Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Thurak1
Psygod9
33
|
Posted - 2013.08.13 09:51:00 -
[181] - Quote
Slower ROF would be nice. Thrashing through my 1k+ ehps before i can charge up my proto assault forge gun seems a bit OP especially when i am behind cover and getting hit by splash damage.
|
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 10:05:00 -
[182] - Quote
RINON114 wrote: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...
And you're rewarded with a splash of 90 splash(lower against shields) when you miss, and you will never OHKO when you hit, with a RoF almost 2x slower than a shotgun which OHKO Infantry in optimal and 2-shots Infantry outside of optimal before you even get the second Breach shot in. You should actually use the other variants before asking to nerf thing that you don't know about. |
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 10:08:00 -
[183] - 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
Specify which variant you used please. I'm pretty sure you didn't do this with a Boundless Assault in CQC without killing yourself long before you got the shields down. |
McFurious
TeamPlayers EoN.
289
|
Posted - 2013.08.13 11:14:00 -
[184] - 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.
Comparing MD's to shotguns... That's exactly the ******* problem.
You people keep running around spamming the thing at close range like it's a shotgun that covers a 5 meter sphere. I'd be fine with MD's staying as they are now. I mainly use it for mid to long range but it's nice to be able to use it up close if I need to. The problem is that's all you idiots want to do, toss fluxes and spam spam spam in close range. It's so bad now that even I know it's a problem which is probably going to lead to nerfs. I don't want to see the MD turned into a weak, useless weapon so I'm trying to have some sort of influence over what direction that nerf takes.
Hence the suggestion for Minimum Arming Distance: Full direct damage, no splash within 5-10 meters.
Because you tards can't help yourselves from abusing the MD so you need to be put on a dam leash. |
Justin Tymes
Dem Durrty Boyz
305
|
Posted - 2013.08.13 12:24:00 -
[185] - Quote
McFurious wrote:Justin Tymes wrote:Specify which variant you used please. I'm pretty sure you didn't do this with a Boundless Assault in CQC without killing yourself long before you got the shields down. He's saying he killed proto MD users with his ****-fit and what may have been an Exile.
Ah I'm sorry it was early, and I read it incorrectly.
|
RydogV
Shadow Company HQ
257
|
Posted - 2013.08.13 14:09:00 -
[186] - Quote
FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good?
The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous.
I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver.
Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support.
You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment.
So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. |
Justin Tymes
Dem Durrty Boyz
306
|
Posted - 2013.08.13 14:31:00 -
[187] - Quote
RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare.
Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate. |
RydogV
Shadow Company HQ
257
|
Posted - 2013.08.13 14:56:00 -
[188] - Quote
Justin Tymes wrote:RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate.
Why are so many counters to this proposal centered around the use of the Assault Rifle...THAT is something that has absolutely nothing to do with how the Mass Driver should operate. Assault Rifles are going to always be the predominate weapon, not because they are OP but because that is how Infantry Combat works. Pretty sure it was the weapon of choice in my Infantry Line Company.
And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters.
Anyone who continues to argue that should continue to be allowed sounds like a fool.
|
Fire of Prometheus
DUST University Ivy League
100
|
Posted - 2013.08.13 15:09:00 -
[189] - Quote
I've said it before and ill say it again, this is great idea and I really want this to happen. I used a MD for an entire day, did better than I would using my proto Amarr logi that's got about 800 combined hp. I used a BPO dragonfly and had a total of 400 combined hp!!!! It was like being a god using a mass driver!!! All I did was: point, click, boom!!!! I demolished numerous proto callogis and cal assaults!!! Using a cheap 9,750 isk suit no less!!!!! I used the mass driver from all sorts of ranges, from 100+ metres right down to using it as a shotgun. It was more effective at CQC than its intended area denial role!!!! Even if the safety was only 5 metres, it would reduce the number of "shotgun MD deaths" |
Buster Friently
Rosen Association
1618
|
Posted - 2013.08.13 15:34:00 -
[190] - Quote
RydogV wrote:Justin Tymes wrote:RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate. Why are so many counters to this proposal centered around the use of the Assault Rifle...THAT is something that has absolutely nothing to do with how the Mass Driver should operate. Assault Rifles are going to always be the predominate weapon, not because they are OP but because that is how Infantry Combat works. Pretty sure it was the weapon of choice in my Infantry Line Company. And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters. Anyone who continues to argue that should continue to be allowed sounds like a fool.
This is a game. It should be based on usage balance to give the game depth and diversity, but let's talk about your squad mechanics.
Why shouldn't a MD user be able to shoot in point blank range? Afterall, we are immortal clones able to resurrect our mind instantly, so surely the ability to kill at close range even while risking one's own body would be tactically useful.
The MD is fine.
The reason so many people talk about the AR in this thread is twofold.
1) Most of the calls to nerf other weapons come from run and gun AR users who want everything nerfed instead of learning tactics.
2) The AR is ridiculously overused and is OP. No one expects the AR to not be the number on weapon, but right now it is used more than 10 of the available 14 weapons in the game. That's just bad. |
|
DJINN Jecture
Hellstorm Inc League of Infamy
49
|
Posted - 2013.08.13 15:48:00 -
[191] - 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 seem to commit suicide an awful lot when in CQC due to blues deciding that jumping in front of me is their valiant way to protect a girl unfortunately this does nothing but cause a team killing situation where by the grenade explodes on their back causing them no damage (unless in PC) and me full damage. While I appreciate the bullet shield I do not enjoy being teamkilled by someone I cannot kill in return. I like your minimum distance fix to the mass driver and agree that 5m would be adequate as it is not supposed to be killing the user but rather the enemy. If some of you on this thread are concerned about the value of this then consider asking for my alternative fix for the mass driver, FRIENDLY FIRE on all game modes. I would like to see both in the game but would be very happy to see your OP implemented. |
Stile451
Red Star. EoN.
180
|
Posted - 2013.08.13 16:00:00 -
[192] - Quote
5m doesn't seem like much but if this came to pass I would no longer be able to use it as a support logi player(no sidearm). If they exploded after an amount of time where they hit this wouldn't be a problem - say 1 second after impact it would explode if it hasn't been traveling for 1 second(probably would need to be shorter as they travel a fair distance pretty quickly).
RydogV wrote:And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters. If it's made to perform worse in any way it's a nerf. That's the definition. |
Justin Tymes
Dem Durrty Boyz
306
|
Posted - 2013.08.13 16:00:00 -
[193] - Quote
RydogV wrote:Justin Tymes wrote:RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate. Why are so many counters to this proposal centered around the use of the Assault Rifle...THAT is something that has absolutely nothing to do with how the Mass Driver should operate. Assault Rifles are going to always be the predominate weapon, not because they are OP but because that is how Infantry Combat works. Pretty sure it was the weapon of choice in my Infantry Line Company. And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters. Anyone who continues to argue that should continue to be allowed sounds like a fool.
You've yet to explain why such a change is needed for the variants that are already working as intended. All of this again is based on one variant. Why not make it so that Laser or Sniper Rifles are unable to fire at enemies within 5-10 meters? It makes no sense to nerf a weapon that way, all that is needed is splash being detected on Standard like the Assault in CQC. There situational CQC weapon. Go further and swap the RoF of the Standard and Breach and you have balanced weapon. |
Kadar Saeleid
M.T.A.C Assault Operations Command
44
|
Posted - 2013.08.13 16:22:00 -
[194] - Quote
I can't support this idea any more. Nothing confuses me more than getting killed by a MD at < 5m and not having the other guy die as well. A minimum arming distance would still reward accuracy in CQC ranges while reducing the noob-tube grief surrounding the weapon. |
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 16:29:00 -
[195] - Quote
Justin Tymes wrote:RydogV wrote:Justin Tymes wrote:RydogV wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The point is it is not the same since 1.1, because when the fixed the issue with splash damage not being properly dispersed due to small obstacles the weapon became considerably more effective, especially at close range. No explosive grenade launcher is suppose to be used as a CQC weapon. That is ludicrous. I see where this QQ is going with the Mass Driver, and I think that a reduction in splash or direct explosive damage will ruin its effectiveness as an area denial weapon. I don't want that because I feel it is a capability that is needed in the game. Implementation of a minimum arming distance does not limit that capability. It only prevents players from spamming explosive projectiles in close quarters. A role that was probably never intended for the Mass Driver. Anyone who is complaining about not being able to use the Mass Driver in close quarters sounds like a fool. It is a support weapon with a specific role in battle. You should be carrying a sidearm to compensate for the weapon's lack of close quarters capability, just like Snipers, Laser Riflemen and A/V Gunners do. If you are Logistics (like me) then you should be moving with another player that can provide you close quarters support....just like you are providing them with area suppression support. You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare. Which MD are they using? How frequent is this happening? Full squads are using ARs alot more than MDs, nerf them too? All you're doing is just making broad assumptions, and screaming nerf everything based on those assumptions. All you are doing is nerfing 2 variants already working as intended(well 1 is UP) because of 1 variant that is debatably working as intended. Carrying a side-arm patches up every weapon in the game, traveling along with a squad patches up every weapon in the game, this has absolutely nothing to do with the MD and how it should operate. Why are so many counters to this proposal centered around the use of the Assault Rifle...THAT is something that has absolutely nothing to do with how the Mass Driver should operate. Assault Rifles are going to always be the predominate weapon, not because they are OP but because that is how Infantry Combat works. Pretty sure it was the weapon of choice in my Infantry Line Company. And I love how people keep calling this a nerf, which it's not. This change would have no impact on splash damage or direct damage. It just eliminates a mechanic that makes absolutely no sense in Infantry Combat...the use of Explosive Projectiles in close quarters. Anyone who continues to argue that should continue to be allowed sounds like a fool. You've yet to explain why such a change is needed for the variants that are already working as intended. All of this again is based on one variant. Why not make it so that Laser or Sniper Rifles are unable to fire at enemies within 5-10 meters? It makes no sense to nerf a weapon that way, all that is needed is splash being detected on Standard like the Assault in CQC. There situational CQC weapon. Go further and swap the RoF of the Standard and Breach and you have balanced weapon.
First of all a Grenade Launcher is not a CQB weapon...no matter how you want to slice it...it was never designed to be THAT. It doesn't matter if we are immortal mercenaries or not. Such a weapon makes no sense in any combat situation. A Grenade Launcher is an area denial weapon, not a point weapon. So if an enemy is within a few meters of you, you are no longer in an 'area denial' situation...you are in a direct engagement with a point target and a grenade is not the ideal solution to that problem.
The other weapons you mention in your feeble argument are point target weapons and more to the point...they are weapons that do not deal Explosive Damage. Laser Rifles are ineffective at close range since damage output is considerably less at short distance. Using a Sniper Rifle at close range is equally ineffective based on slow ADS and poor hip-fire characteristics.
And the suggestion does nothing to say that you cannot fire the weapon at close range....it just says that it will not deal explosive damage at close range. Meaning you have to hit your target directly and the impact of the projectile will deal damage...not an explosion. So again your point is moot.
As for the few variants, they can simply adjust the minimum arming distance for each style based on the characteristics of the projectile it uses.
|
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 16:32:00 -
[196] - Quote
Kadar Saeleid wrote:I can't support this idea any more. Nothing confuses me more than getting killed by a MD at < 5m and not having the other guy die as well. A minimum arming distance would still reward accuracy in CQC ranges while reducing the noob-tube grief surrounding the weapon.
Yeah well the risk is offset by the fact that he has to hit you directly in CQB in order to deal damage. Not so easy...there-by increasing your chances of taking them out provided you are using a weapon better suited for CQB. So he is not dealing damaging himself but the chances of you taking damage at that range is also limited.
It's a wash IMO. |
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 16:36:00 -
[197] - Quote
And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB |
Cosgar
ParagonX
4173
|
Posted - 2013.08.13 16:39:00 -
[198] - Quote
RydogV wrote:And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB I mentioned this earlier and of course it got ignored: What if they revert the grenade physics back to Chromosone? Slower velocity and a more drastic falloff would force people to stop trying to use it in CQC. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1458
|
Posted - 2013.08.13 16:43:00 -
[199] - Quote
RydogV wrote:You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. This is not a proper method for assessing balance. By that reasoning the entire AR line is #1 on the chopping block and the militia/standard gear of all kinds is in line for a nerf much more than the higher meta varations.
Seeing a specific weapon, or even more so weapon sub-type, commonly on the field can certainly call enough attention to be worth testing but it is not, in and of itself, a specific indication of any mechanical flaw with the weapon in question.
Quote: So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare.
"Real world" is an incredibly improper metric to advise game balance. Combat and weapons are NOT balanced in the real world and being as how balance is vital to robust, enjoyable, game play that pushes "real world" motivations into the category of role play, i.e. "fine for amusement bad for mechanics".
Further, and I've raised this point within the thread before, even if we look at "real world" methods the world in question must be the universe of New Eden not 2013 Earth. Immortal Clones who will willingly step through blackhole portals which are excruciating and cause cancer won't care at all if they blow themselves and their 7k ISK fitting to pieces so long as they take 40k+ enemy assets with them. That immortal merc is going to respawn in a new clone on the same battlefield with a smirk under his/her helmet and a higher payday waiting at the end of the battle. There is no logical lore (aka "real world) reason for the weaponry of clone soldiers to contain safeties.... in fact if it did we wouldn't have weapons with overheat (unless the presumption is that overheat somehow [i]is] the safety and highly advance space faring cultures just can't be bothered to do one right... in which case we're back to the concept of having none at all).
Lastly, call it what you will, any change to the mechanics of a piece of gear which makes it less effective is a nerf, and change which makes it more effective is a buff. The exception to this is that some vicarious effects resulting from larger changes such as bug fixes are just that, fixes to mechanics that are not working as intended.
Examples: Fixing the hit detection is not a nerf or buff to any weapon/armor but it may expose current imbalances which need addressed. Fine tuning the efficiency profile for explosive weapons most certainly is a nerf to all of them but it is a nerf that is called for to refine/improve overall game balance.
Third point at the risk of repeating myself, I still haven't seen an explanation of how any system like the one suggested in the OP could even theoretically be implemented and function. How would it work "under the hood" within the mechanics of the game? I'm not saying it's impossible, I don't know all the ins and outs of the engine enough to say that, but I am saying based on what I do understand such a mechanic simply does not seem viable, from a purely functional perspective leaving questions of game balance completely aside.
0.02 ISK Cross |
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 16:46:00 -
[200] - Quote
Cosgar wrote:RydogV wrote:And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB I mentioned this earlier and of course it got ignored: What if they revert the grenade physics back to Chromosone? Slower velocity and a more drastic falloff would force people to stop trying to use it in CQC.
I suggested these options in other threads when the QQ for Mass Drivers began. They were no more welcomed than this idea. After discussing it with other Corp members the idea of minimum arming distance seemed to make more sense. Personally, I think it's the right solution for this particular weapon and will have less impact on it's use by more players. Like I said...I don't want the weapon to disappear from the battlefield, I just want it to make sense.
|
|
Cosgar
ParagonX
4173
|
Posted - 2013.08.13 16:48:00 -
[201] - Quote
RydogV wrote:Cosgar wrote:RydogV wrote:And just for the record...I love the concept of a Mass Driver as an area suppression system. I think it is a viable and valuable resource on the battlefield....which is why I am 100% AGAINST the direct and splash damage being lowered in any way. To me that ruins the weapon.
But I refuse to use the weapon with the current physical mechanics...because in a word they are: DUMB I mentioned this earlier and of course it got ignored: What if they revert the grenade physics back to Chromosone? Slower velocity and a more drastic falloff would force people to stop trying to use it in CQC. I suggested these options in other threads when the QQ for Mass Drivers began. They were no more welcomed than this idea. After discussing it with other Corp members the idea of minimum arming distance seemed to make more sense. Personally, I think it's the right solution for this particular weapon and will have less impact on it's use by more players. Like I said...I don't want the weapon to disappear from the battlefield, I just want it to make sense. The majority of MD users have been asking for the old physics since they were changed in Uprising. The devs basically tried to fix something that wasn't broken. |
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 16:56:00 -
[202] - Quote
Cross Atu wrote:RydogV wrote:You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. This is not a proper method for assessing balance. By that reasoning the entire AR line is #1 on the chopping block and the militia/standard gear of all kinds is in line for a nerf much more than the higher meta varations. Seeing a specific weapon, or even more so weapon sub-type, commonly on the field can certainly call enough attention to be worth testing but it is not, in and of itself, a specific indication of any mechanical flaw with the weapon in question. Quote: So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare.
"Real world" is an incredibly improper metric to advise game balance. Combat and weapons are NOT balanced in the real world and being as how balance is vital to robust, enjoyable, game play that pushes "real world" motivations into the category of role play, i.e. "fine for amusement bad for mechanics". Further, and I've raised this point within the thread before, even if we look at "real world" methods the world in question must be the universe of New Eden not 2013 Earth. Immortal Clones who will willingly step through blackhole portals which are excruciating and cause cancer won't care at all if they blow themselves and their 7k ISK fitting to pieces so long as they take 40k+ enemy assets with them. That immortal merc is going to respawn in a new clone on the same battlefield with a smirk under his/her helmet and a higher payday waiting at the end of the battle. There is no logical lore (aka "real world) reason for the weaponry of clone soldiers to contain safeties.... in fact if it did we wouldn't have weapons with overheat (unless the presumption is that overheat somehow [i]is] the safety and highly advance space faring cultures just can't be bothered to do one right... in which case we're back to the concept of having none at all). Lastly, call it what you will, any change to the mechanics of a piece of gear which makes it less effective is a nerf, and change which makes it more effective is a buff. The exception to this is that some vicarious effects resulting from larger changes such as bug fixes are just that, fixes to mechanics that are not working as intended. Examples: Fixing the hit detection is not a nerf or buff to any weapon/armor but it may expose current imbalances which need addressed. Fine tuning the efficiency profile for explosive weapons most certainly is a nerf to all of them but it is a nerf that is called for to refine/improve overall game balance. Third point at the risk of repeating myself, I still haven't seen an explanation of how any system like the one suggested in the OP could even theoretically be implemented and function. How would it work "under the hood" within the mechanics of the game? I'm not saying it's impossible, I don't know all the ins and outs of the engine enough to say that, but I am saying based on what I do understand such a mechanic simply does not seem viable, from a purely functional perspective leaving questions of game balance completely aside. 0.02 ISK Cross
The reference to a whole Squad of Mass Driver users was noted to show how a weapon has moved outside its intended role. Assault Rifles are general purpose weapons that one would expect to see predominate in any Squad.
And I am not buying any argument that tries to place diversity above sensible mechanics. Sorry...I do not value diversity as much as others. Call it personal preference. I realize that bringing real world into game world is not always the best way to make a point. Real world, game world...whatever....classifying a Grenade Launcher as a CQB weapon makes zero sense.
As for 'under the hood'. Most shooters I have ever played made launched grenades non-explosive at close range. So I am pretty sure it will not take exceptional development skill to make it work.
|
Cosgar
ParagonX
4174
|
Posted - 2013.08.13 17:00:00 -
[203] - Quote
RydogV wrote:Cross Atu wrote:RydogV wrote:You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. This is not a proper method for assessing balance. By that reasoning the entire AR line is #1 on the chopping block and the militia/standard gear of all kinds is in line for a nerf much more than the higher meta varations. Seeing a specific weapon, or even more so weapon sub-type, commonly on the field can certainly call enough attention to be worth testing but it is not, in and of itself, a specific indication of any mechanical flaw with the weapon in question. Quote: So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare.
"Real world" is an incredibly improper metric to advise game balance. Combat and weapons are NOT balanced in the real world and being as how balance is vital to robust, enjoyable, game play that pushes "real world" motivations into the category of role play, i.e. "fine for amusement bad for mechanics". Further, and I've raised this point within the thread before, even if we look at "real world" methods the world in question must be the universe of New Eden not 2013 Earth. Immortal Clones who will willingly step through blackhole portals which are excruciating and cause cancer won't care at all if they blow themselves and their 7k ISK fitting to pieces so long as they take 40k+ enemy assets with them. That immortal merc is going to respawn in a new clone on the same battlefield with a smirk under his/her helmet and a higher payday waiting at the end of the battle. There is no logical lore (aka "real world) reason for the weaponry of clone soldiers to contain safeties.... in fact if it did we wouldn't have weapons with overheat (unless the presumption is that overheat somehow [i]is] the safety and highly advance space faring cultures just can't be bothered to do one right... in which case we're back to the concept of having none at all). Lastly, call it what you will, any change to the mechanics of a piece of gear which makes it less effective is a nerf, and change which makes it more effective is a buff. The exception to this is that some vicarious effects resulting from larger changes such as bug fixes are just that, fixes to mechanics that are not working as intended. Examples: Fixing the hit detection is not a nerf or buff to any weapon/armor but it may expose current imbalances which need addressed. Fine tuning the efficiency profile for explosive weapons most certainly is a nerf to all of them but it is a nerf that is called for to refine/improve overall game balance. Third point at the risk of repeating myself, I still haven't seen an explanation of how any system like the one suggested in the OP could even theoretically be implemented and function. How would it work "under the hood" within the mechanics of the game? I'm not saying it's impossible, I don't know all the ins and outs of the engine enough to say that, but I am saying based on what I do understand such a mechanic simply does not seem viable, from a purely functional perspective leaving questions of game balance completely aside. 0.02 ISK Cross The reference to a whole Squad of Mass Driver users was noted to show how a weapon has moved outside its intended role. Assault Rifles are general purpose weapons that one would expect to see predominate in any Squad. And I am not buying any argument that tries to place diversity above sensible mechanics. Sorry...I do not value diversity as much as others. Call it personal preference. I realize that bringing real world into game world is not always the best way to make a point. Real world, game world...whatever....classifying a Grenade Launcher as a CQB weapon makes zero sense. As for 'under the hood'. Most shooters I have ever played made launched grenades non-explosive at close range. So I am pretty sure it will not take exceptional development skill to make it work. In the real world, there aren't respawns and grenade launchers can OHK you. |
RydogV
Shadow Company HQ
260
|
Posted - 2013.08.13 17:15:00 -
[204] - Quote
Cosgar wrote:RydogV wrote: I realize that bringing real world into game world is not always the best way to make a point.
In the real world, there aren't respawns and grenade launchers can OHK you.
Like I said. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1459
|
Posted - 2013.08.13 17:17:00 -
[205] - Quote
RydogV wrote:The reference to a whole Squad of Mass Driver users was noted to show how a weapon has moved outside its intended role. Assault Rifles are general purpose weapons that one would expect to see predominate in any Squad. Again this, in and of itself, still proves nothing. Are sniper rifles suddenly broken if a squad uses coordinated sniping? I've certainly seen it done, as recently as this week, and it is certainly a more effective way of getting sniper kills than a single sniper.
Do shotguns become broken when used in coordinated groups? If you've been around long enough to know about "the shotgun twins" or to go up against VD when she's running with another shotty or two in the squad you'll have first hand knowledge regarding how much more effective those become.
At what numeric point does throwing grenades become "broken"? How many squad members have to do it before a weapon with the same exact mechanics cross the line from "ok" to "broken", what's the threshold?
Quote:And I am not buying any argument that tries to place diversity above sensible mechanics. Sorry...I do not value diversity as much as others. Call it personal preference. I realize that bringing real world into game world is not always the best way to make a point. Real world, game world...whatever....classifying a Grenade Launcher as a CQB weapon makes zero sense. If I call it personal preference as you suggest I'll also call it irrelevant to the mechanics of game balance.
Just because you personally do not enjoy a thing does not in any way equate to that thing being broken or imbalanced. It is also worth noting that many in this thread, myself included have not classified the MD as CQB, nor does leaving a mechanism which allows the user to kill themselves if they are not careful result in or equate too such a classification. To insinuate otherwise would simply be inaccurate.
Quote:As for 'under the hood'. Most shooters I have ever played made launched grenades non-explosive at close range. So I am pretty sure it will not take exceptional development skill to make it work.
"Pretty sure" is also "pretty vague" and not an actual answer. Other games do all kinds of things, the same as with "real life" examples cherry picking some vague concept from outside of the actual game context and trying to cross apply it without specifics isn't correct balance methodology.
All of the above aside let me reiterate/extrapolate and earlier post of mine from this thread, the gist of which is I kill mercs with Proto MD in Proto shield suits while using my 100% free AR/medic fit. I don't do this "occasionally", I do this consistently. I will openly admit I die as well in a fair number of these exchanges, but again even if I were only killing their proto fit with my free fit 40-50% of the time it would still be strikingly telling regarding some of the balance implications. It is also worth noting that I usually close on the MD users forcing them into CQC prior to making the kill, in fact it is a preferred tactic for me because it's so effective/ The times when a MD kills me that I didn't at least get close to killing the user are A) when there are a lot of other hostiles around shooting me as well, and B) when the MD has range and/or elevation (usually and) from which to initiate the engagement.
I've used the MD quite a bit, but I don't currently use it because I find my free AR to be more effective. I understand that my experience and play is not the end all of balance and testing, but nor is that of anyone else, and frankly I am at this point "not buying" the argument that the MD is too potent in CQC. Because frankly in my own on the field experience I have yet to see a trend which supports that contention.
I do think that the MD line currently benefits from some unintended effects/questionable balance aspects such as the latency issues and the current efficiency profile on explosives, but those things are already slated to be changed and thus their effects should not be included when considering any additional change to an in game mechanic, weapon or otherwise.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1461
|
Posted - 2013.08.13 17:25:00 -
[206] - Quote
RydogV wrote:The reference to a whole Squad of Mass Driver users Quick additional on this one, were you aware that there is an in game chat devoted specifically to gathering MD users to play together in full squads (or as close as their able based on who's currently logged in) ?
There is indeed such a chat and it was formed in response to the heavy nerf of the MD CCP applied during the transition from Chrome to Uprising as a method of trying to find ways that the MD could still be fun and effective despite it's status (at that point) as essentially a poor joke. Since that time CCP has fixed some client/latency issues which were negatively impacting the MD and the overall MD line is much more effective now, but the channel remains active.
This is worth noting because there is a specific in game precedence for squads of MD to deploy together because the weapon is underpowered (remember this balance assessment was from a prior patch) so presuming that just because a whole squad deployed with it that somehow proves the weapon is OP, is demonstrably inaccurate.
~Cross |
Justin Tymes
Dem Durrty Boyz
307
|
Posted - 2013.08.13 17:36:00 -
[207] - Quote
RydogV wrote: First of all a Grenade Launcher is not a CQB weapon...no matter how you want to slice it...it was never designed to be THAT. It doesn't matter if we are immortal mercenaries or not. Such a weapon makes no sense in any combat situation. A Grenade Launcher is an area denial weapon, not a point weapon. So if an enemy is within a few meters of you, you are no longer in an 'area denial' situation...you are in a direct engagement with a point target and a grenade is not the ideal solution to that problem.
The other weapons you mention in your feeble argument are point target weapons and more to the point...they are weapons that do not deal Explosive Damage. Laser Rifles are ineffective at close range since damage output is considerably less at short distance. Using a Sniper Rifle at close range is equally ineffective based on slow ADS and poor hip-fire characteristics.
And the suggestion does nothing to say that you cannot fire the weapon at close range....it just says that it will not deal explosive damage at close range. Meaning you have to hit your target directly and the impact of the projectile will deal damage...not an explosion. So again your point is moot.
As for the few variants, they can simply adjust the minimum arming distance for each style based on the characteristics of the projectile it uses.
Why aren't my Grenades OTKing Infantry with a 15m splash at the least? Stop trying to bring real-world mechanics to a futuristic videogame. CCP designed MDs this way. To say that they should be nerfed because it doesn't match its Real-world counterpart exactly, despite what it does to the game's design is stupid. As of right now 2 variants are not OP, one is being debated, and there is currently no reason to widespread nerf the MD in-game.
The Assault is NOT a CQC weapon it is designed to be a support weapon, if you use it in CQC you will most likely die. Working as intended.
The Breach IS a CQC weapon despite its real-world counterpart not being one, because CCP designed the Breach to be this way. Working as Intended.
The Freedom needs splash detection fixed, and MAYBE a RoF nerf to make Breach more viable. That's it. |
RydogV
Shadow Company HQ
261
|
Posted - 2013.08.13 18:11:00 -
[208] - Quote
Justin Tymes wrote:RydogV wrote: First of all a Grenade Launcher is not a CQB weapon...no matter how you want to slice it...it was never designed to be THAT. It doesn't matter if we are immortal mercenaries or not. Such a weapon makes no sense in any combat situation. A Grenade Launcher is an area denial weapon, not a point weapon. So if an enemy is within a few meters of you, you are no longer in an 'area denial' situation...you are in a direct engagement with a point target and a grenade is not the ideal solution to that problem.
The other weapons you mention in your feeble argument are point target weapons and more to the point...they are weapons that do not deal Explosive Damage. Laser Rifles are ineffective at close range since damage output is considerably less at short distance. Using a Sniper Rifle at close range is equally ineffective based on slow ADS and poor hip-fire characteristics.
And the suggestion does nothing to say that you cannot fire the weapon at close range....it just says that it will not deal explosive damage at close range. Meaning you have to hit your target directly and the impact of the projectile will deal damage...not an explosion. So again your point is moot.
As for the few variants, they can simply adjust the minimum arming distance for each style based on the characteristics of the projectile it uses.
Why aren't my Grenades OTKing Infantry with a 15m splash at the least? Stop trying to bring real-world mechanics to a futuristic videogame. CCP designed MDs this way. To say that they should be nerfed because it doesn't match its Real-world counterpart exactly, despite what it does to the game's design is stupid. As of right now 2 variants are not OP, one is being debated, and there is currently no reason to widespread nerf the MD in-game. The Assault is NOT a CQC weapon it is designed to be a support weapon, if you use it in CQC you will most likely die. Working as intended. The Breach IS a CQC weapon despite its real-world counterpart not being one, because CCP designed the Breach to be this way. Working as Intended. The Freedom needs splash detection fixed, and MAYBE a RoF nerf to make Breach more viable. That's it.
I disagree, for reasons I stated. My opinion and your opinion. We'll just have to see who the developer sides with. Good luck.
|
Tiffany NE Shephard
Opus Arcana Covert Intervention
3
|
Posted - 2013.08.13 18:15:00 -
[209] - Quote
Mass Driver = For the crazies Not the safeties.
|
RydogV
Shadow Company HQ
261
|
Posted - 2013.08.13 18:19:00 -
[210] - Quote
Cross Atu wrote:RydogV wrote:The reference to a whole Squad of Mass Driver users Quick additional on this one, were you aware that there is an in game chat devoted specifically to gathering MD users to play together in full squads (or as close as their able based on who's currently logged in) ? There is indeed such a chat and it was formed in response to the heavy nerf of the MD CCP applied during the transition from Chrome to Uprising as a method of trying to find ways that the MD could still be fun and effective despite it's status (at that point) as essentially a poor joke. Since that time CCP has fixed some client/latency issues which were negatively impacting the MD and the overall MD line is much more effective now, but the channel remains active. This is worth noting because there is a specific in game precedence for squads of MD to deploy together because the weapon is underpowered (remember this balance assessment was from a prior patch) so presuming that just because a whole squad deployed with it that somehow proves the weapon is OP, is demonstrably inaccurate. ~Cross
Again these guys were in the same Corporation. I would assume they were well aware of the Mass Drivers capabilities as most corps tend to communicate such things among their membership. I am not saying that a Squad of players should not all run with the same weapon.
I was just using this as an example of how a weapon that has a specific role was being used effectively as a general combat weapon. And the fact that it's useful as a general combat weapon when by design it is not suppose to be shows that there is a flaw in the mechanics.
Bottom line. A grenade launcher is not a CQB weapon and should not have that capability...primarily because of its explosive damage...which makes no sense. I am not sure how else to explain my position. Which by the way is just an opinion. |
|
|
|
|
Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
First page | Previous page | Next page | Last page |