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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
McFurious
TeamPlayers EoN.
243
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Posted - 2013.08.09 04:52:00 -
[1] - Quote
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?
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5344
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Posted - 2013.08.09 04:59:00 -
[2] - Quote
I don't like, removes risk involved with the MD. |
McFurious
TeamPlayers EoN.
243
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Posted - 2013.08.09 05:04:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:I don't like, removes risk involved with the MD.
Also could remove the shotgun-MD playstyle everyone's complaining about. |
Ulysses Knapse
Bojo's School of the Trades
461
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Posted - 2013.08.09 06:17:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. |
Cosgar
ParagonX
4071
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Posted - 2013.08.09 06:36:00 -
[5] - Quote
I'd only accept this if we got the range hard cap back. |
McFurious
TeamPlayers EoN.
243
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Posted - 2013.08.09 07:42:00 -
[6] - Quote
Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range.
Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless.
You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. |
excillon
united we stand x
9
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Posted - 2013.08.09 08:18:00 -
[7] - Quote
Absolutely! 100% agree with this. I've been getting shelled in close quarters for weeks by high rate of fire MD's. I guess you might have to worry about kamikaze tactics like shooting at the ground and killing himself along with you, but it's still better than what's going on now. |
Leovarian L Lavitz
Better Academy.
484
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Posted - 2013.08.09 09:15:00 -
[8] - Quote
The mass driver is sighted at 5 meters, 10 meters, 20, 30, and 40 meters. It is specifically made to be used in these distances. It is not a mid-long range weapon, it is a close-mid range weapon. Anything further than 40 meters is not sighted and must be guestimated by the user.
EDIT: Instead of running up close to the MD user, engage at 50 meters. This is further than the furthest sight bar on the md, and is easy for you to avoid the shots while mowing him down with your hit-scan 750 bullet per second AR. |
McFurious
TeamPlayers EoN.
249
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Posted - 2013.08.09 11:31:00 -
[9] - Quote
Leovarian L Lavitz wrote:The mass driver is sighted at 5 meters, 10 meters, 20, 30, and 40 meters.
Ok then, so minimum 5 meters. I think that's reasonable.
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CCP Logibro
C C P C C P Alliance
329
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Posted - 2013.08.09 15:23:00 -
[10] - Quote
If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Bittersteel the Bastard
WarRavens League of Infamy
92
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Posted - 2013.08.09 15:26:00 -
[11] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
I guess I would be fine with that, but what if the user starts panic spamming and actually kills you. :/
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Viktor Zokas
187.
174
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Posted - 2013.08.09 15:32:00 -
[12] - Quote
Bittersteel the Bastard wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? I guess I would be fine with that, but what if the user starts panic spamming and actually kills you. :/
It's called spraying and praying. |
The World isMine
Defective by Design
12
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Posted - 2013.08.09 15:34:00 -
[13] - Quote
As a mass driver user I like this, it would make it fair. But if we shoot within the 5 meters could it still explode but on a delay. Like i could drop a whole bunch at my feet then run away and let them all explode 5 sec later. It would make it useful for destroying equipment if I run out of stamina. |
N1ck Comeau
Ahrendee Mercenaries EoN.
934
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Posted - 2013.08.09 15:50:00 -
[14] - Quote
How about all mass driver rounds have a timer, but if they hit someone else they explode on impact. Makes sense it is the future after all. |
Sgt Buttscratch
G I A N T EoN.
594
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Posted - 2013.08.09 15:51:00 -
[15] - Quote
So this idea is to make it so MD users spamming in cqc can hit at very close range with a grenade launcher, but not take explosive damage..... gtfo |
Snaps Tremor
Tritan's Onslaught RISE of LEGION
319
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Posted - 2013.08.09 15:53:00 -
[16] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
Only if it has a really funny sound effect and gives you a +500WP BEANBAG KILL if you manage to end someone with it. |
BL4CKST4R
WarRavens League of Infamy
1003
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Posted - 2013.08.09 15:54:00 -
[17] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
Good idea, hell I wouldn't mind if it hit me due to over all force of the projectile then detonated afterwards as long as all other physics are applied like lower damage at the edge of the radius and a minimum arming distance. |
Alena Ventrallis
Osmon Surveillance Caldari State
52
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Posted - 2013.08.09 16:05:00 -
[18] - Quote
Modern grenade launchers, such as 40mm, have an arming range of about 15-30m depending on type, so that the user can avoid blowing themselves up. Still, getting hit with a 40mm projectile moving at about 250 feet per second is more than enough to kill a man even without exploding. I don't know the mass drivers range currently, as I've never used it, but maybe give it an arming range of 10m to avoid blowing yourself up, and to stop people spamming. Plus it will make it work as intended, providing area denial from behind the main effort. |
ADAM-OF-EVE
Svartur Bjorn
165
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Posted - 2013.08.09 16:41:00 -
[19] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
there are stories in RL of rifle grenades and rpg type weapons not exploding when they hit soft targets i.e people or in the case of dust its merc's. the round would penetrate the person and get lodged inside but the impact detonator in the round would not trigger as the target was too soft. the victim would howether die from the kinetic force sustained from the impact or they would sustain heavy internal damage from it.
if we apply this to MD we have a weapon that does radius damage as usual but if it hits a soft target direct then it would do zero radius damage but would impact that player with direct damage instead. add in the minimum arming range and it sets the MD direct into its expected role.
if ccp worked out some sort of impact calculater then impact damage could be worked out on a range/speed basis.at point blank your MD round would be traveling at its top speed but at this range would not arm but would do max impact damage. as it gets further away the speed decreases and the impact damage would decrease.
at close range impact direct damage is all it will do,
at mid range the round arms allowing for radius/impact damage(but for less impact damage)
at long range(outside optimal) then radius damage still works upto its max range but impact damage is reduced upto a point where it does no damage. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1384
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Posted - 2013.08.09 16:50:00 -
[20] - Quote
Bittersteel the Bastard wrote:but what if the user starts panic spamming and actually kills you. :/
then that'd be awesome. |
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Driftward
Subdreddit Test Alliance Please Ignore
344
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Posted - 2013.08.09 17:24:00 -
[21] - Quote
ADAM-OF-EVE wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? there are stories in RL of rifle grenades and rpg type weapons not exploding when they hit soft targets i.e people or in the case of dust its merc's. the round would penetrate the person and get lodged inside but the impact detonator in the round would not trigger as the target was too soft. the victim would howether die from the kinetic force sustained from the impact or they would sustain heavy internal damage from it. if we apply this to MD we have a weapon that does radius damage as usual but if it hits a soft target direct then it would do zero radius damage but would impact that player with direct damage instead. add in the minimum arming range and it sets the MD direct into its expected role. if ccp worked out some sort of impact calculater then impact damage could be worked out on a range/speed basis.at point blank your MD round would be traveling at its top speed but at this range would not arm but would do max impact damage. as it gets further away the speed decreases and the impact damage would decrease. at close range impact direct damage is all it will do, at mid range the round arms allowing for radius/impact damage(but for less impact damage) at long range(outside optimal) then radius damage still works upto its max range but impact damage is reduced upto a point where it does no damage.
THIS^^
As a scout, I get killed occasionally at distance by a mass driver (fair enough), but when I'm within maybe 5-10 m range and they notice me. Goodnight Sally. Which is rather odd to me. Seems like it's doing a bit too good of a job at CQC when it's a ranged AOD weapon. Providing a safety switch sounds like it would fix the issue to me.
If they can score a direct hit when I'm close up and trying to blap their face off with a shotgun then props to them, but no longer would they be able to just shoot at my feet and 1 shot me with splash damage (scout suit remember). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1428
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Posted - 2013.08.09 17:50:00 -
[22] - 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 think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide.
I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense.
The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon).
0.02 ISK Cross
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Beeeees
KILL-EM-QUICK RISE of LEGION
93
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Posted - 2013.08.09 18:00:00 -
[23] - Quote
Meant to suggest this for some time now.
Im all for it. |
McFurious
TeamPlayers EoN.
260
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Posted - 2013.08.09 18:27:00 -
[24] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
That's the idea. I'm thinking the round itself would still do the direct damage of the weapon, just no explosion. So EXO-5 round does 254.1, EC-3 does 152.5, etc.. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
1130
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Posted - 2013.08.09 18:30:00 -
[25] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
this is how explosives are handled in several other games.. shooting the explosive round such as the MD would equate to a 'dud' at short range |
Text Grant
Planetary Response Organization Test Friends Please Ignore
80
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Posted - 2013.08.09 19:08:00 -
[26] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? No thank you. Where is the risk in this? Mass drivers do NOT need a buff. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
198
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Posted - 2013.08.09 19:30:00 -
[27] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Than how would he defend himself in cqc? Yes it's risky but I at times had to fight cqc and no because I charged in but because they rushed me. Sigh.... This because all the qq. Leave the alone seriously. And adding the safety is dumb it will render the gun useless and everyone and their mom would just charge you and you're dead seriously? And that would also take away the risk off killing your self. Or at least make it a feature you can toggle on and off. Like remove the mass driver sights because no one even uses them and make the mass driver user choose if he wants a timed explode or the regular |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
198
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Posted - 2013.08.09 19:40:00 -
[28] - Quote
Bittersteel the Bastard wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? I guess I would be fine with that, but what if the user starts panic spamming and actually kills you. :/ So you just don't want to die? Wtf is up with this community seriously. Okay if CCP does this make the damn Assault rifle not be able to be as effective in hip fire. |
Fire of Prometheus
DUST University Ivy League
65
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Posted - 2013.08.09 19:44:00 -
[29] - Quote
I.........actually like this idea.
Perhaps at a proto level it has a reduced "arming distance". So if regular arming distance is 10m then at proto it would be 5-7m (just a shot in the dark) |
Rugudorull Apophicyria
Supercalifragilisticexpialidocius
22
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Posted - 2013.08.09 19:45:00 -
[30] - Quote
Leovarian L Lavitz wrote:The mass driver is sighted at 5 meters, 10 meters, 20, 30, and 40 meters. It is specifically made to be used in these distances. It is not a mid-long range weapon, it is a close-mid range weapon. Anything further than 40 meters is not sighted and must be guestimated by the user.
EDIT: Instead of running up close to the MD user, engage at 50 meters. This is further than the furthest sight bar on the md, and is easy for you to avoid the shots while mowing him down with your hit-scan 750 bullet per minute AR.
I'd have to agree and disagree. The basic and breach variants thrive in the close to mid range while the assault imo excels more at the mid to far ranges. The assault can be used at close range but having the largest blast radius of the three makes it more likely for the user to damage himself.
Now as for the minimum arming distance, I would be completely on board with this. I used to play with grenade launchers in call of duty and even that had a minimum arming distance. |
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Fire of Prometheus
DUST University Ivy League
65
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Posted - 2013.08.09 19:51:00 -
[31] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? I would say....awesome!!!!! But it should only do the same amount of damage as a melee from a medium suit with no melee enhancing dohickeys :p |
McFurious
TeamPlayers EoN.
262
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Posted - 2013.08.09 20:25:00 -
[32] - Quote
FLAYLOCK Steve wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Than how would he defend himself in cqc?
Get direct hits, switch to sidearm, avoid CQC situations within 5 meters.
Like I was saying, direct hits would still do the gun's normal direct damage, just no explosion and no damage to surrounding enemies within 5 the meter minimum range.
Also, taking the bulky, useless flip-up-site off the gun would be 100% ok with me. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
152
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Posted - 2013.08.09 20:33:00 -
[33] - Quote
no |
RydogV
Shadow Company HQ
251
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Posted - 2013.08.09 20:34:00 -
[34] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
Yes this was pretty much the idea of the original premise. Unexploded round does damage but not explosive damage. Personally I think it should be equal to the splash damage amount with a direct impact inside the arming range.
Arming range should be 15 meters. |
McFurious
TeamPlayers EoN.
266
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Posted - 2013.08.09 20:44:00 -
[35] - Quote
RydogV wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Yes this was pretty much the idea of the original premise. Unexploded round does damage but not explosive damage. Personally I think it should be equal to the splash damage amount with a direct impact inside the arming range. Arming range should be 15 meters.
Seems kinda steep but then 5 meters might be too close. What about 10? |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
98
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Posted - 2013.08.09 20:55:00 -
[36] - Quote
Why not just make a 1 shot MD that kills every one, every vehicle, and every structure with in 5,000m, that completely takes away the skill in using it...
I love how the dumbest threads in the forums get Dev comments and the people actually offering constructive thoughts get ignored. |
ladwar
Dead Six Initiative Lokun Listamenn
1099
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Posted - 2013.08.09 21:23:00 -
[37] - Quote
CCP please don't listen to this idea. MD are fine even if it means killing the user once in a while. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
198
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Posted - 2013.08.09 21:38:00 -
[38] - Quote
McFurious wrote:FLAYsteve wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea thntat a direct hit would still do damage but not explode if within the minimum arming distance? Than how would he defend himself in cqc? Get direct hit, switch to. idearm, avoid CQC situations within 5 meters. Like I was saying, direct hits would still do the gun's normal direct damage, just no explosion and no damage to surrounding enemies within 5 the meter minimum range. Also, taking the bulky, useless flip-up-site off the gun would be 100% ok with me. Get direct hits? Like how the flaylock needs direct hits? Do even know how hard that is to pull off with this fail hit detection? Seriously what's up with CCP listening to just the QQ and commenting on threads that just will hurt other players. Like seriously? Switch to side arm? You try taking someone out with a damn side arm vs those deadly assault rifle hip fire..... I swear I'm done buying aurum and merc packs because everything I skill into gets nerfed to the freaking ground and rendered useless. The freaking mass driver has been the same for how long? Since 1.1, we're at 1.3. And now it's being called op? Just because everyone and their mom uses them. Like seriously, whats next CCP. NOVA KNIFE? FORGE GUN? MELE? And to think i spent over $200 to support the game. Ha im done
Grenade launcher its meant for splash damage. Making it do only direct damange close up will make it handicapped. CCP ignored the poll and want to implement a safety? Direct shots with a grenade lol. funny This is so pathetic, once a weapon gets used a tad more the whole community cries OP when it's been the same for months. Might as well stick to the boring assault rifle because apparently it won't ever get nerfed. At least fix my nova knife, shot gun hit detection and give skill points back every time you feel like nerfing something to the ground. You're wasting my time and money by doing so. |
Justin Tymes
Raymond James Corp
291
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Posted - 2013.08.09 21:44:00 -
[39] - Quote
I don't like it, it's a widespread nerf(which isn't needed) based on one variant. I've never heard of anyone using the Assault MD like a shotgun, and lets face it, the Breach doesnt need any more nerfs. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
199
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Posted - 2013.08.09 21:49:00 -
[40] - Quote
Justin Tymes wrote:I don't like it, it's a widespread nerf(which isn't needed) based on one variant. I've never heard of anyone using the Assault MD like a shotgun, and lets face it, the Breach doesnt need any more nerfs. Exactly. Like wtf, YOU NERFED IT ONCE ALREADY AND MESSED IT UP SOOOOO BAD. Now we here again ? What business is this it shows us that you have no idea in what you're doing because you steer so easy towards the qq. |
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Death On Contact
ROGUE SPADES EoN.
3
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Posted - 2013.08.09 21:50:00 -
[41] - Quote
Absolutely great idea.
Heres a good read/reference - http://en.m.wikipedia.org/wiki/United_States_40_mm_grenades
"40+ù46mm types include the M381, M386, M406, and M441. The M386/M406 differed from the M381/M441 in that they had a longer arming distance (14GÇô28 meters compared to the 2GÇô3 meters of the M381 and M441)."
My .02
Death On Contact |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2423
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Posted - 2013.08.09 21:55:00 -
[42] - Quote
Think we just need to address the splash damage radius bug being halved for the user... |
Bullets2yaface
Red Star. EoN.
49
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Posted - 2013.08.09 22:40:00 -
[43] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
Please god no I am completely against minimum distance I don't care if I kill myself by using it too close. I am a logi you to tell me that I can't use my weapon cqc is not fair as I cannot carry a sidearm so my only option would be to melee which is not going to be easy while getting sprayed with bullets. The MD is the most sensible weapon for a logi, think about the people that are better medics period and aren't as good at fps so the assault rifle isn't a good weapon for them. For you to deny this is for you to deny the logi if you are going to make it like any other grenade launcher from a realistic game then you must give all logistics dropsuits a sidearm. You already nerfed flaylock and Caldari logi ok fair enough don't start a nerf fest again. |
Cosgar
ParagonX
4081
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Posted - 2013.08.09 22:59:00 -
[44] - Quote
This is seriously a terrible idea. Just bring back the old arc trajectory physics from Chrome. Slower rounds and a drastic dropoff will force players to fight at a distance and have to arc the muzzle upwards, making the weapon clumsy to use in CQC. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
109
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Posted - 2013.08.09 23:03:00 -
[45] - Quote
I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
203
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Posted - 2013.08.09 23:19:00 -
[46] - Quote
Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
88
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Posted - 2013.08.09 23:43:00 -
[47] - Quote
So what about logis using the md for hit n run? If they find somebody in cqc what should they do? Melee them to death? What if they go to res someone, and all the other team realize he has md, and make a b-line for 10m? This would remove much of the fear factor of the md. I would be fine if you first implemented this as a variant, and checked usage stats. Also, lore wise: arent our suits supposed to be strong enough to take a sniper round and still live? Then why would an explosive round going at 35-50 mph go through our body and lodge itself? Maybe if the warhead was a shaped charge, that dealt more durect damage, but almost no splash... Oh wait thats a breach isn't it? |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
88
|
Posted - 2013.08.09 23:46:00 -
[48] - Quote
Bullets2yaface wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Please god no I am completely against minimum distance I don't care if I kill myself by using it too close. I am a logi you to tell me that I can't use my weapon cqc is not fair as I cannot carry a sidearm so my only option would be to melee which is not going to be easy while getting sprayed with bullets. The MD is the most sensible weapon for a logi, think about the people that are better medics period and aren't as good at fps so the assault rifle isn't a good weapon for them. For you to deny this is for you to deny the logi if you are going to make it like any other grenade launcher from a realistic game then you must give all logistics dropsuits a sidearm. You already nerfed flaylock and Caldari logi ok fair enough don't start a nerf fest again.
Also ad a matter of fact if i'm stuck behind a wall with no hope of surviving E.g. Wall of protos is running at me and i have 3 shots and no mkre hives, i will use those to kill myself and deny them the 50wp |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
373
|
Posted - 2013.08.09 23:47:00 -
[49] - Quote
Snaps Tremor wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Only if it has a really funny sound effect and gives you a +75WP BEANBAG KILL if you manage to end someone with it.
|
Shotty GoBang
Pro Hic Immortalis League of Infamy
533
|
Posted - 2013.08.09 23:57:00 -
[50] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? +1.
|
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Patrick57
GunFall Mobilization Covert Intervention
19
|
Posted - 2013.08.10 00:22:00 -
[51] - Quote
ANOTHER mass driver thread -_- It's people like YOU that ruin these forums. And for the third time, i will post the same thing that i have in other threads- IF YOU CANNOT BEAT IT THEN DON'T COMPLAIN ABOUT IT. just find a DIFFERENT, BETTER WAY to kill them/ get an advantage. |
Bullets2yaface
Red Star. EoN.
49
|
Posted - 2013.08.10 00:42:00 -
[52] - Quote
Lynn Beck wrote:Bullets2yaface wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Please god no I am completely against minimum distance I don't care if I kill myself by using it too close. I am a logi you to tell me that I can't use my weapon cqc is not fair as I cannot carry a sidearm so my only option would be to melee which is not going to be easy while getting sprayed with bullets. The MD is the most sensible weapon for a logi, think about the people that are better medics period and aren't as good at fps so the assault rifle isn't a good weapon for them. For you to deny this is for you to deny the logi if you are going to make it like any other grenade launcher from a realistic game then you must give all logistics dropsuits a sidearm. You already nerfed flaylock and Caldari logi ok fair enough don't start a nerf fest again. Also ad a matter of fact if i'm stuck behind a wall with no hope of surviving E.g. Wall of protos is running at me and i have 3 shots and no mkre hives, i will use those to kill myself and deny them the 50wp
Thanks dude now they're going to start giving them the points |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2425
|
Posted - 2013.08.10 00:56:00 -
[53] - Quote
FLAYLOCK Steve wrote:Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered
Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
206
|
Posted - 2013.08.10 01:14:00 -
[54] - Quote
Aeon Amadi wrote:FLAYLOCK Steve wrote:Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use. So you want it nerfed to the freaking ground? Pathetic. |
Cryius Li-Moody
Bragian Order Amarr Empire
1
|
Posted - 2013.08.10 01:22:00 -
[55] - Quote
anyone who says the MD is OP is a big meany face. its like saying giving free non-wp base orbitals to the winning team time for being awesome an smashing faces in is totally and completely OP, its not. give orbitals to the cool kids CCP, i dare you. |
Bullets2yaface
Red Star. EoN.
49
|
Posted - 2013.08.10 01:30:00 -
[56] - Quote
It all comes back to what I say about every nerf stop crying about what kills you and step your game up. I hate being killed by Plasma cannons but they are difficult to use and is a weapon more likely to get you killed then get you kills so I respect it also hate being killed by people who chuck grenades instead of shooting people but do I come crying to the forums. |
Fire of Prometheus
DUST University Ivy League
69
|
Posted - 2013.08.10 02:19:00 -
[57] - Quote
I tried using mass drivers today.....I rather like it....it's like being a god, you can just point and click then.....boom bye bye bad guy |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
152
|
Posted - 2013.08.10 02:42:00 -
[58] - Quote
lets just lock the ar's trigger when they are out of absolute range while we are on the subject of un needed nerfs.......
you see where im going with this?? dipshlt logic anyone??
|
RINON114
B.S.A.A. General Tso's Alliance
429
|
Posted - 2013.08.10 02:53:00 -
[59] - Quote
I really like the idea as it makes the MD good at what it's supposed to be used for. At the moment the MD excels in CQC and in long range because you don't even have to be accurate, just throw out some rounds and you win.
Personally I feel that the splash damage or radius should drop because it shouldn't be outright killing people with a few shots like it is now, it should be a support weapon getting assists in the double digits at least.
My proto Gallente suit has over 800hp and a proto MD can take me down to dangerous levels in just a few hits near to my feet. I have to stay on target a lot longer whilst they are shooting in my general area and killing me at the same time. The counter to this is to get closer but that doesn't work because they can still just blow me up.
Minimum arming distance should solve the problem of MD being used far too liberally in CQC, a problem which is compounded by the fact that you can get 3 or more people just shooting explosions everywhere.
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
214
|
Posted - 2013.08.10 03:02:00 -
[60] - Quote
RINON114 wrote:I really like the idea as it makes the MD good at what it's supposed to be used for. At the moment the MD excels in CQC and in long range because you don't even have to be accurate, just throw out some rounds and you win.
Personally I feel that the splash damage or radius should drop because it shouldn't be outright killing people with a few shots like it is now, it should be a support weapon getting assists in the double digits at least.
My proto Gallente suit has over 800hp and a proto MD can take me down to dangerous levels in just a few hits near to my feet. I have to stay on target a lot longer whilst they are shooting in my general area and killing me at the same time. The counter to this is to get closer but that doesn't work because they can still just blow me up.
Minimum arming distance should solve the problem of MD being used far too liberally in CQC, a problem which is compounded by the fact that you can get 3 or more people just shooting explosions everywhere.
Let's lock the assault rifle trigger at cqc and long distance as well to make it truly balanced Fk out of here. |
|
McFurious
TeamPlayers EoN.
272
|
Posted - 2013.08.10 04:08:00 -
[61] - Quote
Patrick57 wrote:ANOTHER mass driver thread -_- It's people like YOU that ruin these forums. And for the third time, i will post the same thing that i have in other threads- IF YOU CANNOT BEAT IT THEN DON'T COMPLAIN ABOUT IT. just find a DIFFERENT, BETTER WAY to kill them/ get an advantage.
I am a Masshole and have been since closed beta. I have no problems with going up against other Massholes or even the FOTM kiddies.
This idea was suggested back in the beta but was largely rejected. I and others still think it's a good idea. With this change the weapon will still be explosive past a certain range just not up close. I think the direct damage within the minimum range should be the same as it's normal direct damage.
FLAYLOCK Steve wrote:Let's lock the assault rifle trigger at cqc and long distance as well to make it truly balanced Fk out of here.
Over exaggeration. |
low genius
the sound of freedom Renegade Alliance
262
|
Posted - 2013.08.10 04:13:00 -
[62] - Quote
McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think?
terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets |
Text Grant
Planetary Response Organization Test Friends Please Ignore
81
|
Posted - 2013.08.10 04:14:00 -
[63] - Quote
low genius wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets You don't read or cant aim. This thread is suggesting a buff. |
McFurious
TeamPlayers EoN.
273
|
Posted - 2013.08.10 04:25:00 -
[64] - Quote
low genius wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets
That was not a suggestion that the MD only shoots 5 meters and does not explode if that's what you're thinking.
The MD would perform exactly as it does now except that the round won't explode unless it's passed 5 meters. Within that 5 meters it will only deal direct damage if it hits someone. |
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 04:31:00 -
[65] - Quote
McFurious wrote:low genius wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets That was not a suggestion that the MD only shoots 5 meters and does not explode if that's what you're thinking. The MD would perform exactly as it does now except that the round won't explode unless it's passed 5 meters. Within that 5 meters it will only deal direct damage if it hits someone. This. Atm, the mass driver is not just a suppression weapon, it's also a CQC weapon as well as an area denial weapon. It fills all those roles too well and given the fact that it doesn't require much skill to aim at someone's feet and get the same results as the skilled players who are getting direct hits, the MD needs some tweaks.
The tweak to minimum range would remove it's ability in CQC (which is why you equip an SMG as a sidearm) and if you don't have a sidearm slot then you better be packing buddies who can keep you alive in close quarters.
Tl;dr - The mass driver should be a situational area denial weapon, not an explosive assault rifle with five meters splash radius. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
226
|
Posted - 2013.08.10 04:59:00 -
[66] - Quote
RINON114 wrote:McFurious wrote:low genius wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? terrible idea. if you nerf the md, then the ar is the only ranged weapon. stop crying about md's and start crying about that extra ******* skill that every ar user gets That was not a suggestion that the MD only shoots 5 meters and does not explode if that's what you're thinking. The MD would perform exactly as it does now except that the round won't explode unless it's passed 5 meters. Within that 5 meters it will only deal direct damage if it hits someone. This. Atm, the mass driver is not just a suppression weapon, it's also a CQC weapon as well as an area denial weapon. It fills all those roles too well and given the fact that it doesn't require much skill to aim at someone's feet and get the same results as the skilled players who are getting direct hits, the MD needs some tweaks. The tweak to minimum range would remove it's ability in CQC (which is why you equip an SMG as a sidearm) and if you don't have a sidearm slot then you better be packing buddies who can keep you alive in close quarters. Tl;dr - The mass driver should be a situational area denial weapon, not an explosive assault rifle with five meters splash radius. Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? |
RINON114
B.S.A.A. General Tso's Alliance
430
|
Posted - 2013.08.10 06:54:00 -
[67] - Quote
FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using it in cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The AR is good but not the best in all areas.
But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be.
And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using.
Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time.
An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
110
|
Posted - 2013.08.10 07:28:00 -
[68] - Quote
Aeon Amadi wrote: Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use.
Yeah thank to your test we now know it. But that means that will all be 30% less on shield. We can leave the MD with this type of splash but adding a sphere dmg so if you spam it without skill you simply suicide.
|
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
110
|
Posted - 2013.08.10 07:37:00 -
[69] - Quote
RINON114 wrote: But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be.
And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using.
Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time.
An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational.
LOL @AR being not the best weapon: hell it OUT DPS my HMG that is supposed to slay infantry like
You know, in Cromo the MD start were FAR MORE HIGH than now, truly an OP weapon but,guess what, nobody complain and Duvalle and Viziam reign supreme. You know why? the Aiming was a little better than now and Less strafe speed so the ARcodBOYS could slain every one. Let's wait TILL 1.4 and then we can talk about it.
Another thing is that people dont think how to counter.When I'm on same ground i sprint so close or flank the MD user that i usually Kill them or make them suicide. And i'm a Heavy, not the fastest class in dust.... If the MD has the heigh adv probably he will **** me but ehy, thats called tattics so no complain from my point of view.
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 07:40:00 -
[70] - Quote
RINON114 wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using your cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 07:55:00 -
[71] - Quote
-double post- |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
99
|
Posted - 2013.08.10 08:53:00 -
[72] - Quote
Being able to kill the user is what makes the MD AMAZING!
Killing yourself gives no penalties to you(except a death, which was already going to happen), plus it DENIES the enemy a kill. So I dont know why you wouldn't use it to kill yourself to stop some one from getting +1 Kill.
Since I didnt notice this stated before the MD is no where near OP, look at the combined CPU & PG requirements for all weapons: 136Swarm Launcher 122Heavy Machine Gun 118Mass Driver 117Plasma Cannon 117Forge Gun 107Sniper Rifle 107Shotgun 103Assault Rifle 102Laser Rifle 098Scrambler Rifle 067Submachine Guns 056Scrambler Pistol 056Nova Knives 047Flaylock Pistol
If you compare that to the damage output and range of the weapons, the MD pays for its power with high CPU & PG requirements.
You want the MD nerfed, GO SUCK A DUCK! then go back to playing with yourself / playing COD... |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
590
|
Posted - 2013.08.10 12:20:00 -
[73] - Quote
If this is implemented, they better increase the speed of the shell itself.
Currently, the slow speed and arch make the Mass Driver really hard to use at medium-long range unless the player is below you. |
Reaper Skordeman
The Reaper Crew PMC
71
|
Posted - 2013.08.10 12:21:00 -
[74] - Quote
Yes. Too often do I see MD-Shotgunners.
I give credit to those that are skilled MD users though, I couldn't get the feel for the gun personally. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 13:09:00 -
[75] - Quote
Bettie Boop 2100190003 wrote:Being able to kill the user is what makes the MD AMAZING!
Killing yourself gives no penalties to you(except a death, which was already going to happen), plus it DENIES the enemy a kill. So I dont know why you wouldn't use it to kill yourself to stop some one from getting +1 Kill.
Since I didnt notice this stated before the MD is no where near OP, look at the combined CPU & PG requirements for all weapons: 136Swarm Launcher 122Heavy Machine Gun 118Mass Driver 117Plasma Cannon 117Forge Gun 107Sniper Rifle 107Shotgun 103Assault Rifle 102Laser Rifle 098Scrambler Rifle 067Submachine Guns 056Scrambler Pistol 056Nova Knives 047Flaylock Pistol
If you compare that to the damage output and range of the weapons, the MD pays for its power with high CPU & PG requirements.
You want the MD nerfed, GO SUCK A DUCK! then go back to playing with yourself / playing COD... No matter what it will still get nerfed. Not because it's OP but because people don't wanna move while shooting. Only a assault rifle can kill themm |
Cosgar
ParagonX
4081
|
Posted - 2013.08.10 13:19:00 -
[76] - Quote
*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
230
|
Posted - 2013.08.10 13:28:00 -
[77] - Quote
Cosgar wrote:*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... At least the assault rifle will work for cqc mid to long distance. At least it can hip fire very well. lool at the bright side, won't ever get nerfed and they're adding new variations |
Cosgar
ParagonX
4082
|
Posted - 2013.08.10 13:52:00 -
[78] - Quote
FLAYLOCK Steve wrote:Cosgar wrote:*sigh* Guess I should just spend my SP on ARs and the Caldari Assault and pretend to have fun... At least the assault rifle will work for cqc mid to long distance. At least it can hip fire very well. Look at the bright side, won't ever get nerfed and they're adding new variations They'll probably be able to kill HAV too with under-barrel swarm launchers. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:20:00 -
[79] - Quote
Cosgar wrote:This is seriously a terrible idea. Just bring back the old arc trajectory physics from Chrome. Slower rounds and a drastic dropoff will force players to fight at a distance and have to arc the muzzle upwards, making the weapon clumsy to use in CQC. ^This, very much this. |
RINON114
B.S.A.A. General Tso's Alliance
432
|
Posted - 2013.08.10 14:23:00 -
[80] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using your cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. I don't often say this, but you are an idiot.
Do you know what area denial means?
Because I will tell you: It means not allowing a player to close that gap. If you're good with the mass driver you will be keeping enemies at bay, if you suck then they deserve to win in CQC. Go read a dictionary or something, ****. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:24:00 -
[81] - Quote
Aeon Amadi wrote:FLAYLOCK Steve wrote:Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use. Link to confirming source? [The above statement does not match my observations of explosive damage in game, if this is indeed confirmed by CCP then there are a number of serious issues I need to document and report.] |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:30:00 -
[82] - Quote
Bullets2yaface wrote:It all comes back to what I say about every nerf stop crying about what kills you and step your game up. I hate being killed by Plasma cannons but they are difficult to use and is a weapon more likely to get you killed then get you kills so I respect it also hate being killed by people who chuck grenades instead of shooting people but do I come crying to the forums. Agreed.
It's also important to remember that in a "rock, scissors, paper" balance paradigm there are weapons/set ups which are supposed to be more powerful than your build. They will be weaker against other builds but any weapon/fit you deploy in is supposed to have its bane on the battlefield. Yes if you compare these two items exclusively one will be "OP" compared to the other but when you put them in the context of the actual game balance is maintained by the "rock, scissors, paper" method. There are far too many threads on these forums which amount to "I'm a rock user and it's clear to me that paper is OP, nerf it."
If the only testing/context your applying to weapon balance feedback is critiques of what kills you/comments on weapons you've never used then at minimum such feedback needs to be taken with a large helping of salt.
0.02 ISK Cross |
LADY MYATO
QcGOLD Astroya Conglomerate
74
|
Posted - 2013.08.10 14:46:00 -
[83] - Quote
Great job you guys are going to destroy the MD.. Glad I dont play dust anymore |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 14:47:00 -
[84] - Quote
RINON114 wrote:This. Atm, the mass driver is not just a suppression weapon, it's also a CQC weapon as well as an area denial weapon. It fills all those roles too well and given the fact that it doesn't require much skill to aim at someone's feet and get the same results as the skilled players who are getting direct hits, the MD needs some tweaks.
The tweak to minimum range would remove it's ability in CQC (which is why you equip an SMG as a sidearm) and if you don't have a sidearm slot then you better be packing buddies who can keep you alive in close quarters.
Tl;dr - The mass driver should be a situational area denial weapon, not an explosive assault rifle with five meters splash radius. RINON, I don't think you have all the info on this one bro. We've debated before in threads so I know you're a pretty reasonable guy but this analysis of the MD just doesn't track when you get all the facts. Here's my quote from earlier in this thread (which has largely been ignored by those supporting the OP
Cross Atu wrote: I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide.
I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense.
The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon).
0.02 ISK Cross
Progression of the MD through recent builds has been; Chrome(no MD complaints, not a dominant weapon) ---> Uprising (nerfed by over 50% via stats+meta, shell arc changed) --->Uprising updates (in game bugs fixed improving aiming while leaving bugged/poor splash and explosive damage mechanics, flaylock nerfed, contact nades nerffed, MD rises to prominence).
There are a lot of factors here but the solution is to fix the bugs and restore the prior shell arc which would give the MD more support/suppression value and less slayer value. Also for a support geared weapon the focus should be AoE > DPS. Slayer weapons need DPS to get kills, the more a weapon is focused on direct damage the more forced the user is to employ slayer tactics/roles to get utility out of that weapon.
I fully agree that the MD and AR shouldn't be competing for the same role on the field, but to do that the MD needs to have more of its value based on splash, for suppression and area denial, and less of its combat value based on raw/direct DPS. Adding more situations in which the MD user must rely on direct damage/high DPS actually makes the problem of the MD overlapping with the AR worse and is 180 degrees the wrong direction to be taking the weapon.
0.02 ISK Cross |
Viktor Zokas
187.
180
|
Posted - 2013.08.10 14:55:00 -
[85] - Quote
McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think?
I was thinking of the idea of turning it into a mid-range weapon by not letting the shells explode below ~30m, but doing direct damage on hits before that range instead. This would turn the MD into the equivalent of the laser rifle, and give it the role of mid-range area suppression. (Laser Rifle is pretty much in this group.) This would open up the Plasma Cannon's role of close range suppression that has been greatly over whelmed by the MD's ability to do close range suppression to great effect. Giving the MD to a more tactical role like the laser rifle does already. Laser Rifles excel at mid-range in open areas and tight areas, MD could do the same in tight areas like cites where there are choke points. |
Justin Tymes
Dem Durrty Boyz
293
|
Posted - 2013.08.10 16:00:00 -
[86] - Quote
So is the OP confirming that the Assault MD is great in CQC? |
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:55:00 -
[87] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
if you do this, you'll see people able to fire that md face to face without the user taking splash damage it will be a super-pistol. beware. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 17:22:00 -
[88] - Quote
RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using your cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. I don't often say this, but you are an idiot. Do you know what area denial means? Because I will tell you: It means not allowing a player to close that gap. If you're good with the mass driver you will be keeping enemies at bay, if you suck then they deserve to win in CQC. Go read a dictionary or something, ****. I'm a idiot? Ha. Why don't smart players rush people with a massive driver? Because they know the weapon will kill them. Add the safety and even the bad players will realize that the gun has a "dead zone" and they will rush you much easier. Doesn't matter how good you are or not . If your a good player you can take out the current mass driver user by keeping your distance. I've even rushed in with a minja scout that uses the nova knife and smg as a main weapon and took him out. Making the gun have a dead zone isn't balanced because it'll be the only weapon that has one. Sorry if players like you aren't good enough to take out a mass driver at a distance. I do it all the time, I don't fight mass driver vs mass driver if I die. I'll get my tac ar and snipe him with it. Not that hard. And people saying that the mass driver is being used as a shotgun lawl. They're somewhat right but they don't understand that it's a risky move to do. You'll end up killing yourself if you go crazy spamming. Mass driver users carry flux. Guess what their same trick works both ways. Flux them as well or throw a grenade. I throw flux and use a smg or just the gek ar. So you're the idiot for not realizing how bad this potential nerf can be. If they do make it, they have to fix the hit detection. Or it will have the same problem that the flay lock has right now. It's very hard to get direct hits and it isn't because of skill but because of poor game design. I won't take the risk of my hits not registering because the devs didn't fix it. Being forced to do direct his with a grenade launcher is stupid. Grenades kill by the shock waves it creates. Making it do direct hits is almost like having a bullet. If you want direct hits make it so in cqc it shoots straight like a bullet and if it hits you you're dead. Why? A direct hit with a grenade is instant death. Splash you can survive and counter. You can't just take away a ability of the gun with out adding one. Wouldn't go too well. It's like removing the hip fire of a assault rifle in cqc. Basically making the assault rifle aim harder like a tac ar in cqc. Not so balanced.
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Cy Clone1
Ancient Exiles Negative-Feedback
189
|
Posted - 2013.08.10 17:44:00 -
[89] - Quote
^ exactly just rush the mass driver, I cant believe people are actually complaining about them In cqc. The assault md takes quite a few shots to kill people, and in my opinion tower assault forgeguns are way more of an issue. mass drivers are only very dangerous on top of high grounds, but isn't every weapon? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 17:49:00 -
[90] - Quote
Cy Clone1 wrote:^ exactly just rush the mass driver, I cant believe people are actually complaining about them In cqc. The assault md takes quite a few shots to kill people, and in my opinion tower assault forgeguns are way more of an issue. mass drivers are only very dangerous on top of high grounds, but isn't every weapon? Thank you but do me a favor. Message me in game so I can avoid you lol! jk xD |
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Scottie MaCallan
Krusual Covert Operators Minmatar Republic
40
|
Posted - 2013.08.10 17:49:00 -
[91] - Quote
Man I'm torn on this, on one hand, it'd be kind of cool, on the other, it would act as a safe-guard for people who spam in CQC, they could just keep spamming, knowing it won't go off unless it reaches just far enough to not hurt them, and honestly the MD projectiles would still have to deal some sort of (probably fairly strong) direct damage even when unexploded. I kind of like the risk of suicide being a deterrent, or punishment. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 18:03:00 -
[92] - Quote
Scottie MaCallan wrote:Man I'm torn on this, on one hand, it'd be kind of cool, on the other, it would act as a safe-guard for people who spam in CQC, they could just keep spamming, knowing it won't go off unless it reaches just far enough to not hurt them, and honestly the MD projectiles would still have to deal some sort of. probably fairly strong) direct damage even when unexploded. I kind of like the risk of suicide being a deterrent, or punishment. Try using the flaylock now. Let's see how good you'll do with it alone. This is how the mass driver would be at "minimum arming range". Of course many of you would say I suck. But it isn't my fault the hit detection is rubbish. Sometimes the flaylock doesn't even register. That's why I use my smg as my main weapon on my scout. Either tweak how direct damage work by giving it a faster launch at minimum range or something. Or leave the gun as is. Because now it's balanced. |
KA24DERT
Pure Innocence. EoN.
77
|
Posted - 2013.08.10 18:10:00 -
[93] - Quote
Wow,
They finally unfuck the mass driver enough so that people actually use it, and out of the woodwork come the whiners wielding their incredibly complicated solutions to a NON PROBLEM.
Whining for terrible nerfs and useless features has had a terrible effect on CCP's productivity and in turn the population of this game.
MD is fine, HTFU. |
Waruiko DUST
G I A N T EoN.
120
|
Posted - 2013.08.10 18:22:00 -
[94] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
The idea of a slow moving baseball sized rock working like a grenade is ridiculous. beyond that this would make the mass driver useless in close quarters. We already have a built in penalty for using a MD in close quarters and its called hitting yourself with splash damage.
Beyond this being one of the more ******** ideas for a weapon adjustment I've heard of, even from the people who don't use the MD, this doesn't change the fact that THIS CHANGE WOULD MAKE THE MD MORE NOOB TUBE NOT LESS.
If my round won't explode unless its 5m out and my MD has a 5m splash range after max skills you aren't stopping a MD user from 'noob tubeing' you, only removing his ability to hurt himself while leaving his ability to hurt you.
THIS IS WHAT HAPPENS WHEN PEOPLE WHO DON'T MD TRY TO CHANGE MD. THINGS GET MORE BROKEN RATHER THEN FIXED! |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 18:32:00 -
[95] - Quote
Waruiko DUST wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? The idea of a slow moving baseball sized rock working like a grenade is ridiculous. beyond that this would make the mass driver useless in close quarters. We already have a built in penalty for using a MD in close quarters and its called hitting yourself with splash damage. Beyond this being one of the more ******** ideas for a weapon adjustment I've heard of, even from the people who don't use the MD, this doesn't change the fact that THIS CHANGE WOULD MAKE THE MD MORE NOOB TUBE NOT LESS. If my round won't explode unless its 5m out and my MD has a 5m splash range after max skills you aren't stopping a MD user from 'noob tubeing' you, only removing his ability to hurt himself while leaving his ability to hurt you. THIS IS WHAT HAPPENS WHEN PEOPLE WHO DON'T MD TRY TO CHANGE MD. THINGS GET MORE BROKEN RATHER THEN FIXED! I love rushing them. I die but seeing them commit suicide is awesome |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
40
|
Posted - 2013.08.10 18:34:00 -
[96] - Quote
FLAYLOCK Steve wrote: Try using the flaylock now. Let's see how good you'll do with it alone. This is how the mass driver would be at "minimum arming range". Of course many of you would say I suck. But it isn't my fault the hit detection is rubbish. Sometimes the flaylock doesn't even register. That's why I use my smg as my main weapon on my scout. Either tweak how direct damage work by giving it a faster launch at minimum range or something. Or leave the gun as is. Because now it's balanced.
I roll shotgun/flaylock on my scout and I do pretty well, it took me a little bit to adjust when they changed the splash radius and my ADV flaylock became the old STD flaylock, more or less, but I still get kills with it. If I only had the ISK to run my core flaylock on the reg, or if scouts were less poorly balanced, I'm sure I'd do better
I do think MD is balanced more or less as is right now, I just think this idea is kind of an interesting alternative that wouldn't change too much. But in the end I like the possible risk of suicide currently posed more than an arming range.
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 18:42:00 -
[97] - Quote
Scottie MaCallan wrote:FLAYLOCK Steve wrote: Try using the flaylock now. Let's you'll do with it alone. This. is how the mass driver would be at "minimum arming range". Of course many of you would say I suck. But it isn't my fault the hit detection is rubbish. Some say the flaylock doesn't even register. That's why I use my smg as my main weapon on my scout. Either tweak how direct damage work by giving it a faster launch at minimum range or something. Or leave the gun as is. Because now it's balanced.
I roll shotgun/flaylock on my scout and I do pretty well, it took me a little bit to adjust when they changed the splash radius and my ADV flaylock became the old STD flaylock, more or less, but I still get kills with it. If I only had the ISK to run my core flaylock on the reg, or if scouts were less poorly balanced, I'm sure I'd do better I do think MD is balanced more or less as is right now, I just think this idea is kind of an interesting alternative that wouldn't change too much. But in the end I like the possible risk of suicide currently posed more than an arming range. That'd the thing I've never used the std flaylock. And honestly I gave up on it. I think it just needs a buff in the radius Imo. I used to be a main shotgunner. I just need them to fix the hit detection. Idk why but I can be right there on them and they are red health wise and it doesn't do damage. It's like it shoots blanks. And I repeat it isn't my aim.. I can confirm this because it was against a friend of mine that was on the other team and he didnt know how my dren shotgun didnt kill him.
Edit: basically I'm saying is the mass driver is fine. Leave it alone. Fix the hit detection, so scouts can do their job to take out mass drivers and heavies with the shotgun. Fix the radius of the flaylock. |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
40
|
Posted - 2013.08.10 18:44:00 -
[98] - Quote
yea hit detection gets funky when yr up super close and strafing/turning at full speed, makes my shotgun so sad
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
231
|
Posted - 2013.08.10 18:53:00 -
[99] - Quote
Scottie MaCallan wrote:yea hit detection gets funky up super close and strafing/turning at full speed, makes my shotgun so sad
Yea I agree. I want the shotgun fixed so I can start red line patrolling snipers :) |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:05:00 -
[100] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:Again its been the same since 1.1. We are in 1.3 nobody complained now they complain about it because more people use it now? That's pathetic. It's fine where it is. It has risk using your cqc. You want to remove that and make have to rely on a side arm close up? ....ha yet the assault rifle can hip fire super good? The AR is good but not the best in all areas. But seriously though, the MD has not been the same since 1.1, it got a buff in 1.2 and now it's fotm because it's better than it should be. And to counter the point you will inevitably make saying GÇ£LOL the buff came in 1.1GÇ¥ I will promptly tell you that it takes time to skill up to proto in a weapon that nobody really cared about using. Further to my main point, you're still ignoring the fact that the MD should be a situational weapon, it's why the United States military doesn't roll around exclusively in tanks or with the XM203 automatic grenade launcher, and also why only a few guys out of so many are equipped with M249's or M203 underslung launchers. It's because you don't need them all the time. An AR type weapon (Assault Rifle, Scrambler Rifle, Rail Rifle, Combat Rifle) should always be the weapon of choice with other weapons being situational. Futuristic game. Drop suits, needles that bring back the dead etc. So your point is? You're still ignoring many factors about the mass driver that I've mention countless times. I really don't waste my time to rewrite them on my phone. AREA Denial gun. Meaning gtfo. Add a safety thst wont allow you to use your gun close up is dumb and instead of being a gun that tells you to gtfo, it'll be rush rush. I don't often say this, but you are an idiot. Do you know what area denial means? Because I will tell you: It means not allowing a player to close that gap. If you're good with the mass driver you will be keeping enemies at bay, if you suck then they deserve to win in CQC. Go read a dictionary or something, ****. I'm a idiot? Ha. Why don't smart players rush people with a massive driver? Because they know the weapon will kill them. Add the safety and even the bad players will realize that the gun has a "dead zone" and they will rush you much easier. Doesn't matter how good you are or not . If your a good player you can take out the current mass driver user by keeping your distance. I've even rushed in with a minja scout that uses the nova knife and smg as a main weapon and took him out. Making the gun have a dead zone isn't balanced because it'll be the only weapon that has one. Sorry if players like you aren't good enough to take out a mass driver at a distance. I do it all the time, I don't fight mass driver vs mass driver if I die. I'll get my tac ar and snipe him with it. Not that hard. And people saying that the mass driver is being used as a shotgun lawl. They're somewhat right but they don't understand that it's a risky move to do. You'll end up killing yourself if you go crazy spamming. Mass driver users carry flux. Guess what their same trick works both ways. Flux them as well or throw a grenade. I throw flux and use a smg or just the gek ar. So you're the idiot for not realizing how bad this potential nerf can be. If they do make it, they have to fix the hit detection. Or it will have the same problem that the flay lock has right now. It's very hard to get direct hits and it isn't because of skill but because of poor game design. I won't take the risk of my hits not registering because the devs didn't fix it. Being forced to do direct his with a grenade launcher is stupid. Grenades kill by the shock waves it creates. Making it do direct hits is almost like having a bullet. If you want direct hits make it so in cqc it shoots straight like a bullet and if it hits you you're dead. Why? A direct hit with a grenade is instant death. Splash you can survive and counter. You can't just take away a ability of the gun with out adding one. Wouldn't go too well. It's like removing the hip fire of a assault rifle in cqc. Basically making the assault rifle aim harder like a tac ar in cqc. Not so balanced. Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really. |
|
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
114
|
Posted - 2013.08.10 19:19:00 -
[101] - Quote
Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
114
|
Posted - 2013.08.10 19:25:00 -
[102] - Quote
RINON114 wrote: At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really.
Hell i blow up a fukin Sica with my HMG
HMG OP, NERF HMG
No matter what you say, if he use that weapon for so long dont you think that is just good with it? I was using AMAR.logi before it was mainstream and always have positive KDR, that mean that the suit was not UP??
Cmon is like looking at XERO thread on general discussion, where he state that MD was OP because of his 32-2 score. obtained while he was rolling WITH A FULL SQUAD OF TEAMPLAYER VS BLUEBERRIES.
Please Guy,try to be objective. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
232
|
Posted - 2013.08.10 19:35:00 -
[103] - Quote
RINON114 wrote:
Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really.
That's sad. That tank stood still long enough for him to do that. That isn't the mass driver fault its the tanks. It's a kill everything no matter the distance? Um, that pretty much sounds like the assault rifle to me. I use it to pick off snipers just saying. At least the mass driver requires more work or more of a thought to be able to take out people at a distance unlike the assault rifle or better yet the tactical assault riffle which has a great range. At least the mass driver requires you think focus on elevation, distance, terrain (hills or flat, height of target etc) just saying. That whole statement is just proved to be bad Because the simple fact that: 1: the tanks stood still for a while, I bet it wasn't only him attacking it. 2: the it kills everything no matter what the distance sounds more like the assault rifle instead of the mass driver 3: the hit detection is messed up, hit boxes are messed up and the aim assist is off right now. The assault rifle is effected by hit detection, because it requires direct hits and it's still very fking accurate. Imagine how much better it'll be once this is fixed. Ha and people already complain about it |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:37:00 -
[104] - Quote
Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored?
The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy.
The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. |
Maken Tosch
DUST University Ivy League
3531
|
Posted - 2013.08.10 19:38:00 -
[105] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
This makes sense. After all a flying projectile alone should do some blunt-sized damage equal to that of a melee attack if possible at close range. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
232
|
Posted - 2013.08.10 19:38:00 -
[106] - Quote
RINON114 wrote:Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored? The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy. The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. Read my above post. Anyway I think it's balanced. |
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.10 19:42:00 -
[107] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:
Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really.
That's sad. That tank stood still long enough for him to do that. That isn't the mass driver fault its the tanks. It's a kill everything no matter the distance? Um, that pretty much sounds like the assault rifle to me. I use it to pick off snipers just saying. At least the mass driver requires more work or more of a thought to be able to take out people at a distance unlike the assault rifle or better yet the tactical assault riffle which has a great range. At least the mass driver requires you think focus on elevation, distance, terrain (hills or flat, height of target etc) just saying. That whole statement is just proved to be bad Because the simple fact that: 1: the tanks stood still for a while, I bet it wasn't only him attacking it. 2: the it kills everything no matter what the distance sounds more like the assault rifle instead of the mass driver 3: the hit detection is messed up, hit boxes are messed up and the aim assist is off right now. The assault rifle is effected by hit detection, because it requires direct hits and it's still very fking accurate. Imagine how much better it'll be once this is fixed. Ha and people already complain about it Just because it applies to the AR, this does not mean it applies to ONLY the AR. What you are saying is that currently, the mass driver is being used as an assault rifle because GÇ£the hit detection sucksGÇ¥ for everything else. This is the same as saying GÇ£I can't hit people but I can when I can hit anything within a five meter radius.GÇ¥ |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
234
|
Posted - 2013.08.10 20:10:00 -
[108] - Quote
RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote:
Did you even read the link?
At the moment the MD is not an area denial weapon, it's a kill everything at no matter what distance weapon.
As for your post Cross, you're right about me not being specced into them but I speak after playing games with my corpmate who specced into them long ago. I asked him to use one just to even the odds and he destroyed people with it. Guess what else he destroyed? A tank. I was lolling very hard due to the fact that not moments earlier I mockingly said GÇ£The MD is OP, use it to kill the tank!GÇ¥
He blew up the tank.
Really now guys.
Really.
That's sad. That tank stood still long enough for him to do that. That isn't the mass driver fault its the tanks. It's a kill everything no matter the distance? Um, that pretty much sounds like the assault rifle to me. I use it to pick off snipers just saying. At least the mass driver requires more work or more of a thought to be able to take out people at a distance unlike the assault rifle or better yet the tactical assault riffle which has a great range. At least the mass driver requires you think focus on elevation, distance, terrain (hills or flat, height of target etc) just saying. That whole statement is just proved to be bad Because the simple fact that: 1: the tanks stood still for a while, I bet it wasn't only him attacking it. 2: the it kills everything no matter what the distance sounds more like the assault rifle instead of the mass driver 3: the hit detection is messed up, hit boxes are messed up and the aim assist is off right now. The assault rifle is effected by hit detection, because it requires direct hits and it's still very fking accurate. Imagine how much better it'll be once this is fixed. Ha and people already complain about it Just because it applies to the AR, this does not mean it applies to ONLY the AR. What you are saying is that currently, the mass driver is being used as an assault rifle because GÇ£the hit detection sucksGÇ¥ for everything else. This is the same as saying GÇ£I can't hit people but I can when I can hit anything within a five meter radius.GÇ¥ Edit: And you clearly didn't read the part in a previous post where I said that an AR is supposed to fulfil all roles but excel in none. Like an AR is good at area denial if you can lead the target and stay on target, but the MD is better because you don't really need to aim and it does more damage to a wider area.
The mass driver is better? I thought this was AR 514. All hail AR, go AR or go home. Fotm is fun because it will only be around for a month because the ar is the flavor of the game. Seriously mass driver is better? Ha. Don't we all wish . I get killed the most with the assault rifle more than any other weapon combined and most of the time it's either a standard or milita. And no I'm not a noob lol just pointing out that the assault is the best gun. Why you think I got it to level 4 and my mass driver level 3? Ha, I loled at that post. So basically you're upset because the mass driver is effective at its niche. Okay understood, if anything out does the assault rifle it will get nerfed. Can't wait until they fix the shotgun. I can already smell the OP threads once it actually does 1-2 hit kills. "It isn't fair because it kills me"
Since I have the bpo dren shotgun people can't say I speced into it and I'll take them out |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
152
|
Posted - 2013.08.10 20:43:00 -
[109] - Quote
massdrivers are fine the way they are if you whiny kids would justtry it out you will see its not op, i bet most of the people for this nerf have never picked one up and if you say you have i bet ur lying, spend the freakin sp just to get lvl 3 and you will see why we are defending it so much. wtf is it going to hurt getting lvl 3 massdriver skill so you have at least half as mch sp invested as ur precious OP ar?? i hope ccp tracks ur sp spent on all you whiny little h*m*'s so they can see if you have even tried to use the muthafkr at an advanced level. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
117
|
Posted - 2013.08.10 22:35:00 -
[110] - Quote
RINON114 wrote: I don't understand how this will make a difference, perhaps that is why it's being ignored?
The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy.
The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range.
You dont understand simply because you dont ever bother try the MD or just pay attention to the spamming noob. Let's go with the point.
1) No,it's not a sniper rifle. Area Denial mean " no, you can fukin walk freely in that area." and "no you can fukin take that little crate as a cover" OR " no, you cant walk close together like a wolf pack or like a Greek Oplitia formation" A sniper rifle have ALL other purpose on the battlefield (that is not paddle KDR ) and if you cant see the difference between the two weapon than you have a little problem regarding game balance
so let's translate this in " MD for Dummies" : You give the Enemy height advantage? You die. You walk close with your squad? You die. You seek cover behind a little obj? you die.
And now let's try to explain WHY Cross hit the core problem and why ignoring something that you dont understand it's bad for ya ( RIP CARLIN)
They main complain of people is that they are spamming the MD in CQC. But the splash dmg that kill you must have killed the user too...... so what's Happen? Lets do some MATH with the help of X-Y
SUPPOSE you shoot the MD at your feet the MD do 184 DMG on X axis for (let's make an example) 4 meters. The point of impact is Y=0 The flat explosion dmg calc means that IF YOU ARE at Y=1-2-3-4-5-6 you avoid all the self inflicted spash DMG. WHat do we have if we change this?
Suppose you have s sphere DMG where ALL object inside X=4 and Y= 6 (numbers are for example ) take the same splash dmg.
With this you cant shoot it in CQC because you will YOUR DMG+ Enemy DMG and that means that you die faster than you kill. |
|
RINON114
B.S.A.A. General Tso's Alliance
433
|
Posted - 2013.08.11 04:02:00 -
[111] - Quote
Jastad wrote:RINON114 wrote: I don't understand how this will make a difference, perhaps that is why it's being ignored?
The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy.
The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. You dont understand simply because you dont ever bother try the MD or just pay attention to the spamming noob. Let's go with the point. 1) No,it's not a sniper rifle. Area Denial mean " no, you can fukin walk freely in that area." and "no you can fukin take that little crate as a cover" OR " no, you cant walk close together like a wolf pack or like a Greek Oplitia formation" A sniper rifle have ALL other purpose on the battlefield (that is not paddle KDR ) and if you cant see the difference between the two weapon than you have a little problem regarding game balance so let's translate this in " MD for Dummies" : You give the Enemy height advantage? You die. You walk close with your squad? You die. You seek cover behind a little obj? you die. And now let's try to explain WHY Cross hit the core problem and why ignoring something that you dont understand it's bad for ya ( RIP CARLIN) They main complain of people is that they are spamming the MD in CQC. But the splash dmg that kill you must have killed the user too...... so what's Happen? Lets do some MATH with the help of X-Y SUPPOSE you shoot the MD at your feet the MD do 184 DMG on X axis for (let's make an example) 4 meters. The point of impact is Y=0 The flat explosion dmg calc means that IF YOU ARE at Y=1-2-3-4-5-6 you avoid all the self inflicted spash DMG. WHat do we have if we change this? Suppose you have s sphere DMG where ALL object inside X=4 and Y= 6 (numbers are for example ) take the same splash dmg. With this you cant shoot it in CQC because you will take YOUR DMG+ Enemy DMG and that means that you die faster than you kill. Honestly, this was difficult to read. Not because you made some hard hitting points that made me realise how wrong I was but because you haven't made a single gram of sense.
I made the comparison between the sniper rifle and the mass driver, not because the weapons are similar in any way, but what they are similarly used as which is an area denial/situational weapon.
What this boils down to is that the AR and it's similar variants like the rail rifle, combat rifle, scrambler rifle, laser rifle (when that gets fixed) should always be the workhorse of the majority of kills.
Ever heard the phrase GÇ£don't bring a knife to a gunfightGÇ¥?
Well there's a reason you don't run across open fields with only your nova knives equipped. There's a reason you use a shotgun in CQC. There's a reason you use sniper rifles for extreme range engagements and not in CQC.
Is this getting through to you yet?
The mass driver should be a specialist weapon, and at the moment it is not. It does far too much damage just like the flaylock did and it deserves to be put into it's intended role. Just yesterday some guy hit me with the basic mass driver and did 800 damage to kill me in one hit. I can't kill people in one hit with any other gun, save for the forge or a headshot with a sniper rifle or shotgun, all three of which require incredible accuracy to do. The mass driver does not.
And on a side note: I think there is a bigger problem with the MD than people realise. My counter to these people when I encounter them in CQC is to get very close, start cooking a grenade and then backing off to throw it at them at the last second. I have encountered many times that the grenade lands at their feet and blows up without doing any damage as they are firing the MD at my feet and killing me. Is this some kind of calculation bug? |
McFurious
TeamPlayers EoN.
278
|
Posted - 2013.08.11 04:57:00 -
[112] - Quote
RINON114 wrote:The mass driver should be a specialist weapon, and at the moment it is not. It does far too much damage just like the flaylock did and it deserves to be put into it's intended role. Just yesterday some guy hit me with the basic mass driver and did 800 damage to kill me in one hit. I can't kill people in one hit with any other gun, save for the forge or a headshot with a sniper rifle or shotgun, all three of which require incredible accuracy to do. The mass driver does not.
And on a side note: I think there is a bigger problem with the MD than people realise. My counter to these people when I encounter them in CQC is to get very close, start cooking a grenade and then backing off to throw it at them at the last second. I have encountered many times that the grenade lands at their feet and blows up without doing any damage as they are firing the MD at my feet and killing me. Is this some kind of calculation bug?
There does still seem to be some hit detection bugs with explosives. There also seem to be issues with explosives causing way more damage than they should (more than 130% damage).
I think the minimum arming distance idea and lowering the explosive bonus to armor to 120% would do the trick without making the MD useless. |
Skihids
Bullet Cluster
1853
|
Posted - 2013.08.11 05:01:00 -
[113] - Quote
Are we seriously considering putting a safety measure on a clone weapon?!?
The same clones that we push though painful worm holes guaranteed to kill them in short order?
Gosh, maybe we should implement safety measures on grenades too. I mean, we can cook nades until they go off in our hands! We shouldn't be able to release the spoon until we throw it, and it wouldn't arm until it was far enough away from us.
And then we could put foam on all the sharp corners in our merc quarters... |
sammus420
Goonfeet Top Men.
266
|
Posted - 2013.08.11 05:05:00 -
[114] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
It should absolutely still do damage, but to keep things balanced it would need to be less than a direct hit from a shotgun at the same range. Also, it should have the same bonus/penalty as a projectile weapon against shields and amor. |
McFurious
TeamPlayers EoN.
278
|
Posted - 2013.08.11 05:11:00 -
[115] - Quote
Skihids wrote:Are we seriously considering putting a safety measure on a clone weapon?!?
The same clones that we push though painful worm holes guaranteed to kill them in short order?
Gosh, maybe we should implement safety measures on grenades too. I mean, we can cook nades until they go off in our hands! We shouldn't be able to release the spoon until we throw it, and it wouldn't arm until it was far enough away from us.
And then we could put foam on all the sharp corners in our merc quarters...
Next thing you know we'll be wearing "armor" everywhere with shields like we're in ******* star trek or something... |
DRaven DeMort
0uter.Heaven EoN.
29
|
Posted - 2013.08.11 05:27:00 -
[116] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
People would just spam them in close because they would not get hurt. The projectile should just bounce off the target and maybe just push the target back a foot, or throw off the targets aim but not cause any damage. this would keep this weapon from being abused, and also in the mid range field to mid-long range field.
|
Buster Friently
Rosen Association
1557
|
Posted - 2013.08.11 05:47:00 -
[117] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? No safety. Bad idea. Unless of course you add a minimum distance to all weapons.
What is a grenade if it doesn't explode? |
DRaven DeMort
0uter.Heaven EoN.
29
|
Posted - 2013.08.11 06:08:00 -
[118] - Quote
Buster Friently wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? No safety. Bad idea. Unless of course you add a minimum distance to all weapons. What is a grenade if it doesn't explode? Also, **** with the AR before you **** with the MD.... Again.
the m203 has a min arming distance of 50 to 100 yards to keep inexperience soldiers from blowing themselves up. |
sammus420
Goonfeet Top Men.
267
|
Posted - 2013.08.11 06:19:00 -
[119] - Quote
DRaven DeMort wrote: The m203 has a min arming distance of 50 to 100 yards to keep inexperience soldiers from blowing themselves up.
This isn't Earth, so that really doesn't matter. Also, humans are soft, squishy things. We're in big ass suits of power armor that are a fair bit more resilient to damage than the gooey filling.
To keep things clear, I'm for a minimum safe distance, but 50-100 yards is insane. |
DRaven DeMort
0uter.Heaven EoN.
29
|
Posted - 2013.08.11 06:26:00 -
[120] - Quote
sammus420 wrote:DRaven DeMort wrote: The m203 has a min arming distance of 50 to 100 yards to keep inexperience soldiers from blowing themselves up. This isn't Earth, so that really doesn't matter. Also, humans are soft, squishy things. We're in big ass suits of power armor that are a fair bit more resilient to damage than the gooey filling. To keep things clear, I'm for a minimum safe distance, but 50-100 yards is insane.
I agree it is a game, but using a grenade launcher indoors? and spamming the enemy? and sorry that should be in feet and not yards |
|
Powerh8er
DIOS EX. Top Men.
42
|
Posted - 2013.08.11 06:54:00 -
[121] - Quote
LOL, I laugh at mass drivers in my shield tanking sentinel suit. |
sammus420
Goonfeet Top Men.
267
|
Posted - 2013.08.11 07:29:00 -
[122] - Quote
DRaven DeMort wrote: I agree it is a game, but using a grenade launcher indoors? and spamming the enemy? and sorry that should be in feet and not yards
50-100 feet is still a little insane for Dust, I understand it in real life, especially since grenades have what, a 35m kill radius? In Dust I'd settle for a safety range of twice the MD's splash range. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
152
|
Posted - 2013.08.11 11:22:00 -
[123] - Quote
no no no no no NO NO NO NO NO!!!! |
Paran Tadec
Ancient Exiles Negative-Feedback
1320
|
Posted - 2013.08.11 13:29:00 -
[124] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
This is dumb, all it will do is prevent MD users from blowing themselves up. |
Skihids
Bullet Cluster
1854
|
Posted - 2013.08.11 14:04:00 -
[125] - Quote
Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up.
It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself.
I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too.
In fact the more I think about it the more I like the idea.
CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
250
|
Posted - 2013.08.11 15:58:00 -
[126] - Quote
Skihids wrote:Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. |
SirManBoy
Molon Labe. League of Infamy
142
|
Posted - 2013.08.11 16:13:00 -
[127] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
For once, is it possible for you to ignore someone's call for a nerf, especially one not supported by the majority of the Dust community, and leave a weapon well enough alone?
The MD haters want a technical solution for their tactical shortcomings. They feel that they should be impervious to damage at every range and that their AR should dominate all other weapons in the game in every situation. The real problem here lies in many players' inability to properly fit themselves, their wreckless tactics, and their indequate skills. Above all, the MD user thrives on the ignorance and stupidity of his opponents, and it is especially unforgiving against bad players with low HP fittings. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
251
|
Posted - 2013.08.11 16:22:00 -
[128] - Quote
SirManBoy wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? For once, is it possible for you to ignore someone's call for a nerf, especially one not supported by the majority of the Dust community, and leave a weapon well enough alone? The MD haters want a technical solution for their tactical shortcomings. They feel that they should be impervious to damage at every range and that their AR should dominate all other weapons in the game in every situation. The real problem here lies in many players' inability to properly fit themselves, their wreckless tactics, and their indequate skills. Above all, the MD user thrives on the ignorance and stupidity of his opponents, and it is especially unforgiving against bad players with low HP fittings. All rise, all hail AR. All hail AR 514, go AR or go home. Fotm is a conspiracy because AR is the flavor of the game.
|
Cosgar
ParagonX
4100
|
Posted - 2013.08.11 16:29:00 -
[129] - Quote
RINON114 wrote:Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored? The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy. The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. You don't understand because maybe you're not using the MD? What people are doing is getting level 3 and using the EXO-5 with diminished splash radius so they can spam it in CQC while bunny hopping to avoid the blast radius. It's a silly tactic, but it's actually working. I like Cross's idea because it addresses the core issue with people spamming the MD instead of this convoluted mechanic being discussed that's no better than putting an iron sight on a laser. |
Buster Friently
Rosen Association
1560
|
Posted - 2013.08.11 18:14:00 -
[130] - Quote
Leave the ******* MD alone. It's fine. Go mess with the AR. It isn't fine. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1439
|
Posted - 2013.08.11 19:31:00 -
[131] - Quote
RINON114 wrote:Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored? The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy. The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. With respect RINON114 it will make all the difference that is needed. Changing splash from a flat circle into a 3-dimentional sphere will remove most, if not all, of the CQC complaints that have been raised and in so doing resolve the issues of the thread.
The change to splash is also one that needs to be made for proper game play and balance beyond the mass driver so it is a more effective use of development resources than forcing a new mechanic onto a single AoE weapon which will do nothing to address the rest of the AoE line.
It's also worth noting that there would be ways to exploit any "too close to fire" system. If "too close" is assessed by the target centered the cross hairs one could easily just aim off the the side of a target or at a floor or wall and still do what is happening at present. One could also aim straight up in semi-confined spaces and still detonate the charge. Even if bound to targeting hostiles only (a change which would largely ruin the utility of the weapon entirely) the system would still be simple enough to circumvent in situations that aren't 1v1, in other words in most combat situations within Dust.
Another fundamental flaw in the proposed solution is that it creates an artificial imbalance within the MD line. Some types of MD will be more negatively impacted by such a change than others reducing the overall balance and diversity of the line, awhile also forcing the MD line further out of its support and suppression niche and into a more 'direct slayer' role causing a reduction in diversity/balance outside of the MD line as well.
@ThreadPlease go back and re-read my post #22 and respond to the information presented there. It is relevant to this thread and discussion.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1439
|
Posted - 2013.08.11 19:39:00 -
[132] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Replying specifically to this post so it shows up in your notifications.
If CCP is in any way considering the type of change proposed in this thread please read my post #22 before giving such alterations any more thought. There are several very fundamental flaws with this type of suggestion and it does not even properly address the issue it proposes to resolve, see my post #130 above for more commentary on why.
I understand what players are trying to address with this proposal, but the ideas presented are not an effective way to do it.
0.02 ISK Cross |
Sgt Buttscratch
G I A N T EoN.
603
|
Posted - 2013.08.11 20:12:00 -
[133] - Quote
Could we have a flux MD?..... just while we a throwing pathetic ideas around |
Jathniel
G I A N T EoN.
766
|
Posted - 2013.08.11 20:40:00 -
[134] - Quote
I'm not a MD user but... If this is implemented then the damage done by the mass driver must be overall increased. Like 15%.
A point blank hit should blow the ever-living fk out of you. Shields or not.
BUT
N1ck Comeau wrote: How about all mass driver rounds have a timer, but if they hit someone else they explode on impact. Makes sense it is the future after all. This guy has a good idea, but I would modify it. If the mass driver is fired within the "safety range" the explosives go to timer. That said, splash damage should be INCREASED, as a caveat. |
Welcoming Grave
Psygod9 RISE of LEGION
13
|
Posted - 2013.08.11 20:53:00 -
[135] - Quote
I haven't read the whole thread, but I think the general idea behind it is "Massholes are too good in CQC with a weapon that goes boom".
Personally I don't like the idea of a timer on my rounds, but keeping in this line of thought why not just make the rounds of the MD do more damage to the user if they managed to damage themselves with it? Keep the damage normal for reds, but if you panic in CQC and start dropping deuces all around you...well...
Personally I don't usually have to worry about killing myself in CQC...when I'm using my Caldari Assault that is. I've recently specced into minmatar logi and I've killed myself far more in that suit then my cal. Back in Chrom I always had to think about using the MD in CQC (and would switch side arms as needed). Now a days I only switch to my side if I'm out of ammo, or I feel that reloading would take far too long. I don't have this choice in my logi suit, but since its not as shieldy I kill myself far more often.
So yeah. Maybe just increase the damage dealt to user? Might help with the shotty MDs. |
Jathniel
G I A N T EoN.
766
|
Posted - 2013.08.11 20:55:00 -
[136] - Quote
Cross Atu wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide. I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense. The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon). 0.02 ISK Cross
I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value.
The reason the MD is being used as a slayer weapon is because its stats allow for that.
This goes all the way back to Replication.
When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon.
400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. |
Arc-08
Horizons' Edge Orion Empire
32
|
Posted - 2013.08.11 21:01:00 -
[137] - Quote
mass driver's aren't grenade launchers... they are contact grenade launchers... :D ccp didn't entirely nerf all contact nades, THEY STILL EXIST!!! HAHAHA
so i'm still a little confuesed by this post, are you trying to say you want Mass drivers to act more like a launcher that shoots a regular grenade, just with less of a delay??? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
258
|
Posted - 2013.08.11 22:38:00 -
[138] - Quote
Jathniel wrote:Cross Atu wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide. I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense. The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon). 0.02 ISK Cross I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value. The reason the MD is being used as a slayer weapon is because its stats allow for that. This goes all the way back to Replication. When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon. 400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. Just wait until hit detection gets fixed. Shot gunners will do their job. The mass driver is fine.
|
Ferindar
The Malevolent Monkey Militia
18
|
Posted - 2013.08.11 23:06:00 -
[139] - Quote
FLAYLOCK Steve wrote:Jathniel wrote:Cross Atu wrote:McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide. I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense. The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon). 0.02 ISK Cross I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value. The reason the MD is being used as a slayer weapon is because its stats allow for that. This goes all the way back to Replication. When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon. 400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. Just wait until hit detection gets fixed. Shot gunners will do their job. The mass driver is fine except that explosions from the mass driver are in a flat 2d plane and not a 3d semi-sphere.
Fixed it for you. But yes, we don't need this silly arming distance. If anything, there needs to be more risk than using it as an end all CQC weapon. I've rushed people in my Caldari shield suit with a shotgun, got right in their face, and all they had to do was spam the mass driver at their feet and jump to avoid the splash damage.
Fix explosions to be in a more of a D than a | pattern and we'll be fine.
|
Ripcord19981
Molon Labe. League of Infamy
37
|
Posted - 2013.08.11 23:58:00 -
[140] - Quote
McFurious wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless. You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. that'll happen when we get a decent scope. |
|
McFurious
TeamPlayers EoN.
282
|
Posted - 2013.08.12 00:04:00 -
[141] - Quote
Ripcord19981 wrote:McFurious wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Removes risk involved with the MD. I have to disagree. Personally, I think it adds risk. If you get caught at close-quarters, you're not going to be able to defend yourself with it unless you are a ridiculously good shot with it. Though, a splash radius increase would be nice. Being able to use grenades at point-blank range without being hit at all is sort of ridiculous. There should be a penalty for using it as close-range. Yes exactly what I'm getting at. It's supposed to be mid to long range not short range and this seems like the best way to fix that without making it completely useless. You could increase the minimum range to 6, 8, or 10 meters even. Perhaps it could vary between different mass driver types. that'll happen when we get a decent scope.
I don't even use the scope at any range. I'd rather have it removed completely. It just takes up screen space. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
259
|
Posted - 2013.08.12 00:07:00 -
[142] - Quote
Ferindar wrote:
Fixed it for you. But yes, we don't need this silly arming distance. If anything, there needs to be more risk than using it as an end all CQC weapon. I've rushed people in my Caldari shield suit with a shotgun, got right in their face, and all they had to do was spam the mass driver at their feet and jump to avoid the splash damage.
Fix explosions to be in a more of a D than a | pattern and we'll be fine.
Lol this is really pathetic lol. Anyway not going to waste my time because all you guys do is cry. What's next on your nerf wish list? Don't rush a mass driver and you won't die. Once hit detection gets fixed you won't really need cry. I warn you the assault rifle will be more of a sniper once it gets a more of a accurate hit. The mass driver does its job. Area denial, don't try to stand still and shoot and your fine. Even before I used them I use to drop them so easy with either a shotgun (yes with this poor hit detection) or a assault rifle. How hard is it? |
Cosgar
ParagonX
4101
|
Posted - 2013.08.12 00:40:00 -
[143] - Quote
Jathniel wrote:
I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value.
The reason the MD is being used as a slayer weapon is because its stats allow for that.
This goes all the way back to Replication.
When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon.
400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta.
Can we drop this whole complaining about the MD being a slayer weapon thing? It's a gun, it's supposed to kill, that shouldn't be an issue. |
Skihids
Bullet Cluster
1861
|
Posted - 2013.08.12 02:14:00 -
[144] - Quote
FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked.
No, you just aim behind the rushing fool. The splash still catches him.
Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius.
The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
|
Buster Friently
Rosen Association
1570
|
Posted - 2013.08.12 02:17:00 -
[145] - Quote
Skihids wrote:FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. No, you just aim behind the rushing fool. The splash still catches him. Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius. The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
Still a bad idea.
First - CCP will inevitable screw something up, or stealth nerf the MD on purpose.
Second - I want the option to suicide, especially if I can take someone with me. A safety just dumbs the game down. If you want a safety, watch where you're shooting.
|
CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:17:00 -
[146] - Quote
id rather have the mass drivers rof reduced...
just a little to where it doesnt fire so quickly... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
260
|
Posted - 2013.08.12 02:21:00 -
[147] - Quote
Skihids wrote:FLAYLOCK Steve wrote:Skihids wrote:Paran Tadec wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? This is dumb, all it will do is prevent MD users from blowing themselves up. It would act as a safety for the many times a blind blueberry walks in front of my launcher and takes one in the back of the head. It would also help guard against the times I'm backpedaling while shooting and accidentally clip a corner and hurt myself. I suppose it would also help train new users to fire behind rushing opponents to kill them without getting hurt too. In fact the more I think about it the more I like the idea. CCP safety the round to go off just beyond the effective splash radius, that will make me happy and it seems it will please the MD haters too. Win-win! You really don't see how bad this can hurt us. Do me a favor, take out the flaylock. Use the flaylock and try to kill and see how hard it will be. Why? The radius was reduced too much so now it requires a direct hit kill which with this messed up system it wouldn't do shyt. So instead of people just staying away from you (smart ones), they will just rush you. You would have to try to get a direct hit with a grenade which is really dumb. Or change to your side arm vs a main weapons. Try taking out douv assault rifle with a side arm lawl. And if you're a logi, you're fked. No, you just aim behind the rushing fool. The splash still catches him. Now keep in mind I'm only accepting a safety equaling the splash radius, so that's a very short distance. Safety ranges are designed to protect be user, not the target so it needn't be any greater than the splash radius. The upshot is completely eliminating sef inflicted injuries and the downside is just needing to fire to the do side and behind a melee opponent.
I have to see how much is that distance. I gave up protecting weapons people will just always cry. I'm sticking with my nova knife for now on. I'm getting good at it, well until they nerf it as well |
Cosgar
ParagonX
4107
|
Posted - 2013.08.12 02:21:00 -
[148] - Quote
CLONE117 wrote:id rather have the mass drivers rof reduced...
just a little to where it doesnt fire so quickly... If that were to happen, base damage needs to be buffed to compensate. Would you rather have a chance to run after 3 MD hits or 2? |
hackerzilla
Defenders of the Helghast Dream
198
|
Posted - 2013.08.12 02:24:00 -
[149] - Quote
MD would be useless. MD is close to mid range, but in close it already has risk of killing yourself... it's ment to DRIVE the MASSes back... complex, right? |
CLONE117
Planetary Response Organization Test Friends Please Ignore
94
|
Posted - 2013.08.12 02:24:00 -
[150] - Quote
slower rof because to many ppl useit like a shot gun..
slower rof will fix this prob... |
|
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. |
|
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. |
|
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... |
|
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. |
|
Vin Vicious
Capital Acquisitions LLC
245
|
Posted - 2013.08.13 19:08:00 -
[211] - Quote
Tiffany NE Shephard wrote:Mass Driver = For the crazies Not the safeties.
Scram rifles and lazors are for the crazies
MDs are the gun you give your five year old son who seen you playing and wants to play too |
Buster Friently
Rosen Association
1622
|
Posted - 2013.08.13 19:21:00 -
[212] - Quote
Vin Vicious wrote:Tiffany NE Shephard wrote:Mass Driver = For the crazies Not the safeties.
Scram rifles and lazors are for the crazies MDs are the gun you give your five year old son who seen you playing and wants to play too
That's the AR actually. That 5 year old is just going to kill himself with the weapon every time he presses the button. There was even a thread in GD a while back about someone's 4 year old niece killing a protobear with the AR.
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
276
|
Posted - 2013.08.13 20:02:00 -
[213] - 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. I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out. |
RydogV
Shadow Company HQ
266
|
Posted - 2013.08.13 20:43:00 -
[214] - Quote
FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above.
It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter.
EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
276
|
Posted - 2013.08.13 20:56:00 -
[215] - Quote
RydogV wrote:FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above. It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter. EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. I own bpos so idc about dying if i can take a few people out I'm killing myself. And using the mass driver in cqc isn't ideal in the wrong hands just saying. When I first started using it I killed myself more than I killed them. Takes time to get used to how it works. And just wait until they fix hit detection. Mass driver wouldn't be much of an issue. Shotgun are gonna seem op because it will kill in 2-3 hits. Than people will cry op.
|
RydogV
Shadow Company HQ
267
|
Posted - 2013.08.13 21:02:00 -
[216] - Quote
FLAYLOCK Steve wrote:RydogV wrote:FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above. It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter. EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. I own bpos so idc about dying if i can take a few people out I'm killing myself. And using the mass driver in cqc isn't ideal in the wrong hands just saying. When I first started using it I killed myself more than I killed them. Takes time to get used to how it works. And just wait until they fix hit detection. Mass driver wouldn't be much of an issue. Shotgun are gonna seem op because it will kill in 2-3 hits. Than people will cry op.
Well that is kind of a selfish perspecitve. I mean not every player has BPO's or suicidal tendencies. Seek professional help.
Shotguns should beast in CQB. I never have an issue with getting killed by a shotgunner at close range.
And Mass Drivers are not OP. Their damage levels are perfect. But minimum arming distance for the win. |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
37
|
Posted - 2013.08.13 21:07:00 -
[217] - Quote
http://youtu.be/zftbf8OfwvY
I agree with Eddie. |
Cosgar
ParagonX
4185
|
Posted - 2013.08.13 21:17:00 -
[218] - Quote
Madagascan Eagle wrote:http://youtu.be/zftbf8OfwvY
I agree with Eddie. Lol, he compared a proto MD to the other variants. |
RydogV
Shadow Company HQ
269
|
Posted - 2013.08.14 00:02:00 -
[219] - Quote
Madagascan Eagle wrote:http://youtu.be/zftbf8OfwvY
I agree with Eddie.
Well if the blast radius figures are accurate (I did not cross check in-game), then I say make a minimum arming distance that is equal to 2x the blast radius. Anything inside that gets direct-hit projectile damage only...no explosive damage.
Breach Type - 6.6 meters Standard Type - 8.8 meters Assault Type - 13.2 meters
Direct hit projectile damage (non-explosive) will equal the mid-point between splash and direct explosive damage.
(Splash Dmg + Direct Dmg) / 2
|
Fire of Prometheus
DUST University Ivy League
104
|
Posted - 2013.08.14 00:20:00 -
[220] - Quote
I agree with Eddie also |
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
280
|
Posted - 2013.08.14 01:44:00 -
[221] - Quote
RydogV wrote:FLAYLOCK Steve wrote:RydogV wrote:FLAYLOCK Steve wrote: I was going to simply ignore this post but I'm so tired of people like you, it's really pathetic. You want to speak real world? Okay Real World fact 1. Grenades and grenade launchers are always ohk or damages enough to take someone out of the battle. Real World fact 2. Most weapons are enough to take someone out in less than 3 shots. Real World fact 3. You don't have a drop suit to protect you.... See where I'm going? You can't freaking compare "real world" with a freaking sci-fi game. Also, you shouldn't even have to worry about killing yourself because you're a freaking clone. If you kill yourself and take someone out with you, your doing your job. Your brain gets transported into a other clone and guess what? Back to the freaking battle, hurry on gotta take out more reds. Minimum arming distance is stupid, and currently ccp is checking something out on the splash damage. It isn't the weapon itself, it has to do with the latency of the server and the way people appears close up is not accurate. And you're going to waste your time complaining about gun that is only effective at certain situations? Yet the assault rifle holds the crown as the most effective gun? Guess what! Real World fact for you buddy!!! Hit detection and aiming system is messed up!!! And guess what buddy? The assault rifle is still super accurate! !! Imagine how more accurate it'll be once this update kicks in. Real World fact, soldiers don't have aim assist. But dust is going to have a new and improved aim assist. Guess what that means? Semi automatic and full automatic snipers! Time to get my level 5 ar out.
Yeah. I conceded that using 'real world' was not always the best way to support certain elements of in-game mechanic debates....a handful of posts above. It still doesn't change the fact that a Grenade Launcher as a CQB weapon makes absolutely no sense at all. On that point I will not concede. So...difference of opinion I guess. But thanks for the input on the unrealistic elements found in a sci-fi shooter. EDIT: Oh and suicide martyrdom tactics will never fly in my book as a standard viable tactic either. Clone or no clone, it's counter productive and not really a basis to keep a faulty physics in a game. I own bpos so idc about dying if i can take a few people out I'm killing myself. And using the mass driver in cqc isn't ideal in the wrong hands just saying. When I first started using it I killed myself more than I killed them. Takes time to get used to how it works. And just wait until they fix hit detection. Mass driver wouldn't be much of an issue. Shotgun are gonna seem op because it will kill in 2-3 hits. Than people will cry op. Well that is kind of a selfish perspecitve. I mean not every player has BPO's or suicidal tendencies. Seek professional help. Shotguns should beast in CQB. I never have an issue with getting killed by a shotgunner at close range. And Mass Drivers are not OP. Their damage levels are perfect. But minimum arming distance for the win. Wait until it gets fixed. They fixing the hit detection. Don't implement the arming distance, let them kill themselves when being rushed by Dren sg. Trust me. |
Absoliav
Tronhadar Free Guard Minmatar Republic
32
|
Posted - 2013.08.14 02:03:00 -
[222] - Quote
I strongly support this idea! |
Buster Friently
Rosen Association
1632
|
Posted - 2013.08.14 02:07:00 -
[223] - Quote
This would just make the game more "safe", boring and dumb it down. |
RINON114
B.S.A.A. General Tso's Alliance
446
|
Posted - 2013.08.14 02:35:00 -
[224] - Quote
Whoa whoa whoa...
I have to say I'm a little disappointed in a number of you and all this talk of GÇ£real worldGÇ¥ not having any relevance to a space sci-fi game.
Have any of you ever heard of GÇ£suspension of disbeliefGÇ¥?
Suspension of disbelief is the human brain's ability to believe in something wholly unreal based on how similar it is to the current limitations of our imaginations. In essence, it allows for the fantastic to seem possible.
This is why the assault rifle is shaped in a very similar way to current world assault rifles, it has a stock, magazine, trigger, grip, foreguard, barrel and even rails that we use for the attachment of optics or other weapon upgrades right now. These parts are familiar, so it doesn't seem ridiculous that I'm firing searing hot plasma from the end of what amounts to being about as plausible as a plasma fart from the backside of a cat.
Suspension of disbelief is also what makes the space sci-fi genre so fantastic, as it blends current design with a future vision of what we might have and allows to player not to think GÇ£lol this will never happenGÇ¥ and think GÇ£wow this could totally happen!GÇ¥
It's why the HMG is shaped like a minigun.
It's why the MD has the iconic six round chamber from current grenade launcher systems.
It's why the sniper rifle is long and has a fixed stock that looks strikingly similar to current tech.
Seeing tactics that simply do not fit with what a person expects from humans makes that tactic ridiculous. Sure we are immortal clone soldiers and that would probably bring tactics like suicide, but suicide from the MD is rarely intentional.
Suspension of disbelief is required for a sci-fi game, and dismissing real world examples is to dismiss psychology of humans, and also the design decisions that the art team have made, a dismissal which I personally find offensive. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
283
|
Posted - 2013.08.14 02:47:00 -
[225] - Quote
RINON114 wrote:Whoa whoa whoa... I have to say I'm a little disappointed in a number of you and all this talk of GÇ£real worldGÇ¥ not having any relevance to a space sci-fi game. Have any of you ever heard of GÇ£suspension of disbeliefGÇ¥? Suspension of disbelief is the human brain's ability to believe in something wholly unreal based on how similar it is to the current limitations of our imaginations. In essence, it allows for the fantastic to seem possible. This is why the assault rifle is shaped in a very similar way to current world assault rifles, it has a stock, magazine, trigger, grip, foreguard, barrel and even rails that we use for the attachment of optics or other weapon upgrades right now. These parts are familiar, so it doesn't seem ridiculous that I'm firing searing hot plasma from the end of what amounts to being about as plausible as a plasma fart from the backside of a cat. Suspension of disbelief is also what makes the space sci-fi genre so fantastic, as it blends current design with a future vision of what we might have and allows to player not to think GÇ£lol this will never happenGÇ¥ and think GÇ£wow this could totally happen!GÇ¥ It's why the HMG is shaped like a minigun. It's why the MD has the iconic six round chamber from current grenade launcher systems. It's why the sniper rifle is long and has a fixed stock that looks strikingly similar to current tech. Seeing tactics that simply do not fit with what a person expects from humans makes that tactic ridiculous. Sure we are immortal clone soldiers and that would probably bring tactics like suicide, but suicide from the MD is rarely intentional. Suspension of disbelief is required for a sci-fi game, and dismissing real world examples is to dismiss psychology of humans, and also the design decisions that the art team have made, a dismissal which I personally find offensive. I kill myself on purpose. I think I need help. I'm to lazy to call a lav and go somewhere lol or go to a supply debut to switch suitd |
RydogV
Shadow Company HQ
272
|
Posted - 2013.08.14 03:11:00 -
[226] - Quote
I rest my case:
http://youtu.be/pi_LssfR2N0
lowratehitman knows the real deal.
So once again...Minimum Arming Distance...please and thank-you |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
284
|
Posted - 2013.08.14 03:35:00 -
[227] - Quote
RydogV wrote:I rest my case: http://youtu.be/pi_LssfR2N0lowratehitman knows the real deal. So once again...Minimum Arming Distance...please and thank-you How does this prove anything |
Skihids
Bullet Cluster
1873
|
Posted - 2013.08.14 03:53:00 -
[228] - Quote
The CQC he was showing would be outside any safety arming distance as he wasn't taking any splash himself so it wouldn't ate any difference.
But really, the whole concept of putting safety features on clone weapons is laughable lore wise. We commit suicide rather than take a shower, so why decrease our combat effectiveness? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
285
|
Posted - 2013.08.14 03:59:00 -
[229] - Quote
Skihids wrote:The CQC he was showing would be outside any safety arming distance as he wasn't taking any splash himself so it wouldn't ate any difference.
But really, the whole concept of putting safety features on clone weapons is laughable lore wise. We commit suicide rather than take a shower, so why decrease our combat effectiveness? The fk? Oh yeah I see. It wasn't cqc. So yea |
Keri Starlight
Psygod9
81
|
Posted - 2013.08.14 04:06:00 -
[230] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance?
Just leave the MD how it is right now...? |
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
285
|
Posted - 2013.08.14 04:14:00 -
[231] - Quote
Keri Starlight wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Just leave the MD how it is right now...? It's not good enough for the community. They want it nerfed to the ground |
Thurak1
Psygod9
34
|
Posted - 2013.08.14 05:01:00 -
[232] - Quote
honestly i wish they would focus a lot on the core issues of the game like hit detection. I am primarily a forge gun user. I am proto in both forge and HMG but honestly the dispersion of the HMG's made me skill into forge guns because its darned near impossible to hit people at 20 meters which is medium range but the ar's do a darn good job of blowing out my shields and armor at that range. Anyway over the past few days i have been at nearly point blank range to players and have somehow missed with my forge gun. The other player was so close that their body took up the entire "aiming reticle" I use quotation marks because anyone that has used a forge gun knows that those sights are poor. This is supposed to be a futuristic sci fi game and i dont even have good sights on my weapon to line up a shot? Myself i feel that i should have an intuitive HUD that not only makes for a nice looking aiming reticle but gives me a best guess as to where to aim the gun in order to hit them to compensate for wind and elavaion and running speed. |
RINON114
B.S.A.A. General Tso's Alliance
448
|
Posted - 2013.08.14 07:21:00 -
[233] - Quote
FLAYLOCK Steve wrote:Keri Starlight wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Just leave the MD how it is right now...? It's not good enough for the community. They want it nerfed to the ground Yeah some of them do, which is why this thread exists: to prevent that from happening.
I agree about the safety features thing, of course a weapon in the hands of someone who finds it more convenient to commit suicide than shower would need no safety features, but then this isn't a safety feature...
Allow me to explain with law (aka lore):
GÇ£Each of the smart HIND rounds loaded into an individual mass driver variant has a pre-determined minimum distance for the projectile to reach the velocity required to set off the explosive charge. Different densities of explosive make for different minimum travel times, resulting in lower fragmentation at closer ranges, and higher fragmentation at long range.GÇ¥
Enjoy. |
RydogV
Shadow Company HQ
272
|
Posted - 2013.08.14 16:11:00 -
[234] - Quote
FLAYLOCK Steve wrote:RydogV wrote:I rest my case: http://youtu.be/pi_LssfR2N0lowratehitman knows the real deal. So once again...Minimum Arming Distance...please and thank-you How does this prove anything
LOL...sorry it was late. I was sorta trolling. But desire for Min Arming Distance still stands. |
RydogV
Shadow Company HQ
272
|
Posted - 2013.08.14 16:12:00 -
[235] - Quote
FLAYLOCK Steve wrote:Keri Starlight wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Just leave the MD how it is right now...? It's not good enough for the community. They want it nerfed to the ground
I really do not think this suggestion nerfs the MD to the ground. In fact, it has no impact on performance at optimal ranges.
|
Draco Cerberus
Hellstorm Inc League of Infamy
249
|
Posted - 2013.08.15 15:53:00 -
[236] - Quote
What would really be optimal is the introduction of Friendly Fire. There are many times when a random blue has jumped in front of me to try and finish off a red while I fire my mass driver resulting in a kitten "Committed Suicide" feed and the blue guy getting killed next because he was too stupid to think that maybe that guy has more health and a better gun than me better gun game whatever. The MD would have killed him and he is just running around looking for people shooting guys and rather than working with them he works against his own team by trying to block shots and TK people.
They aren't noob toobs they are an explosive weapon that takes skill and practice to master, area denial is ok but where I enjoy it at is CQC, it works well for direct damage much like a forge gun at close range and has the ability to take out pesky mercs on the other team while being able to move and shoot. The minimum distance traveled may eliminate some of the Suicides but would really tune the weapon for the distance to target (within optimal range) and the effective range. It is not nearly as effective if you kill yourself is it? |
Bright Cloud
Namtar Elite Gallente Federation
0
|
Posted - 2013.08.15 16:43:00 -
[237] - Quote
Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not? |
Al the destroyer
The Phoenix Federation
9
|
Posted - 2013.08.15 17:31:00 -
[238] - Quote
All hail the AR and nerf any gun that is not an AR! No reason to work on tactics when you can have it nerfed |
Dalmont Legrand
Ostrakon Agency Gallente Federation
36
|
Posted - 2013.08.15 17:33:00 -
[239] - 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?
No, we must make damage for those that use them in close distance, I can die by my own grenade but I can't by Mass Driver. No you use it as shotgun you die of blast too. The there will be no need for range,people will kill themselves. Pretty comfortable for me. |
Dalmont Legrand
Ostrakon Agency Gallente Federation
36
|
Posted - 2013.08.15 17:45:00 -
[240] - Quote
Mass Driver is for those that know 0 about game, I killed so many even not wasted half of ammo, so basically you skill on mass drive and in basic suit come out and kill dozens. No thanks. Why there are no limitations on suits? I mean not PG or CPU, as I can put only Mass drive in slot and get a good ratio, I ean, like weapons being able to attached to specific level of suit. |
|
McFurious
TeamPlayers EoN.
296
|
Posted - 2013.08.15 20:04:00 -
[241] - Quote
Bright Cloud wrote:Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not?
Battlefield and ArmA 1-3 as well IIRC.
It's funny how controversial this suggestion is. You got one group calling it, "nerfing the MD into the ground," another group saying it, "takes away risk of death at close range [a buff]," and then the ones who think it's a pretty good idea. |
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 01:54:00 -
[242] - Quote
McFurious wrote:Bright Cloud wrote:Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not? Battlefield and ArmA 1-3 as well IIRC. It's funny how controversial this suggestion is. You got one group calling it, "nerfing the MD into the ground," another group saying it, "takes away risk of death at close range [a buff]," and then the ones who think it's a pretty good idea. Edit: I don't want to see the MD nerfed to the ground. I see this as a compromise because the main complaints about the MD seem to be coming from it's use as a close range weapon and maybe that's not what it was meant for. So how about we limit it's explosive damage at close range but not it's direct damage and leave all the other stats alone. That wouldn't bother me personally. But I'm also ok with leaving it the way it is now. For all we know, after 1.4 it may need a buff. I think right now with aiming as bad as it is people are turning to the MD just for the splash. If aiming gets significantly improved, the MD might not look so OP. So either way is fine with me. Just thought I'd throw it out there. A reasonable person, in this thread!? Those are few and far between my friend...
Agreed with what you posted, I too do not want to see ANY weapon nerfed into the ground, but when everybody starts using it just to compete (like the flaylock in the past) then something needs to be done. I personally see this as a nerf, but people seem to hear that word and think they should automatically be exempt from it's effects which is simply untrue.
What this GÇ£nerfGÇ¥ accomplishes is putting the mass driver into it's intended role, and if people disagree with that then they're either protecting the weapon out of blind love for being able to explosive spam any CQC area, or genuinely believe it's okay to do that and are simply wrong.
Sorry guys but when you can completely deny an area with explosives by being IN that area then that kind of defeats the object in the long run. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
322
|
Posted - 2013.08.16 03:29:00 -
[243] - Quote
RINON114 wrote:McFurious wrote:Bright Cloud wrote:Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not? Battlefield and ArmA 1-3 as well IIRC. It's funny how controversial this suggestion is. You got one group calling it, "nerfing the MD into the ground," another group saying it, "takes away risk of death at close range [a buff]," and then the ones who think it's a pretty good idea. Edit: I don't want to see the MD nerfed to the ground. I see this as a compromise because the main complaints about the MD seem to be coming from it's use as a close range weapon and maybe that's not what it was meant for. So how about we limit it's explosive damage at close range but not it's direct damage and leave all the other stats alone. That wouldn't bother me personally. But I'm also ok with leaving it the way it is now. For all we know, after 1.4 it may need a buff. I think right now with aiming as bad as it is people are turning to the MD just for the splash. If aiming gets significantly improved, the MD might not look so OP. So either way is fine with me. Just thought I'd throw it out there. A reasonable person, in this thread!? Those are few and far between my friend... Agreed with what you posted, I too do not want to see ANY weapon nerfed into the ground, but when everybody starts using it just to compete (like the flaylock in the past) then something needs to be done. I personally see this as a nerf, but people seem to hear that word and think they should automatically be exempt from it's effects which is simply untrue. What this GÇ£nerfGÇ¥ accomplishes is putting the mass driver into it's intend ed role, and if people disagree with that then they're either protecting the weapon out of blind love for being able to explosive spam any CQC area, or genuinely believe it's okay to do that and are simply wrong. Sorry guys but when you can completely deny an area with explosives by being IN that area then that kind of defeats the object in the long run.
Isn't that the point? Deny the area. IN or wherever you're shooting at. Seriously what's the big deal? Hit detection will be fixed. People will forget about the mass driver and say the shotgun is op because it'll actually work. Assault rifle will get aim assist. Making the gun handicapped near its user is defeating the purpose. Once the shotgun gets fixed people could start using that as a counter against mass driver. I've actually stopped using the mass driver a lot. because I got tired of running out of ammo. So I've been using my assault rifle more often again or my minja scout with smg. But I've been able to counter it in cqc because I use this moron thing called tactics. I don't blindly rush him. I out live his ammo and I take him out with a smg And I'm not even that good but I think..... just sayin wait until 1.4. Aim assist for assault rifle lawl and shotguns will be called OP. I'll be using my dren shotgun for sure lol |
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 03:53:00 -
[244] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:McFurious wrote:Bright Cloud wrote:Do i get this right? You want to introduce the same thing like COD has with n00b tubes? Cause the projectile gets only its explosive armed after a certain travel distance. But sure why not? Battlefield and ArmA 1-3 as well IIRC. It's funny how controversial this suggestion is. You got one group calling it, "nerfing the MD into the ground," another group saying it, "takes away risk of death at close range [a buff]," and then the ones who think it's a pretty good idea. Edit: I don't want to see the MD nerfed to the ground. I see this as a compromise because the main complaints about the MD seem to be coming from it's use as a close range weapon and maybe that's not what it was meant for. So how about we limit it's explosive damage at close range but not it's direct damage and leave all the other stats alone. That wouldn't bother me personally. But I'm also ok with leaving it the way it is now. For all we know, after 1.4 it may need a buff. I think right now with aiming as bad as it is people are turning to the MD just for the splash. If aiming gets significantly improved, the MD might not look so OP. So either way is fine with me. Just thought I'd throw it out there. A reasonable person, in this thread!? Those are few and far between my friend... Agreed with what you posted, I too do not want to see ANY weapon nerfed into the ground, but when everybody starts using it just to compete (like the flaylock in the past) then something needs to be done. I personally see this as a nerf, but people seem to hear that word and think they should automatically be exempt from it's effects which is simply untrue. What this GÇ£nerfGÇ¥ accomplishes is putting the mass driver into it's intend ed role, and if people disagree with that then they're either protecting the weapon out of blind love for being able to explosive spam any CQC area, or genuinely believe it's okay to do that and are simply wrong. Sorry guys but when you can completely deny an area with explosives by being IN that area then that kind of defeats the object in the long run. Isn't that the point? Deny the area. IN or wherever you're shooting at. Seriously what's the big deal? Hit detection will be fixed. People will forget about the mass driver and say the shotgun is op because it'll actually work. Assault rifle will get aim assist. Making the gun handicapped near its user is defeating the purpose. Once the shotgun gets fixed people could start using that as a counter against mass driver. I've actually stopped using the mass driver a lot. because I got tired of running out of ammo. So I've been using my assault rifle more often again or my minja scout with smg. But I've been able to counter it in cqc because I use this moron thing called tactics. I don't blindly rush him. I out live his ammo and I take him out with a smg And I'm not even that good but I think..... just sayin wait until 1.4. Aim assist for assault rifle lawl and shotguns will be called OP. I'll be using my dren shotgun for sure lol Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
323
|
Posted - 2013.08.16 04:18:00 -
[245] - Quote
RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... |
RINON114
B.S.A.A. General Tso's Alliance
454
|
Posted - 2013.08.16 05:18:00 -
[246] - Quote
FLAYLOCK Steve wrote:RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... The thing is, yeah it's easy enough to take out a solo MD user but they are rarely alone and it's in these situations where it excels far too well in the CQC environment.
For example: - I am running lone wolf in my proto suit because I am rich. I come across a nooblet and train my sights on his face. He immediately finds cover because I am stupid and didn't see the cover but he is almost 0 health. I run around the corner to chase the kill because I am still stupid but OH NO he has a friend with a mass driver.
I now have only three options, all of which have failed in the past: - I close the distance and CQC him. - I stay where I am, finishing off the nooblet anf then killing the MD friend. - I run away.
The only one that could work is to kill them both, which is rather unlikely before he gets 3 poorly placed shots at my ankles.
Running away doesn't work because he can shoot around corners via splash damage.
Taking this into a full game dynamic there are also other players to account for and so this will inevitably lead to my premature death. The only tactic is to sit back and pick at people from a distance unless I use a mass driver myself. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
323
|
Posted - 2013.08.16 05:54:00 -
[247] - Quote
RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... The thing is, yeah it's easy enough to take out a solo MD user but they are rarely alone and it's in these situations where it excels far too well in the CQC environment. For example: - I am running lone wolf in my proto suit because I am rich. I come across a nooblet and train my sights on his face. He immediately finds cover because I am stupid and didn't see the cover but he is almost 0 health. I run around the corner to chase the kill because I am still stupid but OH NO he has a friend with a mass driver. I now have only three options, all of which have failed in the past: - I close the distance and CQC him. - I stay where I am, finishing off the nooblet anf then killing the MD friend. - I run away. The only one that could work is to kill them both, which is rather unlikely before he gets 3 poorly placed shots at my ankles. Running away doesn't work because he can shoot around corners via splash damage. Taking this into a full game dynamic there are also other players to account for and so this will inevitably lead to my premature death. The only tactic is to sit back and pick at people from a distance unless I use a mass driver myself. This argument is invalid. Mass drivers are support weaponry like a hmg. We don't usually go lone wolf because it isn't meant to be unless in cqc. We pick off what the assault rifle on our team or squad attacked. You just said you go lone wolf. This whole post seems like a nerf team work lol. Again you can't rush in if a mass driver is there unless you're skilled. I'm not that skilled but I manage to take Em out. All I see is a an excuse to nerf a gun that is working as intended. You just said you like to lone wolf which in fact is a bad idea in this game because the game is based upon team work. Hence support weaponry and support roles... Mass driver is fine and applying a arming distance will render it useless as a support because people would just rush the user. And please don't even say "direct damage"... it's a grenade. It should kill by splash.
|
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
671
|
Posted - 2013.08.16 09:24:00 -
[248] - Quote
Everyone needs to pause for a moment and go read this.
Than you may resume your normally scheduled QQ. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1483
|
Posted - 2013.08.16 09:25:00 -
[249] - Quote
Ugh
CCP there are some serious drawbacks to this from more than one angle, as well as it being not the best solve it may not be needed once other larger core issues are addressed and, while anecdotal my own testing of this does not show a need for mechanical change or imbalance in the first place (the nearest to it would be damage mod stacked EX0 MDs because their low splash and high damage allows them to be used like a shotgun in CQC which is exactly what this proposal would create more of).
Meanwhile the support value is going to be nerfed by this idea because it pushes you, if a MD using Logi, to actively run behind the squad making it more likely for the support character to get separated, flanked, or out of range to support.
Despite wanting to focus on a more support oriented weapon it looks like I'm going to just be staying with the AR since the LR is blearily viable in its present state and the direction the MD is being taken will not only nerf it but heavily encumber users who are trying to employ it as part of running a support character. Thus far Uprising has been a series of kicks in the pants for support play. MD changes from Chrom, LR changes from Chrome (Vizim was needed but things went too far), nanohive nerf, uplink bug, injector detection bug (mostly resolved) + explosive OHKs (planed to be resolved) + super slow animation cycle (currently unaddressed), equipment WP scaling/repair tool et al persist (fixes SoonTM), Logi suit nerfs to eHP despite prior balance between Logi and Assault fits with no fits presented on the forums which broke that progression (outside of the Cal Logi skill buff which could have been changed on its own), Dev Blog about upcoming equipment centric changes which would hobble player choice and diversity in support by mechanically forcing optimal use onto only one easily identifiable racial suit while also leaving lots of equipment out in the cold... and further nerfing eHP for support characters.
The list goes on but I'll stop there. The net result of these continued nerfs to support play is that fewer players will run support, those of us who do will be less effective at it and the over all game will suffer as diversity is diminished by the heavy handed push toward more exclusively 'slayer' play. For all the complaints about 'slayer logi' and/or support characters who spent more time killing than supporting nearly all the mechanical changes done to "fix" that "problem" in fact ultimately make such behavior even more likely as the alternatives to it keep getting slapped with the nerf bat.
/disheartened by the trend
Sincerely, Support player since closed beta
|
RINON114
B.S.A.A. General Tso's Alliance
455
|
Posted - 2013.08.16 09:33:00 -
[250] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:FLAYLOCK Steve wrote:RINON114 wrote: Why are you such a douche seriously? Using a GÇ£moron thing called tacticsGÇ¥ is entirely uncalled for especially when I use tactics. There is no counter to grenade spam when the enemy is moving on an objective. Area denial is fine but not indefinitely. I find myself switching to sniper in a lot of games because there's just no point in trying to take an objective if the enemy has a few mass drivers, so my tactic is to pick them off and let my buddy go in and charge them.
A futile tactic on many maps because objectives aren't always open to snipers or the enemy is dug in behind something where they simply lob grenades over a wall until the match ends. Now I wouldn't mind that at all if sneaking up behind him or rushing him didn't result in him spinning on a dime and blasting my feet twice for an easy kill.
What are these tactics that you are using? Staying about 30m away and pegging him? Because I have no luck with that when 3 or 4 shells are already heading in my direction.
Edit: The purpose of area denial is to keep the enemy out, and you in. By constantly blowing yourself up you are not providing area denial so let's continue the circle of providing/not providing area denial and keep doing/not doing what your weapon was designed to do/not do.
Aw how rude.... As for tactics its simple. Think about how the gun works. It has 6 rounds and a slow rof. Forcing the user to use it in cqc is risky in untrained hands because it can kill the user. So it adds some risk. I personally counter it with a smg and flux if I'm in a scout suit. IM always on the move because standing in a group is how the mass driver works better. Also since the mass driver is low on ammo you have to make every shot count. People say it's spamming but honestly assault rifles spam lol. Also you can melt a mass driver user with a assault rifle by keeping your distance or gaining a height advantage which isn't hard to do. I do it all the time because I know how the gun works and trust me it has its draw backs that people regularly ignore. I don't have any draw backs with my assault rifle which is why I have a level 4 assault rifle and level 3 mass driver. Because the assault rifle can be used in any given situation. The mass driver can't, it takes more effort believe it or not because anything can make you either shoot or not. Elevation, distance, terrain (like bumpy hills) possible cover etc. The assault rifle you don't have to worry about that it's good at every distance. Every height. Even in cqc its good. I used it to take out snipers! Yes snipers. How do you balance a aerial of denial weapon by making it handicapped near it? If people rush you it wouldn't be denying the area. Instead of people running away they will rush because they can out run the guns effective range. For example tanks. You don't see people rushing tanks (well I seen some assault rifle users try). A tank is the king of area denial. So why should you rush a mass driver. ... The thing is, yeah it's easy enough to take out a solo MD user but they are rarely alone and it's in these situations where it excels far too well in the CQC environment. For example: - I am running lone wolf in my proto suit because I am rich. I come across a nooblet and train my sights on his face. He immediately finds cover because I am stupid and didn't see the cover but he is almost 0 health. I run around the corner to chase the kill because I am still stupid but OH NO he has a friend with a mass driver. I now have only three options, all of which have failed in the past: - I close the distance and CQC him. - I stay where I am, finishing off the nooblet anf then killing the MD friend. - I run away. The only one that could work is to kill them both, which is rather unlikely before he gets 3 poorly placed shots at my ankles. Running away doesn't work because he can shoot around corners via splash damage. Taking this into a full game dynamic there are also other players to account for and so this will inevitably lead to my premature death. The only tactic is to sit back and pick at people from a distance unless I use a mass driver myself. This argument is invalid. Mass drivers are support weaponry like a hmg. We don't usually go lone wolf because it isn't meant to be unless in cqc. We pick off what the assault rifle on our team or squad attacked. You just said you go lone wolf. This whole post seems like a nerf team work lol. Again you can't rush in if a mass driver is there unless you're skilled. I'm not that skilled but I manage to take Em out. All I see is a an excuse to nerf a gun that is working as intended. You just said you like to lone wolf which in fact is a bad idea in this game because the game is based upon team work. Hence support weaponry and support roles... Mass driver is fine and applying a arming distance will render it useless as a support because people would just rush the user. And please don't even say "direct damage"... it's a grenade. It should kill by splash. I didn't say I always lone wolf but it does happen when you're separated from your squad, either they die or whatever.
The mass driver is supposed to be a squad support weapon but it's not right now. You should be hanging back and shooting grenades past your squaddies. |
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SILENTSAM 69
SONS of LEGION RISE of LEGION
521
|
Posted - 2013.08.16 09:33:00 -
[251] - Quote
No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This idea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1484
|
Posted - 2013.08.16 09:49:00 -
[252] - Quote
SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This idea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. ^This.
I kill the majority of MD users I come up against, even when they're running Proto and I'm running 100% free. The changes from the OP would not only reduce the support value of the weapon (my primary use for it when I was specc'ed into it) but it would also remove the most effective counter to the weapon that I have seen employed (OBs, HAVs, and long range snipers aside but those count against most things ).
This change would simultaneously stealth buff the weapon and nerf/hobble its support abilities. It's bad for both balance and diversity, and ironically despite many protestations to the contrary would increase how much of a "noob tube" (does anyone else think that pejorative names shouldn't be part of balance discussions?) the weapon actually is.
0.02 ISK Cross |
SirManBoy
Molon Labe. League of Infamy
153
|
Posted - 2013.08.16 10:09:00 -
[253] - Quote
Yes, this proposal is counterintuitive to actual support play. I have to be close to my squad to repair them, supply them, and revive them. How exactly would I accomplish this when my weapon of choice only becomes lethal from 10m-15m away?
The MD is both an area denial and breach weapon. Improve your tactics and situational awareness, equip yourself properly, and most of all...GET OVER IT. |
Piraten Hovnoret
BIG BAD W0LVES Eternal Syndicate
5
|
Posted - 2013.08.16 11:16:00 -
[254] - Quote
NO SUPPORT AT ALL The MD is fine as it is
so what is you get killed when the MD user suecide him self.... kamakaze is a part of war always have been and always will be.
again soory for my english |
RINON114
B.S.A.A. General Tso's Alliance
456
|
Posted - 2013.08.16 23:54:00 -
[255] - Quote
SirManBoy wrote:Yes, this proposal is counterintuitive to actual support play. I have to be close to my squad to repair them, supply them, and revive them. How exactly would I accomplish this when my weapon of choice only becomes lethal from 10m-15m away?
The MD is both an area denial and breach weapon. Improve your tactics and situational awareness, equip yourself properly, and most of all...GET OVER IT. So it's okay to have a mini orbital to clear those pesky roaches just so you can help your team in CQC? I wouldn't mind if that were the case but you have too much power in the mass driver so you're not just scattering them you're killing them too. A support weapon should be used from a distance and then once the roaches are scattered you move in and help. Or use a sidearm. Or equip something built for CQC like the breach AR or a shotgun.
Spamming explosives into a CQC area is just ridiculous, and because it works so well, soon everyone will be doing it. |
Booby Tuesdays
Ahrendee Mercenaries EoN.
276
|
Posted - 2013.08.17 00:46:00 -
[256] - Quote
I eagerly await 1.4 or 1.5 when shotguns once again reign supreme in CQC. The witch hunt will move on, burning all in it's path. |
Wombat in combat
Ancient Exiles
77
|
Posted - 2013.08.17 00:59:00 -
[257] - Quote
As an exclusive mass driver user since Uprising, I do not agree with this. I like that the mass driver is a double edged sword so to speak, it's lethal against you as well. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
359
|
Posted - 2013.08.17 01:07:00 -
[258] - Quote
SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This. dea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. Oh please. Don't give that "your not doing job talk" when I bet you don't. I support the team by taking out reds. That's my job. I take over a spot and clear it so my team can get their act straight. It takes one red to to change the terms on the game. One red to place a up link and we would lose. Mass driver is made to counter that. It's fine the way it is stop being so ignorant and stop trying to avoid the fact that you have to change your play style of aim and click |
RINON114
B.S.A.A. General Tso's Alliance
457
|
Posted - 2013.08.17 01:41:00 -
[259] - Quote
FLAYLOCK Steve wrote:SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This. dea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. Oh please. Don't give that "your not doing job talk" when I bet you don't. I support the team by taking out reds. That's my job. I take over a spot and clear it so my team can get their act straight. It takes one red to to change the terms on the game. One red to place a up link and we would lose. Mass driver is made to counter that. It's fine the way it is stop being so ignorant and stop trying to avoid the fact that you have to change your play style of aim and click Uhm Steve, the guy is agreeing with you... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
361
|
Posted - 2013.08.17 01:43:00 -
[260] - Quote
RINON114 wrote:FLAYLOCK Steve wrote:SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This. dea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. Oh please. Don't give that "your not doing job talk" when I bet you don't. I support the team by taking out reds. That's my job. I take over a spot and clear it so my team can get their act straight. It takes one red to to change the terms on the game. One red to place a up link and we would lose. Mass driver is made to counter that. It's fine the way it is stop being so ignorant and stop trying to avoid the fact that you have to change your play style of aim and click Uhm Steve, the guy is agreeing with you... Just noticed lol . man that's what happens when you drink. Fk beer!
-gets another- |
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Fire of Prometheus
DUST University Ivy League
123
|
Posted - 2013.08.17 01:52:00 -
[261] - Quote
Steve has a good grasp on the subject :) |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
365
|
Posted - 2013.08.17 01:55:00 -
[262] - Quote
Fire of Prometheus wrote:Steve has a good grasp on the subject :) Not atm. I think I'm drunk. |
zzZaXxx
The Exemplars Top Men.
185
|
Posted - 2013.08.17 05:55:00 -
[263] - Quote
Whaaat? No. Logis like me will not be able to hit guys when they come too close. |
Echoist
Fenrir's Wolves
70
|
Posted - 2013.08.17 09:32:00 -
[264] - Quote
I completely agree with the OP it would make sense that a hrenadr launcher of this sort would have some sort of safety protocol in order to protect the user. Besides even if people get too close you can stoll kill them with a direct shot. And if your a logi yku shouldn't need to be in the front just behind your squad acting as support and area of denial. |
Win TheDay
TCD ToXiCaTeD
0
|
Posted - 2013.08.17 18:05:00 -
[265] - Quote
Bittersteel the Bastard wrote:CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? I guess I would be fine with that, but what if the user starts panic spamming and actually kills you. :/
Are you serious, what about pray and spray AR's nerf them too? Just because someone shows skill with a weapon you cannot use does not mean its OP. if you get caught in close quarters with a Mass driver run, just like you would when you get hit by a sniper rifle. Guess we need to put a limit on how far the snipers can kill and if they stay behind red line they should die right.
Taking away splash from mass drivers at close would leave a logi using it defenseless at close range. As we mass driver operators know if someone is above you disengage and change tactics, if someone is shield tanking change tactics.
Mass driver operators also know that direct hits are few and far between for us, I have snuck up on snipers place 2 body shots in thier backs (XD) they get up and we dance.
Seems there may be a problem with that end of it Logi Bro.
As a mass driver I have accepted its limitations as this weapon allows me to engage the enemy at mid distances while supporting my team with reps, hives, injectors, and drop links.
Problem is all the whiners only know one tatic and if that does not always result in kills for them, they wine about it.
Play the game for what it is enjoyment with your bros and respect for each other.
In war the immortal finds glory. |
Justin Tymes
Dem Durrty Boyz
321
|
Posted - 2013.08.17 18:16:00 -
[266] - Quote
Echoist wrote:I completely agree with the OP it would make sense that a hrenadr launcher of this sort would have some sort of safety protocol in order to protect the user. Besides even if people get too close you can stoll kill them with a direct shot. And if your a logi yku shouldn't need to be in the front just behind your squad acting as support and area of denial.
Stop acting Like Logi = heal slave, and you know scanning is nerfed now, so you won't even see detect someone until they are within 5 feet. Unless you're using scanning that gives no WP, which means you won't have REs(which are nerfed) or Triage Hive(needed for Gallente) |
Win TheDay
TCD ToXiCaTeD
0
|
Posted - 2013.08.17 18:17:00 -
[267] - Quote
Echoist wrote:I completely agree with the OP it would make sense that a hrenadr launcher of this sort would have some sort of safety protocol in order to protect the user. Besides even if people get too close you can stoll kill them with a direct shot. And if your a logi yku shouldn't need to be in the front just behind your squad acting as support and area of denial.
True, true, why would a merc need to defend himself I close quarter combate?
Here is an idea lets just turn off all close quarter kills for all weapons unless it is a headshot. Since AR, and heavyset have way more rounds than a mass driver. Or maybe reduce the number of bullets an AR or HMG can fire at close range to 6, that's all the mass driver gets. Oh and let's not forget the sniper behind the red line he's bullets should probably do 50% less damage when behind the red line or after say 100 meters.
You guys are unrealistic with your thoughts on this.
In war the immortal finds glory. |
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