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Cosgar
ParagonX
4107
|
Posted - 2013.08.12 02:38:00 -
[151] - Quote
CLONE117 wrote:slower rof because to many ppl useit like a shot gun..
slower rof will fix this prob... RoF affects DPS. Use the breach AR and see how effective that is. Go ahead, I'll wait... |
CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:39:00 -
[152] - Quote
breach ar is no diffrent from the reg ar....
pretty much the same overall in cqc... |
Cosgar
ParagonX
4107
|
Posted - 2013.08.12 02:41:00 -
[153] - Quote
CLONE117 wrote:breach ar is no diffrent from the reg ar....
pretty much the same overall in cqc... Then why does everyone stick with the standard AR variant? |
CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:46:00 -
[154] - Quote
because its cheaper? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1443
|
Posted - 2013.08.12 03:30:00 -
[155] - 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. Incorrect, it would make the use of the MD in CQC much more likely to kill the user than is the present norm. Grenades have the same or more CQC value as the MD if you assume the user is planning to kill themselves, are we then suggesting that grenades should not detonate if the user is within their splash radius and only a direct hit with a nade would do damage? Is the contention that not just the MD but all AoW weapons are too good in CQC? If not then the increased suicide effect would be enough, and it's also worth mentioning that this change carries an even harsher bite in PC battles (and soon FW as well) where FF is turned on, thus imposing an even deeper limit.
Quote: The reason the MD is being used as a slayer weapon is because its stats allow for that.
I'm interested in your definition of "slayer weapon" in this context and also specifically in how you'd assess the usage of the MD during Chrome, I think we may be applying the term rather differently.
Quote: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. I don't know which specific parties are included in that "we" and if memory servers replication may have been before or near the start of my time in closed, in either case I did not participate in those threads nor do I agree with their implied conclusions as described above. Even if we did take the above suggestion whole cloth the clip size would still need an increase when compared to Replication because nanohives have now been nerfed when compared to that time so to reach the same effective stats the literal ones cannot be identical.
That being said, the value of the MD as a support weapon (again I wonder if we're using the term in the same way) comes more from area denial than from a few rare cluster kills. Giving it a lower clip size but higher damage, if it were the only change, would not only do nothing to address the CQC concerns raised but would also remove much of its suppression value in exchange for higher average kill potential, that to me is a reduction in the support strength of the weapon and an increase to the 'slayer' effects of it. The only way for a MD with lower clip count to control an area is to hang out by a deopt or guzzle hives just as is done now by people who spam grenades, and that seems, at least to me, much less than ideal and not that great at support.
Also even if the OPs suggestion were layered on top of the alterations you suggest it would still maintain the potential for CQC use, via methods I've outlined above, and to top it off would carry all the negative effects of limiting game diversity as the altered mechanics/stats artificially inflated and deflate the tactical value of various kinds of MD at differing rates.
0.02 ISK Cross |
Skihids
Bullet Cluster
1862
|
Posted - 2013.08.12 04:21:00 -
[156] - Quote
"Too good in CQC" generally means "I can't dance with it like I can an AR".
Now that holds true for any splash weapon so the argument really boils down to "Nerf the **** out of it until my AR is better than it in CQC".
That is followed by any number of "minor adjustments" that are designed to ompletely neuter the the weapon. |
McFurious
TeamPlayers EoN.
282
|
Posted - 2013.08.12 05:12:00 -
[157] - Quote
Skihids wrote:"Too good in CQC" generally means "I can't dance with it like I can an AR".
Now that holds true for any splash weapon so the argument really boils down to "Nerf the **** out of it until my AR is better than it in CQC".
That is followed by any number of "minor adjustments" that are designed to ompletely neuter the the weapon.
No. I use the thing. It's my favorite dam gun. I'm not suggesting to "neuter" my favorite weapon.
I like how many people keep saying it's a close to mid range weapon. Those are the one's who don't like this idea. The one's who just spam it at close range because that's all you know how to do with it. Like that's hard. It wouldn't change my playstyle much. It'd make close range engagements a lot more interesting though. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1443
|
Posted - 2013.08.12 06:01:00 -
[158] - Quote
Recent as of 8/11/2013
Cross Atu wrote:CCP Wolfman wrote:We are going to be taking a look at splash damage to see if there is anything fishy going on with it. However I can confirm it is a sphere. Thank you for both the information and the further look into the matter. Armed with this new info I now need to pull together a testing protocol for how those pesky scouts (and some Cal suits) are capable of using AoE weapons against me at close range without taking visible health damage themselves (up to this point I was sure it was circle vs sphere related which anecdotally seemed to fit the facts) Again, thanks for the update Cross
According to CCP Wolfman sphere damage is already in the game, this does not remotely match my in game observations and tests as I've seen scouts and some Cal suits 'bunny hop over the damage' as recently as this 2x SP event. Something is clearly missing from the puzzle here and while we wait for CCP to give it another look I"m going to try some testing of my own and invite others to do the same.
Regardless of these tests or their results the options presented by the OP still have the mechanical and exploit flaws I've listed elsewhere. Speaking as someone who does not "just spam it at close range" I can firmly say that the OP is a flawed method which does not solve for the issues presented. For the sake of completeness however I must also state that if the CCP quote above is fully accurate and no AoE related bugs are present then my prior suggestions also do not solve for the issues presented.
Time to do more testing, and while I'm at it I'll reiterate my request for definitions and details as posted above in #154
~Cross |
RINON114
B.S.A.A. General Tso's Alliance
434
|
Posted - 2013.08.12 07:19:00 -
[159] - Quote
Cross Atu wrote:Recent as of 8/11/2013 Cross Atu wrote:CCP Wolfman wrote:We are going to be taking a look at splash damage to see if there is anything fishy going on with it. However I can confirm it is a sphere. Thank you for both the information and the further look into the matter. Armed with this new info I now need to pull together a testing protocol for how those pesky scouts (and some Cal suits) are capable of using AoE weapons against me at close range without taking visible health damage themselves (up to this point I was sure it was circle vs sphere related which anecdotally seemed to fit the facts) Again, thanks for the update Cross According to CCP Wolfman sphere damage is already in the game, this does not remotely match my in game observations and tests as I've seen scouts and some Cal suits 'bunny hop over the damage' as recently as this 2x SP event. Something is clearly missing from the puzzle here and while we wait for CCP to give it another look I"m going to try some testing of my own and invite others to do the same. Regardless of these tests or their results the options presented by the OP still have the mechanical and exploit flaws I've listed elsewhere. Speaking as someone who does not "just spam it at close range" I can firmly say that the OP is a flawed method which does not solve for the issues presented. For the sake of completeness however I must also state that if the CCP quote above is fully accurate and no AoE related bugs are present then my prior suggestions also do not solve for the issues presented. Time to do more testing, and while I'm at it I'll reiterate my request for definitions and details as posted above in #154 ~Cross By GÇ£too good in CQCGÇ¥ I mean that if I'm running around a corner and there just happens to be a guy with a mass driver, I'm screwed even in my proto suit. If I close the gap to suicidal levels for that player, then I can't keep my aim no matter what I'm using and hopefully I don't need to tell you that the problem is not remotely related to my skill at aiming. If I try and run away back around the corner, not only can he still hit me by shooting the floor where I was, but the user of the MD doesn't have to aim much to kill me in two or three shots at the optimal range of whatever weapon I'm holding (yes it's usually the AR but that still requires careful aiming)..
The point is that the MD actually simply does too much damage in all situations. I told you about my proto suit, well it has more than 800 hp, 363 shield and 501 armour. I got killed by this guy who did 800 damage in a single shot. All he needed were two poorly placed shots at the ground near where I was standing and I was dead. I need at least a full mag to kill him using a duvolle if he's bunny hopping around me like a lunatic too.
I do not want the mass driver to become useless at all, I just want it to be on the same level as the sniper rifle or shotgun: a situational weapon that can't be used for everything. Whether you like it or not, that is the AR's job in any universe and any time period. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1445
|
Posted - 2013.08.12 14:26:00 -
[160] - Quote
RINON114 wrote:By GÇ£too good in CQCGÇ¥ I mean that if I'm running around a corner and there just happens to be a guy with a mass driver, I'm screwed even in my proto suit. If I close the gap to suicidal levels for that player, then I can't keep my aim no matter what I'm using and hopefully I don't need to tell you that the problem is not remotely related to my skill at aiming. If I try and run away back around the corner, not only can he still hit me by shooting the floor where I was, but the user of the MD doesn't have to aim much to kill me in two or three shots at the optimal range of whatever weapon I'm holding (yes it's usually the AR but that still requires careful aiming).. I'm not sure what you're doing in these situations but your results differ greatly from mine. If I round a corner in my STD/MLT fitting (it's a mix, standard frame, militia mods, which rocks an AR) and encounter a MD user he's going to be dead 2/3rd of the time. The remaining 1/3rd is if he was waiting for me/looking directly at me when I rounded that corner but at that point he's laying in wait and would get the kill with a TAR, shotgun, sniper rifle, etc because an ambush when well executed is an effective tactic.
In the situation you describe how do you know what aiming requirements the MD user has? It's been firmly established that what our client displays to us and what it displays to someone else are not the same thing, this is the source of much of the "head glitching", it was/is the source of aiming bugs, it effected the revival system, etc. so our observations of an opponent opposite us are likely to be inaccurate rather frequently even if our reports of what we see are 100% accurate. Do you have the MD user on comms, do you talk with him after the match, by what means are you making the determination that the MD player does not have to aim much?
[quote]The point is that the MD actually simply does too much damage in all situations. I told you about my proto suit, well it has more than 800 hp, 363 shield and 501 armour. I got killed by this guy who did 800 damage in a single shot. All he needed were two poorly placed shots at the ground near where I was standing and I was dead. I need at least a full mag to kill him using a duvolle if he's bunny hopping around me like a lunatic too.[quote] Since "in all situations" clearly cannot be a literal statement here, it doesn't work against snipers, as AV, or in a level ground fight against the range of the LR or TAR just as a few ready examples, I'll assume you mean that you feel its role is too broad at present. What type of MD was your suit up against? What character skills did that red dot have? How many damage mods was the hostile using? Where any of them direct hits? Have you accounted for the (soon to be changed) efficiency profile that makes armor HP evaporate against explosive damage of all kinds? (with that included an explosive round needs less raw damage to cut through your armor than your shields) What suit was the MD user deployed it? What were his HP totals for both armor and shields, what % of your Duvolle clip hit him to get the kill (simple weapon stat data shows it essentially can't be a full clip that hits with every shot, suits largely don't have the much eHP)
Edit: I'm curious, is the problem perhaps that if the user gets a direct hit, that it applies splash damage as well? [quote] I do not want the mass driver to become useless at all, I just want it to be on the same level as the sniper rifle or shotgun: a situational weapon that can't be used for everything. Whether you like it or not, that is the AR's job in any universe and any time period.[quote] No, whether anyone likes it or not that's no weapons job and is bad balance to allow. At least if you're talking about has an "A or B" rating in all situations. If 'niche' weapons get an A in their niche and a D outside of it then generalist weapons need to have roughly a C all around to maintain overall weapon parity. No weapon can be good at everything and have a balanced game until every weapon is good at everything, but then there's not much diversity/fun.
Re:EDIT to the best of my knowledge that's how all AoE damage works, a direct hit applies direct damage and centers the splash damage on the point of contact. Another note to keep in mind is that if you are moving backwards through splash you'll take that damage to your back which gives a % boost just like a headshot, and if the splash is applied at head level it'll do 'back of the head' damage which is a double head shot. This is also true if you're moving forward but facing away from the source of the damage. Would this, approximately "triple" damage account for the situations you're facing, i.e. are you either A)moving backwards or B) not facing toward, the source of the MD rounds?
There are a lot of variables to be considered here and before suggesting a mechanical change we need to account for them.
Cheers, Cross
ps ~ MD change or no MD change I'm still not hearing how a method like the OPs could theoretically be implemented within game mechanics in a manner that is both meaningful and doesn't render the weapon utterly useless.
EDIT: RINON114 thank you for your response and while my calls for greater detail are, I believe, vital when considering mechanics changes please do not take them as aggressive towards you, I appreciate the time you took to post this reply and to do so in a civil manner. |
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bethany valvetino
Dead Six Initiative Lokun Listamenn
74
|
Posted - 2013.08.12 14:47:00 -
[161] - Quote
bad idea
MD is already the noob tube of choice, lets not make it even easier :) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1447
|
Posted - 2013.08.12 15:56:00 -
[162] - Quote
More related info
CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion.
|
RINON114
B.S.A.A. General Tso's Alliance
439
|
Posted - 2013.08.12 18:49:00 -
[163] - Quote
Cross Atu wrote:More related info CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. That's good news, and thanks for your reply earlier. As for what I meant by GÇ£all situationsGÇ¥ I mean pretty much how you explained it. The mass driver simply does too well in situations it is not supposed to be in and considering there is no damage falloff, an MD can kill someone very easily at range with much less accuracy than is required from the AR, SCR or sniper rifle.
As for knowing about the use of a mass driver, my corp mate specced into them way back and I asked if he would pick it up again. He constantly did well with it, watching people just jump ten feet in the air was funny but it was just cheap and too easy. He was rounding corners and taking guys out in CQC no problem and I've only seen him die to his own MD twice. We stopped using it because it just wasn't as fun or tactical as we both like.
Now for that 800 damage, it seems like that is exactly what must have occured, the guy got behind me for a split second and even though the explosion appeared at my feet when I was facing the guy, the various issue with the game compounded together in what ultimately was a very lucky shot for the guy.
I still think that the idea stated in the OP will keep the MD dangerous, but relegate it solely to the use of area denial, sitting behind the frontline being like a mortar. You wouldn't put infantry behind a mortar emplacement would you?
|
Justin Tymes
Dem Durrty Boyz
300
|
Posted - 2013.08.12 19:32:00 -
[164] - Quote
RINON114 wrote:Cross Atu wrote:More related info CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. That's good news, and thanks for your reply earlier. As for what I meant by GÇ£all situationsGÇ¥ I mean pretty much how you explained it. The mass driver simply does too well in situations it is not supposed to be in and considering there is no damage falloff, an MD can kill someone very easily at range with much less accuracy than is required from the AR, SCR or sniper rifle. As for knowing about the use of a mass driver, my corp mate specced into them way back and I asked if he would pick it up again. He constantly did well with it, watching people just jump ten feet in the air was funny but it was just cheap and too easy. He was rounding corners and taking guys out in CQC no problem and I've only seen him die to his own MD twice. We stopped using it because it just wasn't as fun or tactical as we both like. Now for that 800 damage, it seems like that is exactly what must have occured, the guy got behind me for a split second and even though the explosion appeared at my feet when I was facing the guy, the various issue with the game compounded together in what ultimately was a very lucky shot for the guy. I still think that the idea stated in the OP will keep the MD dangerous, but relegate it solely to the use of area denial, sitting behind the frontline being like a mortar. You wouldn't put infantry behind a mortar emplacement would you? Edit: It should be up to the skill of the MD user to take out enemies at range before they reach the null range where charges don't detonate as opposed to what we have currently which is that MD's can be used at any range below sniper.
Again how do you expect the Breach MD to compete with this change? And the Assault MD is fine the way it is, it still a terrible weapon in CQC. Please consider other varients before making the change, or at least specify which variant you want to change instead of a complete nerf across the board. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
267
|
Posted - 2013.08.12 21:11:00 -
[165] - Quote
RINON114 wrote:Cross Atu wrote:More related info CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. That's good news, and thanks for your reply earlier. As for what I meant by GÇ£all situationsGÇ¥ I mean pretty much how you explained it. The mass driver simply does too well in situations it is not supposed to be in and considering there is no damage falloff, an MD can kill someone very easily at range with much less accuracy than is required from the AR, SCR or sniper rifle. As for knowing about the use of a mass driver, my corp mate specced into them way back and I asked if he would pick it up again. He constantly did well with it, watching people just jump ten feet in the air was funny but it was just cheap and too easy. He was rounding corners and taking guys out in CQC no problem and I've only seen him die to his own MD twice. We stopped using it because it just wasn't as fun or tactical as we both like. Now for that 800 damage, it seems like that is exactly what must have occured, the guy got behind me for a split second and even though the explosion appeared at my feet when I was facing the guy, the various issue with the game compounded together in what ultimately was a very lucky shot for the guy. I still think that the idea stated in the OP will keep the MD dangerous, but relegate it solely to the use of area denial, sitting behind the frontline being like a mortar. You wouldn't put infantry behind a mortar emplacement would you? Edit: It should be up to the skill of the MD user to take out enemies at range before they reach the null range where charges don't detonate as opposed to what we have currently which is that MD's can be used at any range below sniper. I hope you know it means he won't make it do what this thread is talking about. And the mass driver can still be used in cqc but would be risky if the user isn't skilled so now cqc is skill. :) can't wait to hear the nerf threads. I'm also going to abuse my nova knife once it's fixed to see you kids cry. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 02:36:00 -
[166] - Quote
Justin Tymes wrote:RINON114 wrote:Cross Atu wrote:More related info CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. That's good news, and thanks for your reply earlier. As for what I meant by GÇ£all situationsGÇ¥ I mean pretty much how you explained it. The mass driver simply does too well in situations it is not supposed to be in and considering there is no damage falloff, an MD can kill someone very easily at range with much less accuracy than is required from the AR, SCR or sniper rifle. As for knowing about the use of a mass driver, my corp mate specced into them way back and I asked if he would pick it up again. He constantly did well with it, watching people just jump ten feet in the air was funny but it was just cheap and too easy. He was rounding corners and taking guys out in CQC no problem and I've only seen him die to his own MD twice. We stopped using it because it just wasn't as fun or tactical as we both like. Now for that 800 damage, it seems like that is exactly what must have occured, the guy got behind me for a split second and even though the explosion appeared at my feet when I was facing the guy, the various issue with the game compounded together in what ultimately was a very lucky shot for the guy. I still think that the idea stated in the OP will keep the MD dangerous, but relegate it solely to the use of area denial, sitting behind the frontline being like a mortar. You wouldn't put infantry behind a mortar emplacement would you? Edit: It should be up to the skill of the MD user to take out enemies at range before they reach the null range where charges don't detonate as opposed to what we have currently which is that MD's can be used at any range below sniper. Again how do you expect the Breach MD to compete with this change? And the Assault MD is fine the way it is, it still a terrible weapon in CQC. Please consider other varients before making the change, or at least specify which variant you want to change instead of a complete nerf across the board. The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy. |
Cosgar
ParagonX
4144
|
Posted - 2013.08.13 02:39:00 -
[167] - Quote
RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 02:47:00 -
[168] - Quote
Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) |
Cosgar
ParagonX
4148
|
Posted - 2013.08.13 02:49:00 -
[169] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 03:00:00 -
[170] - Quote
Cosgar wrote:RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. Well unfortunately, a simple dislike of the idea isn't really going to do anything is it. The fact of the matter is that the MD is being used too frequently in close quarters engagements and is being used as an assault weapon but barely being used as an area denial weapon. This change would fix that problem rather neatly without nerfing the mass driver into oblivion. Right now the MD is taking the role of shotgun, assault rifle and itself, to which there is very little counter other than another mass driver or sniper rifle.
That's not to say that you can't kill an MD user at all with only these weapons, but in CQC I should not be losing to what essentially boils down to grenade spam. |
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Cosgar
ParagonX
4152
|
Posted - 2013.08.13 03:06:00 -
[171] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. Well unfortunately, a simple dislike of the idea isn't really going to do anything is it. The fact of the matter is that the MD is being used too frequently in close quarters engagements and is being used as an assault weapon but barely being used as an area denial weapon. This change would fix that problem rather neatly without nerfing the mass driver into oblivion. Right now the MD is taking the role of shotgun, assault rifle and itself, to which there is very little counter other than another mass driver or sniper rifle. That's not to say that you can't kill an MD user at all with only these weapons, but in CQC I should not be losing to what essentially boils down to grenade spam. AR already has more DPS than the MD, and is more effective at all ranges. AR users need to stop running head on like lemmings and put some distance between themselves and a MD being used in CQC- common sense. Hit detection is killing the shotgun, which is actually a good hard counter to the MD- I'd rather see hit detection being fixed before anything else. Also, get away from the term "assault weapon" a weapon is a weapon. You pull the trigger and try to kill people with it. If a bunch of people are putting 3 levels into the MD and running around with the EXO-5 like it's a shotgun, (which is the real issue) find a weakness instead of crying on the forums. |
Buster Friently
Rosen Association
1602
|
Posted - 2013.08.13 03:06:00 -
[172] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. Well unfortunately, a simple dislike of the idea isn't really going to do anything is it. The fact of the matter is that the MD is being used too frequently in close quarters engagements and is being used as an assault weapon but barely being used as an area denial weapon. This change would fix that problem rather neatly without nerfing the mass driver into oblivion. Right now the MD is taking the role of shotgun, assault rifle and itself, to which there is very little counter other than another mass driver or sniper rifle. That's not to say that you can't kill an MD user at all with only these weapons, but in CQC I should not be losing to what essentially boils down to grenade spam.
No, that isn't the fact of the matter.
The MD is fine.
Look at a killfeed sometime and open your eyes. There's some facts for you. |
RINON114
B.S.A.A. General Tso's Alliance
441
|
Posted - 2013.08.13 03:36:00 -
[173] - Quote
Cosgar wrote:AR already has more DPS than the MD, and is more effective at all ranges. AR users need to stop running head on like lemmings and put some distance between themselves and a MD being used in CQC- common sense. Hit detection is killing the shotgun, which is actually a good hard counter to the MD- I'd rather see hit detection being fixed before anything else. Also, get away from the term "assault weapon" a weapon is a weapon. You pull the trigger and try to kill people with it. If a bunch of people are putting 3 levels into the MD and running around with the EXO-5 like it's a shotgun, (which is the real issue) find a weakness instead of crying on the forums. Funnily enough I'm not GÇ£crying on the forumsGÇ¥, I'm making what is amounting to be a futile attempt to stop CCP making it completely garbage again. Don't give me crap about relocating to a long distance to deal with an MD user either. The majority of objectives are CQC based but have choke points in which the mass driver should absolutely shine, except it's not being used like that.
As for this GÇ£AR has more DPSGÇ¥ pile of bull that's spreading like a virus: yes, the AR is capable of vast amounts of damage from a single clip in a single second. However, and most importantly, you need to land those shots which takes skill and accuracy. Also, if what Cross said is true about the MD applying both direct and splasb damage to the target, you're getting about 400 damage per shot on a weapon that takes less skill to aim carefully.
In reply to Buster Friendly: The killfeed has very little meaning when discerning if a weapon is OP. The sniper rifle counts for a lot of a sniper's kills, is that OP? Just because people get kills with a weapon it does not make it OP. Observation of facts and, subsequently behaviours of players as well as the situations in which a weapon continues to beat the weapon designed to counter it is how we determine what is OP or not. |
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 06:02:00 -
[174] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote:Cosgar wrote:RINON114 wrote: The other variants would have different minimum arming distances. Standard has an arm distance of 10 meters, assault has 8, breach has 5. Easy.
No, that's overly complicated for how fast paced Dust is. Re-read, I made an edit. :) Dust is also only fast paced in CQC, the mass driver doesn't belong there. I already did, and I still don't like the idea. This wasn't the first time it was suggested and this isn't the first time I didn't like it. Well unfortunately, a simple dislike of the idea isn't really going to do anything is it. The fact of the matter is that the MD is being used too frequently in close quarters engagements and is being used as an assault weapon but barely being used as an area denial weapon. This change would fix that problem rather neatly without nerfing the mass driver into oblivion. Right now the MD is taking the role of shotgun, assault rifle and itself, to which there is very little counter other than another mass driver or sniper rifle. That's not to say that you can't kill an MD user at all with only these weapons, but in CQC I should not be losing to what essentially boils down to grenade spam.
The changes would do nothing but nerf the other variants. The changes you purposed would completely take away any reason to use the Breach MD over a shotgun, which is superior in almost every way RIGHT NOW. You will completely take away the Assault's ability to kill anything within 10 meters before you die yourself, which it is already struggling to do RIGHT NOW. |
Niuvo
The Phoenix Federation
333
|
Posted - 2013.08.13 06:21:00 -
[175] - Quote
Switch to sidearm. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1449
|
Posted - 2013.08.13 06:29:00 -
[176] - Quote
Two notes before a more substanentive response later.
#1 - If anyone has posted a response to my "the suggestion in the OP can't actually be mechanically viable" points I have yet to see it, can someone respond to this aspect or point me to a direct response?
#2 - Tonight I killed a Prototype Cal Logi with a Prototype Mass Driver in CQC using my 100% BPO fitting, and I did so with 40% shields remaining at the end of the battle. I will admit this is a bit above the arc of my average but it's not strikingly unusual... in the same game in the same suit I also caused 4 proto suited MD users to suicide when fighting me in low-mid/CQC ranges, only two of which managed to take me with them.
End of match tally, my free suit deaths 2, proto MD+Proto suit kills 5. I'll keep an eye on my MD deaths and kills in the future but so far my 'Exile' AR + BPO fit laughs in the face of proto MDs+proto suits.
0.02 ISK Cross |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
272
|
Posted - 2013.08.13 07:01:00 -
[177] - Quote
Cross Atu wrote:Two notes before a more substanentive response later.
#1 - If anyone has posted a response to my "the suggestion in the OP can't actually be mechanically viable" points I have yet to see it, can someone respond to this aspect or point me to a direct response?
#2 - Tonight I killed a Prototype Cal Logi with a Prototype Mass Driver in CQC using my 100% BPO fitting, and I did so with 40% shields remaining at the end of the battle. I will admit this is a bit above the arc of my average but it's not strikingly unusual... in the same game in the same suit I also caused 4 proto suited MD users to suicide when fighting me in low-mid/CQC ranges, only two of which managed to take me with them.
End of match tally, my free suit deaths 2, proto MD+Proto suit kills 5. I'll keep an eye on my MD deaths and kills in the future but so far my 'Exile' AR + BPO fit laughs in the face of proto MDs+proto suits.
0.02 ISK Cross I've been running smg as a main and nova knife as a side arm. I've been taken out mass driver users in cqc. Did I mention I'm a skin wave advance minja scout with only basic mods? It's pretty sad that I've been dropping them and people say there is no counter lol. Dude I'm using a suit that is literally held together by duck tape and I still can take out the so called "op" mass driver.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1450
|
Posted - 2013.08.13 07:43:00 -
[178] - Quote
And now a "memo" from the desk of CCP Wolfman
CCP Wolfman wrote:Cross Atu wrote:CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross Ok dokey... In the case of a direct hit only direct damage is applied to the target. Splash is not applied to the target but will be applied to any others that happen to be in range. A headshot modifier would apply if the explosion hits your head. A series of checks are done to different body parts and splash is applied to the first one it hits (typically not the head). I would need to check on vehicles, I'm not sure how splash is applied to the regular body Vs weak spots. |
RINON114
B.S.A.A. General Tso's Alliance
443
|
Posted - 2013.08.13 08:26:00 -
[179] - Quote
Cross Atu wrote:And now a "memo" from the desk of CCP Wolfman CCP Wolfman wrote:Cross Atu wrote:CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross Ok dokey... In the case of a direct hit only direct damage is applied to the target. Splash is not applied to the target but will be applied to any others that happen to be in range. A headshot modifier would apply if the explosion hits your head. A series of checks are done to different body parts and splash is applied to the first one it hits (typically not the head). I would need to check on vehicles, I'm not sure how splash is applied to the regular body Vs weak spots. It sounds like it would be very possible for splash and direct damage to apply to a target if the latency is off by even a fraction of a second. As the direct damage is applied, it seems that you could easily GÇ£move intoGÇ¥ the splash damage too and have that applied in that fraction of a second, although highly unlikely.
The issues I've been seeing are still that the MD simply does too much damage whilst requiring very little accuracy from the user, but could it be possible that latency could be resulting in splash damage being applied more than once? |
RINON114
B.S.A.A. General Tso's Alliance
443
|
Posted - 2013.08.13 08:29:00 -
[180] - Quote
Justin Tymes wrote:The changes would do nothing but nerf the other variants. The changes you purposed would completely take away any reason to use the Breach MD over a shotgun, which is superior in almost every way RIGHT NOW. You will completely take away the Assault's ability to kill anything within 10 meters before you die yourself, which it is already struggling to do RIGHT NOW. Except that the shotgun requires the shot to be 100% on target... |
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