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Mavado V Noriega
SyNergy Gaming EoN.
4032
|
Posted - 2013.08.10 16:21:00 -
[61] - Quote
Protocake JR wrote:
The explosion mechanics are not broken, but are still bad mechanics. The fact that MD deal full damage at the outskirts of their radius is what makes the Mass Driver a weapon that (according to skilled players) needs no precise aiming to be effective with. This is the point of this thread.
this. |
low genius
the sound of freedom Renegade Alliance
262
|
Posted - 2013.08.10 16:23:00 -
[62] - Quote
Protocake JR wrote:I played a PC match yesterday. And wow, I got destroyed the second match. I'm willing to be that the majority of you, who think the Mass driver is in a good place right now, probably play Instant battle 99% of the time, like me. The problem here is that the random players (and also thanks to 400wp debacle) are pretty terrible and the mass driver is easy to ignore. I'm an Amarr Assault and specced into amarr ****, so to me, the mass driver was no more different than the Assault rifle. Just like some people are terrible with ARs, some people are terrible with Mass Drivers. Some people are really good with ARs, some people are good with Mass Drivers.
That's what I USED to think. Until **** hit the fan.
I played my first couple of competitive matches yesterday. The first game, I hardly died to mass drivers, died a few times to them but I felt all my deaths during the first match was fair. I think I went 14 kills and 7 or 9 deaths or something against Teamplayers.
Then the second match started and WTF.... Nearly every person I personally ran into had Mass Drivers and I must have died 10 or 12 times to Mass Drivers alone. This DEFINITELY put Mass Drivers on my radar. These things were inescapable. So I began thinking....
Casual vs Competitive (READ: kids who can't aim vs talented shooters)
The Mass driver cannot exist as it currently. No matter how you balance the weapon, it will either ruin competitive matches, or it will cease to become relevant at all even in casual matches. You see, when a competitive player uses non-Area of effect weapons (ARS, SMG, Semi AUTO rifles) against another, there are two competitions going on in the duel
1) Who can deal the most damage, the fastest 2) Who can avoid the most damage
When you give one of these very skilled players a Mass Driver, guess what happens? He can't miss. His helpless opponent cannot dodge, strafe, run for cover at all. He has essentially denied the helpless man the "2) Who can avoid the most damage" rule of this game. ALSO, he has crippled the helpless man's ability to just "stand his ground" and out DPS the Mass Driver because the MD jerks his screen around and clouds his vision with smoke. There is no reason to use any other weapon in a competitive match, (actually I take that back there needs to be a Forge gun sniping objectives). I try and go the High DPS route with my proficiency lvl 5, 2 cmplx dmg mods, charge shot imperial scrambler rifle, but all the DPS is meaningless in a duel with Mass Drivers. I could kill other suits/guns just fine if I got a bead on my opponent fast enough. But those MDs were impossible.
B-B-But Mass Drivers Takes Skill!
If you think the Mass Driver takes a lot of skill to master, then you are probably really bad at aiming and shooting. Play instant battle and you will see how terrible Mass Driver users are. Play PC and see how devastating Mass Drivers are.
The difference is that the MDs allow bad players (who would have terrible aiming) to, thanks to splash damage, have "decent" aiming. These bad players can now complete with ARs and other weapons in casual public matches.
on the other hand...
MDs allow skilled players (who can aim well consistently) to have flawless aiming. Because of the splash, the damage per splash, the smoke, and the screen displacement... the MD will out DPS anything mid/close-mid-mid/long (AKA AR territory) range.
So you still think the MD takes skill? Because of the projectile and time of flight? That's okay. Not trying to offend you or anything, but if you think an "easy-mode-splash-damage-black-hole-for-armor-instakiller" takes skill, if it took you weeks to master the MDs trajectory....
Conclusion
...then you are a bad player.
you're wrong on too many counts to list.
jagoff. |
Protocake JR
Internal Error. Negative-Feedback
514
|
Posted - 2013.08.10 16:25:00 -
[63] - Quote
@ High Dumb*** (aka low genius)
Great feedback thanks. |
low genius
the sound of freedom Renegade Alliance
262
|
Posted - 2013.08.10 16:26:00 -
[64] - Quote
Bendtner92 wrote:Cobra CLUTCH79 wrote:Bendtner92 wrote:Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I thought the AR was supposed to be a close range rifle? it is if youre good at hip firing It doesn't matter if it's hip fire or not. The AR is a Gallente Plasma Rifle that's supposed to be a close range weapon. It's not supposed to be any more than that, not even a short-to-mid range weapon. The Minmatar Combat Rifle is the short-to-mid range rifle.
not exactly... |
Funkmaster Whale
0uter.Heaven EoN.
211
|
Posted - 2013.08.10 16:27:00 -
[65] - Quote
Justin Tymes wrote:So what's the difference between you being stomped by point and shoot ARs, and you being stomped by MD users? Especially when the AR has more than double the amount of usage the MD gets? If you read the post, this issue is primarily most prevalent in Planetary Conquest battles where corps are using the most effective tactics to win, that being the MD. At that level, you typically don't get "stomped" by ARs because you have time to duck, dodge, and get behind cover to avoid them. You don't get that luxury with an MD in closer-quarters combat.
Until it gets fixed, my main counter-tactic is to literally bear hug MD users while gunning them. That way if I die they at least have a chance to blow themselves or their teammates up with me. That's what we really need: more people forcing MD users to be aware just how stupid their own splash damage is. |
TunRa
The Vanguardians
35
|
Posted - 2013.08.10 16:28:00 -
[66] - Quote
THE FINAL SOLUTION! |
ZDub 303
TeamPlayers EoN.
1585
|
Posted - 2013.08.10 16:28:00 -
[67] - Quote
Funkmaster Whale wrote:I think the biggest aspect of this whole issue that only serves to exacerbate the Mass Driver's prevalence is the really shabby hit detection. This is not as bad in pub matches, but PC matches still to this day are plagued by bad frame rates and abysmal hit detection.
I know this for a fact because I've been trying to collect some video evidence from different guns to really show how bad it is. The biggest issue is with single shot weapons like the TAC AR, Shotgun, Imperial ScR, and Sniper Rifles. It seems like only 1/3 to 1/2 of shots will ever actually register against people. I've had so many cases where I see the bullet hit, see the blue shield flash, crosshairs confirms the hit, even HEAR the hit sound, and yet there is 0 damage done to the person. It's most noticeable on single shot guns because these guns put accuracy of that one shot above everything so you immediately notice when a good shot did not register, and when the game is refusing to register those crucial shots it becomes incredibly frustrating to deal with.
Now multiply this times your rapid-fire weapons like ScR, AR, SMG, HMG, etc. This in effect creates an atmosphere where it comes down to killing players as effectively and assuredly as possible. This is where the Mass Driver steps in. Don't get me wrong, the MD is not the only gun at fault here nor is it something we should be necessarily blaming on the MD. Flaylocks, Core Locus, MDs, all these ways of killing people only require you land your projectile in the general area of the player which increases your chance to hit tenfold. The issues MDs were having pre-1.2 are now equivalent to what most hitscan weapons now seem to be having.
So, my suggestion is CCP really needs to get down on the hit detection issues before proceeding onto weapon balance. I'm not sure what's going on, but this game can't keep going on like this if CCP actually intends for people to take their "tournaments" or whatever seriously. In fact, the tournament will probably show which corps are willing to abuse broken mechanics the most, and which corp is best at abusing said mechanics.
This is probably the core of the issue. Grenade spam in CQC is no better than MD spam is.
Explosives in general are spammed like crazy because they are the only weapons with reliable hit detection in CQC in PC.
That and MDs are ungodly CQC weapons, they perform the role too well.
Chunky monkey asked if shotguns or the breach could be buffed to compensate as a counter? Yeah CQC weapons are the worst choice against MDs at that range you literally cannot avoid the splash.
And yes, almost all of PC is continuous CQC battling, you are battling for an objective, not derping around doing whatever in instant battles. So weapons that are imba in CQC will be spammed like crazy in PC as its essentially one long CQC battle with 100000 uplinks placed around to ensure you can spawn and get right back into the CQC.
Big Issues: 1. Hit detection for hit scan weapons in CQC needs to be addressed for sure, its a serious issue. 2. Explosive damage fall off needs to be reviewed, I know it has some sort of damage fall off mechanic in place but its not right atm, its too high atm and encourages explosive use over all else. 3. Flux grenades need to be reevaluated, 7.2m and 1800 damage means you will lose all of your shields in an unavoidable 7.2m radius, in a game with such high TTKs, having insta kill weapons with 7.2m of blast radius, carrying 3 at a time and having an essentially infinite supply from proto nanohives is BAD for gameplay. 4. Locus grenades need to reevaluated as well, 7.2m blast radius and some sort of strange bonus to armor that can cause hits of up to 900-1000 damage from a single grenade, something is very wrong there, esp for a nade with 7.2m of blast radius. 5. Explosives increase in blast radius and damage, cause a huge rift in power from std to proto, that power gap needs to be addressed and tightened. Explosives should increase in power or increase in radius but not both. This applies for both explosive weapons and grenades. |
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:28:00 -
[68] - Quote
Bendtner92 wrote:ER-Bullitt wrote:You come off very smug.
Whose to say that people who arent the best at aiming, or twich reflexes (perhaps older folks not up to par with the younger generationn) shouldnt have weapons that will make the game more enjoyable for them? Just because someone is not skillful with an AR type weapon doesnt mean they are a bad player. Maybe in your limited scope they are. Those players may be great thinkers, tankers, supporters, tacticians, hackers, pilots, defenders... just bad at tracking bunny hopping strafing players.
One might give your post some more credit if you werent so condescending.
-1 The problem is that if you make weapons for the not so skilled players so that they can do almost as good as the skilled players, then the skilled players will just use the weapon and completely dominate with it.
couldn't you say that about the ar since day one?
|
Chunky Munkey
Amarr Templars Amarr Empire
1112
|
Posted - 2013.08.10 16:32:00 -
[69] - Quote
Protocake JR wrote:Chunky Munkey wrote:Protocake JR wrote:Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I used, Imperial SR, Carthums SR, and SMG. Did well (whether I lived or died) with all of them vs anyone not using a Mass Driver. Let me rephrase the question: Did you take mid-range weaponry into a short range confrontation? >implying SMG are not short range weapons >implying compounds are CQC only confrontations This isn't even about the roles weapons fill. This is about the fundamental mechanics behind the Mass Driver that ruins competitive gameplay. You cannot fix the mass drivers bad mechanics with shotguns and SMGs.
I'm asking a simple question, and you're not answering it. |
Bendtner92
Internal Error. Negative-Feedback
853
|
Posted - 2013.08.10 16:33:00 -
[70] - Quote
low genius wrote:couldn't you say that about the ar since day one?
Since when was the AR made for the less skilled ones? |
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Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
661
|
Posted - 2013.08.10 16:35:00 -
[71] - Quote
Funkmaster Whale wrote:Mavado V Noriega wrote:Cyrius Li-Moody wrote:One mass driver, not so bad. Two mass drivers, pretty annoying. Three or more in one area and it's a death trap. By itself the weapon isn't that bad and be countered. In large numbers, yes it is horrible.
Overall this game has a problem with "spam" tactics. competitive DUST 514 in a nutshell MD by itself isnt a problem as this dude said its when its spammed it becomes a problem just like any other weapon in the game or equipment (lookin at u uplinks) or nades game promotes spam tactics Those "spam tactics" are perpetuated because explosions and area of effect are way too effective in this game. I'm sure if everyone was spamming ARs in PCs people wouldn't be complaining nearly as much because it still requires you to aim, shoot, and pray the bullet registers. The MD doesn't seem to have the those problems nearly as much. And don't even start on uplinks. I've already created several posts about that to no avail.
The over all ability to "spam" anything at any moment in this game is problematic. I don't want to "force" people into roles, but I'm starting to think equipment requirements and limits per squad need to be incorporated because the player base simply cannot be trusted not to abuse their gear. |
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:37:00 -
[72] - Quote
Bendtner92 wrote:low genius wrote:couldn't you say that about the ar since day one?
Since when was the AR made for the less skilled ones?
the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. |
Funkmaster Whale
0uter.Heaven EoN.
213
|
Posted - 2013.08.10 16:38:00 -
[73] - Quote
ZDub 303 wrote:Big Issues: 1. Hit detection for hit scan weapons in CQC needs to be addressed for sure, its a serious issue. 2. Explosive damage fall off needs to be reviewed, I know it has some sort of damage fall off mechanic in place but its not right atm, its too high atm and encourages explosive use over all else. 3. Flux grenades need to be reevaluated, 7.2m and 1800 damage means you will lose all of your shields in an unavoidable 7.2m radius, in a game with such high TTKs, having insta kill weapons with 7.2m of blast radius, carrying 3 at a time and having an essentially infinite supply from proto nanohives is BAD for gameplay. 4. Locus grenades need to reevaluated as well, 7.2m blast radius and some sort of strange bonus to armor that can cause hits of up to 900-1000 damage from a single grenade, something is very wrong there, esp for a nade with 7.2m of blast radius. 5. Explosives increase in blast radius and damage, cause a huge rift in power from std to proto, that power gap needs to be addressed and tightened. Explosives should increase in power or increase in radius but not both. This applies for both explosive weapons and grenades.
You and I are pretty much on the same page. I've created several posts about most of those points throughout the feedback forum. The last point I'd like to add is some sort of deterrent to equipment spam. My suggestion to that is to change it so that all equipment has a hard cap of 3 active units per person, and that any new equipment laid down would destroy the first accordingly. This is to prevent the insane uplink/repping nanohive spam on rooftops that every PC match comes down to.
I've become so bored with trying to argue tactics with my corp because it's all the same. Every PC match comes down to two things: (a) get the high ground, (b) spam uplinks. That's the big secret to winning the "strategy" side of PC. After that it just comes down to who can spam AoE weapons the best to clear out the enemy. |
Bendtner92
Internal Error. Negative-Feedback
854
|
Posted - 2013.08.10 16:39:00 -
[74] - Quote
low genius wrote:the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. Last I checked it had a 40m optimal range, not infinite range.
Last I checked you had to hit your enemy to damage him. |
Protocake JR
Internal Error. Negative-Feedback
515
|
Posted - 2013.08.10 16:41:00 -
[75] - Quote
Funkmaster Whale wrote:ZDub 303 wrote:Big Issues: 1. Hit detection for hit scan weapons in CQC needs to be addressed for sure, its a serious issue. 2. Explosive damage fall off needs to be reviewed, I know it has some sort of damage fall off mechanic in place but its not right atm, its too high atm and encourages explosive use over all else. 3. Flux grenades need to be reevaluated, 7.2m and 1800 damage means you will lose all of your shields in an unavoidable 7.2m radius, in a game with such high TTKs, having insta kill weapons with 7.2m of blast radius, carrying 3 at a time and having an essentially infinite supply from proto nanohives is BAD for gameplay. 4. Locus grenades need to reevaluated as well, 7.2m blast radius and some sort of strange bonus to armor that can cause hits of up to 900-1000 damage from a single grenade, something is very wrong there, esp for a nade with 7.2m of blast radius. 5. Explosives increase in blast radius and damage, cause a huge rift in power from std to proto, that power gap needs to be addressed and tightened. Explosives should increase in power or increase in radius but not both. This applies for both explosive weapons and grenades. You and I are pretty much on the same page. I've created several posts about most of those points throughout the feedback forum. The last point I'd like to add is some sort of deterrent to equipment spam. My suggestion to that is to change it so that all equipment has a hard cap of 3 active units per person, and that any new equipment laid down would destroy the first accordingly. This is to prevent the insane uplink/repping nanohive spam on rooftops that every PC match comes down to. I've become so bored with trying to argue tactics with my corp because it's all the same. Every PC match comes down to two things: (a) get the high ground, (b) spam uplinks. That's the big secret to winning the "strategy" side of PC. After that it just comes down to who can spam AoE weapons the best to clear out the enemy.
PC in a nutshell
Spot on. |
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:41:00 -
[76] - Quote
Bendtner92 wrote:low genius wrote:the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. Last I checked it had a 40m optimal range, not infinite range. Last I checked you had to hit your enemy to damage him.
last i checked geks will hit you effectively out to 70m. which pretty much makes me think you didn't check anything.
last i checked the splash damage i'm hiting for is 140. what's that, like 5 bullets from a gek? how may rounds a minute do you fire? somebody get me an abacus. |
ZDub 303
TeamPlayers EoN.
1585
|
Posted - 2013.08.10 16:43:00 -
[77] - Quote
Funkmaster Whale wrote:You and I are pretty much on the same page. I've created several posts about most of those points throughout the feedback forum. The last point I'd like to add is some sort of deterrent to equipment spam. My suggestion to that is to change it so that all equipment has a hard cap of 3 active units per person, and that any new equipment laid down would destroy the first accordingly. This is to prevent the insane uplink/repping nanohive spam on rooftops that every PC match comes down to.
I've become so bored with trying to argue tactics with my corp because it's all the same. Every PC match comes down to two things: (a) get the high ground, (b) spam uplinks. That's the big secret to winning the "strategy" side of PC. After that it just comes down to who can spam AoE weapons the best to clear out the enemy.
Very true, uplink abuse is also a huge problem in PC.
We need to get rid of team uplinks in general in PC I think. That or put a team limit on the number of similar uplinks you can have.
2 active per person, 6 active per team. That kind of thing. |
Bendtner92
Internal Error. Negative-Feedback
854
|
Posted - 2013.08.10 16:43:00 -
[78] - Quote
low genius wrote:last i checked geks will hit you effectively out to 70m. which pretty much makes me think you didn't check anything.
last i checked the splash damage i'm hiting for is 140. what's that, like 5 bullets from a gek? how may rounds a minute do you fire? somebody get me an abacus. I said 40m optimal. Maybe you should check what optimal means.
You do 140 damage even if you miss the enemy by 7m. |
Protocake JR
Internal Error. Negative-Feedback
515
|
Posted - 2013.08.10 16:44:00 -
[79] - Quote
low genius wrote:Bendtner92 wrote:low genius wrote:the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. Last I checked it had a 40m optimal range, not infinite range. Last I checked you had to hit your enemy to damage him. last i checked geks will hit you effectively out to 70m. which pretty much makes me think you didn't check anything. last i checked the splash damage i'm hiting for is 140. what's that, like 5 bullets from a gek? how may rounds a minute do you fire? somebody get me an abacus.
GEK's literally do 2 dmg per bullet at 70m. And at 70m, your accuracy rating is going to be low as ****.
Are you even for real? |
Justin Tymes
Dem Durrty Boyz
293
|
Posted - 2013.08.10 16:44:00 -
[80] - Quote
Protocake JR wrote:Justin Tymes wrote:So what's the difference between you being stomped by point and shoot ARs, and you being stomped by MD users? Especially when the AR has more than double the amount of usage the MD gets? Reread my OP, specifically the "Casual vs Competitive" part.
Doesn't answer anything. You are claiming that the MD is OP based on the fact that an organized squad stomped you with them. Organized squads stomp with any weapon not named Nova Knives. |
|
low genius
the sound of freedom Renegade Alliance
263
|
Posted - 2013.08.10 16:46:00 -
[81] - Quote
Protocake JR wrote:low genius wrote:Bendtner92 wrote:low genius wrote:the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. Last I checked it had a 40m optimal range, not infinite range. Last I checked you had to hit your enemy to damage him. last i checked geks will hit you effectively out to 70m. which pretty much makes me think you didn't check anything. last i checked the splash damage i'm hiting for is 140. what's that, like 5 bullets from a gek? how may rounds a minute do you fire? somebody get me an abacus. GEK's literally do 2 dmg per bullet at 70m. And at 70m, your accuracy rating is going to be low as ****. Are you even for real?
you'd have to be running a strange fit for that to be true... |
Matticus Monk
Ordus Trismegistus
336
|
Posted - 2013.08.10 16:56:00 -
[82] - Quote
I have to say that after reading this post, PC doesn't sound like a very fun game play experience.... imagining the scenarios that are described in this thread makes me enjoy pub matches all the more where I run across a variety of weapons and play styles..... given the competitive nature it seems like having balance in this game mode is going to be very hard to achieve.
I was of the mind that MD's are fine, but then again I've never experienced an entire co-ordinated squad of them in CQC.
So, there are no effective counters other than engaging attempting to engage in CQC? A squad or two of LR users or snipers would not help clear out the compound (due to cover?). What about distance weapons with some splash damage such as a few rail tanks? |
Spycrab Potato
Hold-Your-Fire
213
|
Posted - 2013.08.10 16:57:00 -
[83] - Quote
Cody Sietz wrote:The problem is, either side refuses to give ground and talk about the weapon.
Its either "MD are OP, nerf'em!"
Or "MD takes skill and is UP, buff it! Also stfu AR scrub!"
Neither side is gonna be happy if we don't talk it out. I don't know what you are talking about. Nobody in the Massholes community (we have a channel) is saying it's UP. Infact, most of us agree that a small nerf to the splash radius is needed. |
Justin Tymes
Dem Durrty Boyz
293
|
Posted - 2013.08.10 16:59:00 -
[84] - Quote
Funkmaster Whale wrote:Justin Tymes wrote:So what's the difference between you being stomped by point and shoot ARs, and you being stomped by MD users? Especially when the AR has more than double the amount of usage the MD gets? If you read the post, this issue is primarily most prevalent in Planetary Conquest battles where corps are using the most effective tactics to win, that being the MD. At that level, you typically don't get "stomped" by ARs because you have time to duck, dodge, and get behind cover to avoid them. You don't get that luxury with an MD in closer-quarters combat. Until it gets fixed, my main counter-tactic is to literally bear hug MD users while gunning them. That way if I die they at least have a chance to blow themselves or their teammates up with me. That's what we really need: more people forcing MD users to be aware just how stupid their own splash damage is.
Except the AR still sees a hell of alot more usage then a MD in PC.
The Assault MD is the true area-deny weapon, and is the weapon most(good) Logis will be using if he's sticking with the squad. Are you claiming that it's great CQC? |
Protocake JR
Internal Error. Negative-Feedback
516
|
Posted - 2013.08.10 17:15:00 -
[85] - Quote
Matticus Monk wrote:I have to say that after reading this post, PC doesn't sound like a very fun game play experience.... imagining the scenarios that are described in this thread makes me enjoy pub matches all the more where I run across a variety of weapons and play styles..... given the competitive nature it seems like having balance in this game mode is going to be very hard to achieve.
I was of the mind that MD's are fine, but then again I've never experienced an entire co-ordinated squad of them in CQC.
So, there are no effective counters other than engaging attempting to engage in CQC? A squad or two of LR users or snipers would not help clear out the compound (due to cover?). What about distance weapons with some splash damage such as a few rail tanks?
There really isn't a good counter to a team of MD users. Sure, you could pick some of them off with long range weaponry but because of uplink spam and the huge amount of cover in the "Skyfire" compound, you will never be able to completely uproot the MD users (if they know what they are doing, and this is the Teamplayers that we are talking about here). They will just continue to spawn with their MDs and continue their assault/defence on the objective.
This tactic is VERY effective because there is no effective counter. At one point in the second match I played, we held no objectives when the MD spam was at it's highest point. |
Blaze Ashra
Paladin Survey Force Amarr Empire
1
|
Posted - 2013.08.10 18:17:00 -
[86] - Quote
Let me get this straight.
This is your thread: https://forums.dust514.com/default.aspx?g=posts&t=101179&find=unread You main either a scrambler rifle or sniper rifle. You couldn't deal with mass drivers. And you think the problem is on their end. |
Protocake JR
Internal Error. Negative-Feedback
518
|
Posted - 2013.08.10 18:24:00 -
[87] - Quote
Yeah i'm pretty bad.
You've single handedly won this argument with your impeccable logic and apparent flawless reading comprehension. |
Skipper Jones
Militaires-Sans-Frontieres
618
|
Posted - 2013.08.10 18:32:00 -
[88] - Quote
I think the Mass Driver is fine where it is. Not because "Get gud scrub" or "It is hard to use". Because this game needs diversity. If CCP Nerfs this gun into uselessness, that's one more gun that no-one uses anymore. It will all continue to fall into the nerf basket until every gun fires flowers at people.
The Mass Driver is an area denial weapon, So it will clear out places and keep people from getting to them. It shouldn't be touched. Most people hate it because they get killed by it multiple times. That and the fact that some people know how to make it such a beast weapon. A MD with fluxes and damage mods are a sure killer, as it should be.
I wouldn't be too upset if it got a nerf (As in it is less powerful but is still very effective) but that's still the problem. It would still be effective. That's what the MD is, effective. People cry ITS OP because it's effective at what it does, and won't stop crying until it becomes ineffective.
IDK. There isn't a nerf that can satisfy both sides of it. The MDers will be mad if it gets nerfed into hell, the Non- MD users will be mad if it can still be very effective.
The MD really isn't OP. Just another weapon that can be used usefully besides the normal pot of weapons. Just that people hate diversity. |
Blaze Ashra
Paladin Survey Force Amarr Empire
1
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Posted - 2013.08.10 18:33:00 -
[89] - Quote
Protocake JR wrote:Yeah i'm pretty bad. You've single handedly won this argument with your impeccable logic and apparent flawless reading comprehension.
If you say so. |
Protocake JR
Internal Error. Negative-Feedback
520
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Posted - 2013.08.10 18:47:00 -
[90] - Quote
Skipper Jones wrote:I think the Mass Driver is fine where it is. Not because "Get gud scrub" or "It is hard to use". Because this game needs diversity. If CCP Nerfs this gun into uselessness, that's one more gun that no-one uses anymore. It will all continue to fall into the nerf basket until every gun fires flowers at people.
The Mass Driver is an area denial weapon, So it will clear out places and keep people from getting to them. It shouldn't be touched. Most people hate it because they get killed by it multiple times. That and the fact that some people know how to make it such a beast weapon. A MD with fluxes and damage mods are a sure killer, as it should be.
I wouldn't be too upset if it got a nerf (As in it is less powerful but is still very effective) but that's still the problem. It would still be effective. That's what the MD is, effective. People cry ITS OP because it's effective at what it does, and won't stop crying until it becomes ineffective.
IDK. There isn't a nerf that can satisfy both sides of it. The MDers will be mad if it gets nerfed into hell, the Non- MD users will be mad if it can still be very effective.
The MD really isn't OP. Just another weapon that can be used usefully besides the normal pot of weapons. Just that people hate diversity.
This isn't a diversity issue. CCP can still come up with a lot of new weapons, in fact, the is a thread that CCP Wolfman started for generating ideas for new weapons.
The issue i'm talking about stems from a competitive gameplay level. Would damage drop off be so bad? You would still be able to dish out the same DPS that MDs are getting now, but only if they can shoot with enough precision and foresight to land a shot right next to you.
Currently, this weapon's "area denial" effect is the same type of area denial every other blatantly overpowered weapon in the past has (TAC, Viziam, Contact Nades, Core Flaylocks). Currently, it's a killer's weapon, not a crowd control weapon.
Except the Mass Driver doesn't do too much damage or anything like that... the thing that makes the Mass Driver overpowered in a skilled players hands is it's too easy to use, too easy to have 3-4 guys spam splash damage with 99% accuracy .
Adjustments need to be made for the sake of competitive gaming, if CCP still wants this game to be competitive. |
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