08.10 04:25:00 -
[64] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 04:31:00 -
[65] - 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. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
226
|
Posted - 2013.08.10 04:59:00 -
[66] - Quote
RINON114 wrote: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. 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? |
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 06:54:00 -
[67] - 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. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
110
|
Posted - 2013.08.10 07:28:00 -
[68] - Quote
Aeon Amadi wrote: Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use.
Yeah thank to your test we now know it. But that means that will all be 30% less on shield. We can leave the MD with this type of splash but adding a sphere dmg so if you spam it without skill you simply suicide.
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
110
|
Posted - 2013.08.10 07:37:00 -
[69] - Quote
RINON114 wrote: 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.
LOL @AR being not the best weapon: hell it OUT DPS my HMG that is supposed to slay infantry like
You know, in Cromo the MD start were FAR MORE HIGH than now, truly an OP weapon but,guess what, nobody complain and Duvalle and Viziam reign supreme. You know why? the Aiming was a little better than now and Less strafe speed so the ARcodBOYS could slain every one. Let's wait TILL 1.4 and then we can talk about it.
Another thing is that people dont think how to counter.When I'm on same ground i sprint so close or flank the MD user that i usually Kill them or make them suicide. And i'm a Heavy, not the fastest class in dust.... If the MD has the heigh adv probably he will **** me but ehy, thats called tattics so no complain from my point of view.
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 07:40:00 -
[70] - Quote
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. |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 07:55:00 -
[71] - Quote
-double post- |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
99
|
Posted - 2013.08.10 08:53:00 -
[72] - Quote
Being able to kill the user is what makes the MD AMAZING!
Killing yourself gives no penalties to you(except a death, which was already going to happen), plus it DENIES the enemy a kill. So I dont know why you wouldn't use it to kill yourself to stop some one from getting +1 Kill.
Since I didnt notice this stated before the MD is no where near OP, look at the combined CPU & PG requirements for all weapons: 136Swarm Launcher 122Heavy Machine Gun 118Mass Driver 117Plasma Cannon 117Forge Gun 107Sniper Rifle 107Shotgun 103Assault Rifle 102Laser Rifle 098Scrambler Rifle 067Submachine Guns 056Scrambler Pistol 056Nova Knives 047Flaylock Pistol
If you compare that to the damage output and range of the weapons, the MD pays for its power with high CPU & PG requirements.
You want the MD nerfed, GO SUCK A DUCK! then go back to playing with yourself / playing COD... |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
590
|
Posted - 2013.08.10 12:20:00 -
[73] - Quote
If this is implemented, they better increase the speed of the shell itself.
Currently, the slow speed and arch make the Mass Driver really hard to use at medium-long range unless the player is below you. |
Reaper Skordeman
The Reaper Crew PMC
71
|
Posted - 2013.08.10 12:21:00 -
[74] - Quote
Yes. Too often do I see MD-Shotgunners.
I give credit to those that are skilled MD users though, I couldn't get the feel for the gun personally. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 13:09:00 -
[75] - Quote
Bettie Boop 2100190003 wrote:Being able to kill the user is what makes the MD AMAZING!
Killing yourself gives no penalties to you(except a death, which was already going to happen), plus it DENIES the enemy a kill. So I dont know why you wouldn't use it to kill yourself to stop some one from getting +1 Kill.
Since I didnt notice this stated before the MD is no where near OP, look at the combined CPU & PG requirements for all weapons: 136Swarm Launcher 122Heavy Machine Gun 118Mass Driver 117Plasma Cannon 117Forge Gun 107Sniper Rifle 107Shotgun 103Assault Rifle 102Laser Rifle 098Scrambler Rifle 067Submachine Guns 056Scrambler Pistol 056Nova Knives 047Flaylock Pistol
If you compare that to the damage output and range of the weapons, the MD pays for its power with high CPU & PG requirements.
You want the MD nerfed, GO SUCK A DUCK! then go back to playing with yourself / playing COD... No matter what it will still get nerfed. Not because it's OP but because people don't wanna move while shooting. Only a assault rifle can kill themm |
Cosgar
ParagonX
4081
|
Posted - 2013.08.10 13:19:00 -
[76] - Quote
*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 13:28:00 -
[77] - Quote
Cosgar wrote:*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... At least the assault rifle will work for cqc mid to long distance. At least it can hip fire very well. lool at the bright side, won't ever get nerfed and they're adding new variations |
Cosgar
ParagonX
4082
|
Posted - 2013.08.10 13:52:00 -
[78] - Quote
FLAYLOCK Steve wrote:Cosgar wrote:*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... At least the assault rifle will work for cqc mid to long distance. At least it can hip fire very well. Look at the bright side, won't ever get nerfed and they're adding new variations They'll probably be able to kill HAV too with under-barrel swarm launchers. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:20:00 -
[79] - Quote
Cosgar wrote:This is seriously a terrible idea. Just bring back the old arc trajectory physics from Chrome. Slower rounds and a drastic dropoff will force players to fight at a distance and have to arc the muzzle upwards, making the weapon clumsy to use in CQC. ^This, very much this. |
RINON114
B.S.A.A. General Tso's Alliance
432
|
Posted - 2013.08.10 14:23:00 -
[80] - 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, ****. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:24:00 -
[81] - Quote
Aeon Amadi wrote:FLAYLOCK Steve wrote:Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use. Link to confirming source? [The above statement does not match my observations of explosive damage in game, if this is indeed confirmed by CCP then there are a number of serious issues I need to document and report.] |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:30:00 -
[82] - Quote
Bullets2yaface wrote:It all comes back to what I say about every nerf stop crying about what kills you and step your game up. I hate being killed by Plasma cannons but they are difficult to use and is a weapon more likely to get you killed then get you kills so I respect it also hate being killed by people who chuck grenades instead of shooting people but do I come crying to the forums. Agreed.
It's also important to remember that in a "rock, scissors, paper" balance paradigm there are weapons/set ups which are supposed to be more powerful than your build. They will be weaker against other builds but any weapon/fit you deploy in is supposed to have its bane on the battlefield. Yes if you compare these two items exclusively one will be "OP" compared to the other but when you put them in the context of the actual game balance is maintained by the "rock, scissors, paper" method. There are far too many threads on these forums which amount to "I'm a rock user and it's clear to me that paper is OP, nerf it."
If the only testing/context your applying to weapon balance feedback is critiques of what kills you/comments on weapons you've never used then at minimum such feedback needs to be taken with a large helping of salt.
0.02 ISK Cross |
LADY MYATO
QcGOLD Astroya Conglomerate
74
|
Posted - 2013.08.10 14:46:00 -
[83] - Quote
Great job you guys are going to destroy the MD.. Glad I dont play dust anymore |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:47:00 -
[84] - Quote
RINON114 wrote: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. RINON, I don't think you have all the info on this one bro. We've debated before in threads so I know you're a pretty reasonable guy but this analysis of the MD just doesn't track when you get all the facts. Here's my quote from earlier in this thread (which has largely been ignored by those supporting the OP
Cross Atu wrote: I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide.
I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense.
The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon).
0.02 ISK Cross
Progression of the MD through recent builds has been; Chrome(no MD complaints, not a dominant weapon) ---> Uprising (nerfed by over 50% via stats+meta, shell arc changed) --->Uprising updates (in game bugs fixed improving aiming while leaving bugged/poor splash and explosive damage mechanics, flaylock nerfed, contact nades nerffed, MD rises to prominence).
There are a lot of factors here but the solution is to fix the bugs and restore the prior shell arc which would give the MD more support/suppression value and less slayer value. Also for a support geared weapon the focus should be AoE > DPS. Slayer weapons need DPS to get kills, the more a weapon is focused on direct damage the more forced the user is to employ slayer tactics/roles to get utility out of that weapon.
I fully agree that the MD and AR shouldn't be competing for the same role on the field, but to do that the MD needs to have more of its value based on splash, for suppression and area denial, and less of its combat value based on raw/direct DPS. Adding more situations in which the MD user must rely on direct damage/high DPS actually makes the problem of the MD overlapping with the AR worse and is 180 degrees the wrong direction to be taking the weapon.
0.02 ISK Cross |
Viktor Zokas
187.
180
|
Posted - 2013.08.10 14:55:00 -
[85] - Quote
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?
I was thinking of the idea of turning it into a mid-range weapon by not letting the shells explode below ~30m, but doing direct damage on hits before that range instead. This would turn the MD into the equivalent of the laser rifle, and give it the role of mid-range area suppression. (Laser Rifle is pretty much in this group.) This would open up the Plasma Cannon's role of close range suppression that has been greatly over whelmed by the MD's ability to do close range suppression to great effect. Giving the MD to a more tactical role like the laser rifle does already. Laser Rifles excel at mid-range in open areas and tight areas, MD could do the same in tight areas like cites where there are choke points. |
Justin Tymes
Dem Durrty Boyz
293
|
Posted - 2013.08.10 16:00:00 -
[86] - Quote
So is the OP confirming that the Assault MD is great in CQC? |
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:55:00 -
[87] - 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?
if you do this, you'll see people able to fire that md face to face without the user taking splash damage it will be a super-pistol. beware. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 17:22:00 -
[88] - Quote
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.
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Cy Clone1
Ancient Exiles Negative-Feedback
189
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Posted - 2013.08.10 17:44:00 -
[89] - Quote
^ exactly just rush the mass driver, I cant believe people are actually complaining about them In cqc. The assault md takes quite a few shots to kill people, and in my opinion tower assault forgeguns are way more of an issue. mass drivers are only very dangerous on top of high grounds, but isn't every weapon? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
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Posted - 2013.08.10 17:49:00 -
[90] - Quote
Cy Clone1 wrote:^ exactly just rush the mass driver, I cant believe people are actually complaining about them In cqc. The assault md takes quite a few shots to kill people, and in my opinion tower assault forgeguns are way more of an issue. mass drivers are only very dangerous on top of high grounds, but isn't every weapon? Thank you but do me a favor. Message me in game so I can avoid you lol! jk xD |
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