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Powerh8er
DIOS EX. Top Men.
42
|
Posted - 2013.08.11 06:54:00 -
[121] - Quote
LOL, I laugh at mass drivers in my shield tanking sentinel suit. |
sammus420
Goonfeet Top Men.
267
|
Posted - 2013.08.11 07:29:00 -
[122] - Quote
DRaven DeMort wrote: I agree it is a game, but using a grenade launcher indoors? and spamming the enemy? and sorry that should be in feet and not yards
50-100 feet is still a little insane for Dust, I understand it in real life, especially since grenades have what, a 35m kill radius? In Dust I'd settle for a safety range of twice the MD's splash range. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
152
|
Posted - 2013.08.11 11:22:00 -
[123] - Quote
no no no no no NO NO NO NO NO!!!! |
Paran Tadec
Ancient Exiles Negative-Feedback
1320
|
Posted - 2013.08.11 13:29:00 -
[124] - 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?
This is dumb, all it will do is prevent MD users from blowing themselves up. |
Skihids
Bullet Cluster
1854
|
Posted - 2013.08.11 14:04:00 -
[125] - Quote
Paran Tadec 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? This is dumb, all it will do is prevent MD users from blowing themselves up.
It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself.
I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too.
In fact the more I think about it the more I like the idea.
CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
250
|
Posted - 2013.08.11 15:58:00 -
[126] - Quote
Skihids wrote:Paran Tadec 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? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. |
SirManBoy
Molon Labe. League of Infamy
142
|
Posted - 2013.08.11 16:13:00 -
[127] - 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?
For once, is it possible for you to ignore someone's call for a nerf, especially one not supported by the majority of the Dust community, and leave a weapon well enough alone?
The MD haters want a technical solution for their tactical shortcomings. They feel that they should be impervious to damage at every range and that their AR should dominate all other weapons in the game in every situation. The real problem here lies in many players' inability to properly fit themselves, their wreckless tactics, and their indequate skills. Above all, the MD user thrives on the ignorance and stupidity of his opponents, and it is especially unforgiving against bad players with low HP fittings. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
251
|
Posted - 2013.08.11 16:22:00 -
[128] - Quote
SirManBoy 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? For once, is it possible for you to ignore someone's call for a nerf, especially one not supported by the majority of the Dust community, and leave a weapon well enough alone? The MD haters want a technical solution for their tactical shortcomings. They feel that they should be impervious to damage at every range and that their AR should dominate all other weapons in the game in every situation. The real problem here lies in many players' inability to properly fit themselves, their wreckless tactics, and their indequate skills. Above all, the MD user thrives on the ignorance and stupidity of his opponents, and it is especially unforgiving against bad players with low HP fittings. All rise, all hail AR. All hail AR 514, go AR or go home. Fotm is a conspiracy because AR is the flavor of the game.
|
Cosgar
ParagonX
4100
|
Posted - 2013.08.11 16:29:00 -
[129] - Quote
RINON114 wrote: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. You don't understand because maybe you're not using the MD? What people are doing is getting level 3 and using the EXO-5 with diminished splash radius so they can spam it in CQC while bunny hopping to avoid the blast radius. It's a silly tactic, but it's actually working. I like Cross's idea because it addresses the core issue with people spamming the MD instead of this convoluted mechanic being discussed that's no better than putting an iron sight on a laser. |
Buster Friently
Rosen Association
1560
|
Posted - 2013.08.11 18:14:00 -
[130] - Quote
Leave the ******* MD alone. It's fine. Go mess with the AR. It isn't fine. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1439
|
Posted - 2013.08.11 19:31:00 -
[131] - Quote
RINON114 wrote: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. With respect RINON114 it will make all the difference that is needed. Changing splash from a flat circle into a 3-dimentional sphere will remove most, if not all, of the CQC complaints that have been raised and in so doing resolve the issues of the thread.
The change to splash is also one that needs to be made for proper game play and balance beyond the mass driver so it is a more effective use of development resources than forcing a new mechanic onto a single AoE weapon which will do nothing to address the rest of the AoE line.
It's also worth noting that there would be ways to exploit any "too close to fire" system. If "too close" is assessed by the target centered the cross hairs one could easily just aim off the the side of a target or at a floor or wall and still do what is happening at present. One could also aim straight up in semi-confined spaces and still detonate the charge. Even if bound to targeting hostiles only (a change which would largely ruin the utility of the weapon entirely) the system would still be simple enough to circumvent in situations that aren't 1v1, in other words in most combat situations within Dust.
Another fundamental flaw in the proposed solution is that it creates an artificial imbalance within the MD line. Some types of MD will be more negatively impacted by such a change than others reducing the overall balance and diversity of the line, awhile also forcing the MD line further out of its support and suppression niche and into a more 'direct slayer' role causing a reduction in diversity/balance outside of the MD line as well.
@ThreadPlease go back and re-read my post #22 and respond to the information presented there. It is relevant to this thread and discussion.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1439
|
Posted - 2013.08.11 19:39:00 -
[132] - 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? Replying specifically to this post so it shows up in your notifications.
If CCP is in any way considering the type of change proposed in this thread please read my post #22 before giving such alterations any more thought. There are several very fundamental flaws with this type of suggestion and it does not even properly address the issue it proposes to resolve, see my post #130 above for more commentary on why.
I understand what players are trying to address with this proposal, but the ideas presented are not an effective way to do it.
0.02 ISK Cross |
Sgt Buttscratch
G I A N T EoN.
603
|
Posted - 2013.08.11 20:12:00 -
[133] - Quote
Could we have a flux MD?..... just while we a throwing pathetic ideas around |
Jathniel
G I A N T EoN.
766
|
Posted - 2013.08.11 20:40:00 -
[134] - Quote
I'm not a MD user but... If this is implemented then the damage done by the mass driver must be overall increased. Like 15%.
A point blank hit should blow the ever-living fk out of you. Shields or not.
BUT
N1ck Comeau wrote: How about all mass driver rounds have a timer, but if they hit someone else they explode on impact. Makes sense it is the future after all. This guy has a good idea, but I would modify it. If the mass driver is fired within the "safety range" the explosives go to timer. That said, splash damage should be INCREASED, as a caveat. |
Welcoming Grave
Psygod9 RISE of LEGION
13
|
Posted - 2013.08.11 20:53:00 -
[135] - Quote
I haven't read the whole thread, but I think the general idea behind it is "Massholes are too good in CQC with a weapon that goes boom".
Personally I don't like the idea of a timer on my rounds, but keeping in this line of thought why not just make the rounds of the MD do more damage to the user if they managed to damage themselves with it? Keep the damage normal for reds, but if you panic in CQC and start dropping deuces all around you...well...
Personally I don't usually have to worry about killing myself in CQC...when I'm using my Caldari Assault that is. I've recently specced into minmatar logi and I've killed myself far more in that suit then my cal. Back in Chrom I always had to think about using the MD in CQC (and would switch side arms as needed). Now a days I only switch to my side if I'm out of ammo, or I feel that reloading would take far too long. I don't have this choice in my logi suit, but since its not as shieldy I kill myself far more often.
So yeah. Maybe just increase the damage dealt to user? Might help with the shotty MDs. |
Jathniel
G I A N T EoN.
766
|
Posted - 2013.08.11 20:55:00 -
[136] - Quote
Cross Atu 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? 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
I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value.
The reason the MD is being used as a slayer weapon is because its stats allow for that.
This goes all the way back to Replication.
When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon.
400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. |
Arc-08
Horizons' Edge Orion Empire
32
|
Posted - 2013.08.11 21:01:00 -
[137] - Quote
mass driver's aren't grenade launchers... they are contact grenade launchers... :D ccp didn't entirely nerf all contact nades, THEY STILL EXIST!!! HAHAHA
so i'm still a little confuesed by this post, are you trying to say you want Mass drivers to act more like a launcher that shoots a regular grenade, just with less of a delay??? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
258
|
Posted - 2013.08.11 22:38:00 -
[138] - Quote
Jathniel wrote:Cross Atu 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? 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 I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value. The reason the MD is being used as a slayer weapon is because its stats allow for that. This goes all the way back to Replication. When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon. 400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. Just wait until hit detection gets fixed. Shot gunners will do their job. The mass driver is fine.
|
Ferindar
The Malevolent Monkey Militia
18
|
Posted - 2013.08.11 23:06:00 -
[139] - Quote
FLAYLOCK Steve wrote:Jathniel wrote:Cross Atu 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? 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 I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value. The reason the MD is being used as a slayer weapon is because its stats allow for that. This goes all the way back to Replication. When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon. 400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. Just wait until hit detection gets fixed. Shot gunners will do their job. The mass driver is fine except that explosions from the mass driver are in a flat 2d plane and not a 3d semi-sphere.
Fixed it for you. But yes, we don't need this silly arming distance. If anything, there needs to be more risk than using it as an end all CQC weapon. I've rushed people in my Caldari shield suit with a shotgun, got right in their face, and all they had to do was spam the mass driver at their feet and jump to avoid the splash damage.
Fix explosions to be in a more of a D than a | pattern and we'll be fine.
|
Ripcord19981
Molon Labe. League of Infamy
37
|
Posted - 2013.08.11 23:58:00 -
[140] - Quote
McFurious wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless. You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. that'll happen when we get a decent scope. |
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McFurious
TeamPlayers EoN.
282
|
Posted - 2013.08.12 00:04:00 -
[141] - Quote
Ripcord19981 wrote:McFurious wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless. You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. that'll happen when we get a decent scope.
I don't even use the scope at any range. I'd rather have it removed completely. It just takes up screen space. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
259
|
Posted - 2013.08.12 00:07:00 -
[142] - Quote
Ferindar wrote:
Fixed it for you. But yes, we don't need this silly arming distance. If anything, there needs to be more risk than using it as an end all CQC weapon. I've rushed people in my Caldari shield suit with a shotgun, got right in their face, and all they had to do was spam the mass driver at their feet and jump to avoid the splash damage.
Fix explosions to be in a more of a D than a | pattern and we'll be fine.
Lol this is really pathetic lol. Anyway not going to waste my time because all you guys do is cry. What's next on your nerf wish list? Don't rush a mass driver and you won't die. Once hit detection gets fixed you won't really need cry. I warn you the assault rifle will be more of a sniper once it gets a more of a accurate hit. The mass driver does its job. Area denial, don't try to stand still and shoot and your fine. Even before I used them I use to drop them so easy with either a shotgun (yes with this poor hit detection) or a assault rifle. How hard is it? |
Cosgar
ParagonX
4101
|
Posted - 2013.08.12 00:40:00 -
[143] - Quote
Jathniel wrote:
I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value.
The reason the MD is being used as a slayer weapon is because its stats allow for that.
This goes all the way back to Replication.
When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon.
400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta.
Can we drop this whole complaining about the MD being a slayer weapon thing? It's a gun, it's supposed to kill, that shouldn't be an issue. |
Skihids
Bullet Cluster
1861
|
Posted - 2013.08.12 02:14:00 -
[144] - Quote
FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec 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? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked.
No, you just aim behind the rushing fool. The splash still catches him.
Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius.
The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
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Buster Friently
Rosen Association
1570
|
Posted - 2013.08.12 02:17:00 -
[145] - Quote
Skihids wrote:FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec 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? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. No, you just aim behind the rushing fool. The splash still catches him. Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius. The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
Still a bad idea.
First - CCP will inevitable screw something up, or stealth nerf the MD on purpose.
Second - I want the option to suicide, especially if I can take someone with me. A safety just dumbs the game down. If you want a safety, watch where you're shooting.
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CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:17:00 -
[146] - Quote
id rather have the mass drivers rof reduced...
just a little to where it doesnt fire so quickly... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
260
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Posted - 2013.08.12 02:21:00 -
[147] - Quote
Skihids wrote:FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec 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? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. No, you just aim behind the rushing fool. The splash still catches him. Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius. The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
I have to see how much is that distance. I gave up protecting weapons people will just always cry. I'm sticking with my nova knife for now on. I'm getting good at it, well until they nerf it as well |
Cosgar
ParagonX
4107
|
Posted - 2013.08.12 02:21:00 -
[148] - Quote
CLONE117 wrote:id rather have the mass drivers rof reduced...
just a little to where it doesnt fire so quickly... If that were to happen, base damage needs to be buffed to compensate. Would you rather have a chance to run after 3 MD hits or 2? |
hackerzilla
Defenders of the Helghast Dream
198
|
Posted - 2013.08.12 02:24:00 -
[149] - Quote
MD would be useless. MD is close to mid range, but in close it already has risk of killing yourself... it's ment to DRIVE the MASSes back... complex, right? |
CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:24:00 -
[150] - Quote
slower rof because to many ppl useit like a shot gun..
slower rof will fix this prob... |
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