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Thor McStrut
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94
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Posted - 2013.08.10 22:05:00 -
[1] - Quote
ITT: Skilled players dominate me. |
Thor McStrut
Reckoners
94
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Posted - 2013.08.10 22:22:00 -
[2] - Quote
danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level.
Actually, the blast radius (stealth) nerf was heavily complained about in 1.0 because of the terrible explosion detection that Uprising brought along with it. Not only was our radii smaller, but some shells wouldn't even explode, and no damage was being done to players on an incline or next to a wall explosion.
What should have happened was that the explosion detection got fixed, then the radius looked at in subsequent updates. There is a chance that fixing the explosion detection bug alone would have brought back the MD to usable status, and there wouldn't be this constant MD QQing going on now.
I am a Masshole, and I admit, I have no gungame. It is why I specced into the MD during Chromo. My KDR is 0.51. In fact, it was even worse during Chromo because I was just learning the game. I'm to the point now where I'd like to see CCP nerf it so that I can continue on sucking with it, while all the 1337 players can cry about something else breaking their game. |
Thor McStrut
Reckoners
94
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Posted - 2013.08.10 22:25:00 -
[3] - Quote
Protocake JR wrote:Fiddlestaxp wrote:danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level. I am sure you noticed how the gun was infrequently used in PC at that point. It was VERY ineffective from elevation due to the inability to track players due to projectile speed. Personally I specced into just about everything I could for my fit before I got MD proficiency up. I still used it, because I realized the practice potential and figured they would fix it sooner or later. But it was by no means "alright" or "good". There were very few players who kept the MDfaith during that period. Ill mention again that it is strong against scouts... and should be. I think that might flavor your preception So what if projectile speed was increased along with damage drop off and/or slight blast radius decrease? Would that be acceptable?
I don't think so. I think the projectile speed needs to stay the same. I think the only sensible change now would be the blast radius falloff suggested earlier, where the full damage is done, then steadily decreases over the radius of the explosion. |
Thor McStrut
Reckoners
94
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Posted - 2013.08.10 22:48:00 -
[4] - Quote
Ludvig Enraga wrote:My two cents.
In battles where MD actually claims most kills it's the assault MD that is used. That weapon is prolly on the OP side. Likewise it's the most skill independent MD as it is designed for wide AoE blindfire. You will also see that 'better corps' who traditionally go for OP stuff all flock to ASSAULT md.
Then we have regular MD. All the crying AR 'leet' players who score high KDR on boards inevitably try this and realize that they cant do as well with it, then go back to AR and cry about MD in general on the forums. The regular MD is the work horse of ppl who play with MD. Now it's prolly well balanced in the game.
Lastly breach MD. This thing is so broken (like breach SG) that no amount of skill will make up for it. No one is using it. It's def UP.
I'm willing to bet that the high skill AR players will be high skill [insert weapon here] players. Sans the plasma cannon and laser rifle of course. If you've got the ability, you'll dominate with whatever is in your hands. |
Thor McStrut
Reckoners
94
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Posted - 2013.08.10 23:46:00 -
[5] - Quote
TEBOW BAGGINS wrote:Protocake JR wrote:TEBOW BAGGINS wrote:if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks. Well, if you are implying that you are a mass driver user yourself, i'm going to guess you primarily use hipfire. The screen jerking is very noticeable when aiming down your sights. Oh ok. Well yea that needs to go. And yes I rarely ADS my MD. The problem is they wont just adjust the splash down 1 meter and remove the aim knock, they will keep to their track record and totally trash the weapon.
What would happen if they removed the scale from hip fire, and just had the circle reticule. Make the scale only available during ADS? |
Thor McStrut
Reckoners
94
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Posted - 2013.08.10 23:59:00 -
[6] - Quote
Vrain Matari wrote:TBH i don't like to get into balancing discussions because i believe that until CORE mechanics(lag, hit detection aiming, controls, movement) are improved beyond the level they're at it's all f'in pointless - balancing discussions are just so much jacking off and everything is just going to need rebalancing once(if) CPP gets their game working.
Balancing now does make our gameplay experiences better in the short term, but it doesn't have any effect on whether DUST lives or dies.
But this thread does bring up two old discussions on these forums.
1) The primary and dominating difference between the MD and all other weapons is the unpredictable(maybe) camera shake and to some extent the obscuring smoke.
We used to talk about the effect of various weapon impacts on various suit classes. I'm sure beta vets will remember the cheesy, half-assed mechanic CCP implemented that did nothing more than predictably elevate your camera when you were taking fire. If memory serves correctly, the effect was laughably identical for 1200 hp proto heavies and militia scouts.
The Camera shake we see for MD explosions is the first real implementation of a mechanic that rattles your cage when you take fire, and by doing so prevents retaliation - exactly as the OP has detailed above. Should a heavy really get rocked like a scout?
And where's the effect of weapon impact for all the other weapons?
2) Seven, maybe 8 months ago we had a pretty big thread about damage falloff based on distance from epicenter for explosives. Afaik nothing came of that, but i'm thinking it would go a long way towards balancing the MD and other explosive weapons. With the MD, i would want to see the effect of the camera shake falloff also.
CCP, take notice! ^^ Lot's of good ideas and discussion ITT!
I honestly can't believe this thread has maintained civility... |
Thor McStrut
Reckoners
94
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Posted - 2013.08.11 00:09:00 -
[7] - Quote
TEBOW BAGGINS wrote:
Wouldn't take me long to adjust to that tho i don't see what the point would be. I know some other ppl who do rely on the reticle more. I dont really see what the point would be tho in changing the sights.
I'm not saying I'm great, but I mostly use my MD in medium to long range. I never ADS, because I have a scale on the hipfire. Due to this, I never suffer from the slower turn speed from ADSing. I think people could adapt to holding over the proper height, but I think it would help filter the scrubs like me from the truly gifted MD users. |
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