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Riptalis
D3LTA ACADEMY Inver Brass
1
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Posted - 2013.08.13 22:35:00 -
[1] - Quote
Seriously, can CCP down grade this thing?! It's really op, especially when people are just camping on buildings with it. I tried it yesterday just to see how godly this thing is and I ended up going 16k-3d when I usually go around 7k-4d. Please lower the damage or something or remove some of its ammo clip size. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
184
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Posted - 2013.08.13 22:50:00 -
[2] - Quote
Debate is going around making a minimum arming distance like Grenade launchers work in real life. This would make MD's in CQC a poor choice as you'll have to actually hit the person as the shell won't explode.
If this isn't enough I saw someone come up with a brilliant idea on how to make it more of a crowd control weapon again (though he went overboard with the nerf and totally destroyed it by giing it messed up numbers)
The idea is that the closer to the centre of the explosion you are the more damage will hit you. Like standing on the outskirts of a TNT explosion you'll get hurt but it won't kill you. Though if you stand directly on top of it ... well goodbye.
Same could apply here. If the shell lands within like 0.5 meter of you 100% splash damage applied. From there it'll gradually get lower.Though to not ruin the MD the maximum damage "falloff" would be around 25% of the total splash damage. So if you'r right at the outskirts of splash radius you'll only get hit by 75% of the splash damage and not 100% no matter where in the splash radius you are as it is now. (or at least that's how i think it works)
Numbers can always be tweaked, just gotta remember all they fixed was explosion detection, before that MD was baaaad...... and now it's OP |
KING CHECKMATE
Bragian Order Amarr Empire
534
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Posted - 2013.08.13 22:57:00 -
[3] - Quote
Riptalis wrote:Seriously, can CCP down grade this thing?! It's really op, especially when people are just camping on buildings with it. I tried it yesterday just to see how godly this thing is and I ended up going 16k-3d when I usually go around 7k-4d. Please lower the damage or something or remove some of its ammo clip size.
why dont you just use it?
It does look like you need a powerful weapon since you stink.... |
Buster Friently
Rosen Association
1625
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Posted - 2013.08.13 22:58:00 -
[4] - Quote
Riptalis wrote:Seriously, can CCP down grade this thing?! It's really op, especially when people are just camping on buildings with it. I tried it yesterday just to see how godly this thing is and I ended up going 16k-3d when I usually go around 7k-4d. Please lower the damage or something or remove some of its ammo clip size.
Hail AR 514. Go AR or go home! |
Buster Friently
Rosen Association
1625
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Posted - 2013.08.13 22:58:00 -
[5] - Quote
Den-tredje Baron wrote:Debate is going around making a minimum arming distance like Grenade launchers work in real life. This would make MD's in CQC a poor choice as you'll have to actually hit the person as the shell won't explode. If this isn't enough I saw someone come up with a brilliant idea on how to make it more of a crowd control weapon again (though he went overboard with the nerf and totally destroyed it by giing it messed up numbers) The idea is that the closer to the centre of the explosion you are the more damage will hit you. Like standing on the outskirts of a TNT explosion you'll get hurt but it won't kill you. Though if you stand directly on top of it ... well goodbye. Same could apply here. If the shell lands within like 0.5 meter of you 100% splash damage applied. From there it'll gradually get lower.Though to not ruin the MD the maximum damage "falloff" would be around 25% of the total splash damage. So if you'r right at the outskirts of splash radius you'll only get hit by 75% of the splash damage and not 100% no matter where in the splash radius you are as it is now. (or at least that's how i think it works) Numbers can always be tweaked, just gotta remember all they fixed was explosion detection, before that MD was baaaad...... and now it's OP
No. It's not even close to OP. It just happens to actually work, so the AR nerf brigade is out to get it nerfed...again.
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Justin Tymes
Dem Durrty Boyz
312
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Posted - 2013.08.13 23:07:00 -
[6] - Quote
Or you can just make it so that the Standard actually damages you in CQC and leave it at that. |
RydogV
Shadow Company HQ
269
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Posted - 2013.08.13 23:11:00 -
[7] - Quote
Ongoing Discussion:
https://forums.dust514.com/default.aspx?g=posts&m=1174842#post1174842 |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
132
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Posted - 2013.08.13 23:14:00 -
[8] - Quote
It is a tad op, but I'm worried that they are going to make the minimum range halfway across it's arc, making the stupid thing useless. CCP is not known for balancing things, they are known for making them op, or nerfing them into the ground. |
8213
Grade No.2
144
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Posted - 2013.08.13 23:21:00 -
[9] - Quote
I tried the STD MD today, so far for 3 games I'm 35-1... not to shabby. It must be because I have so much skill to lob a 200+ damage grenade at someone... |
Meeko Fent
Seituoda Taskforce Command Caldari State
576
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Posted - 2013.08.13 23:27:00 -
[10] - Quote
Sooo..... Your upset about a Grenade Launcher, with Projectile Drop, and the requirement to lead your shots, is being used by someone that knows what to do with it?
Sorry you cant just rush the guy, and you have to try to flank him to get up the Hill.
MDs are Supposed to boss when they have the terrain advantage.
tl;dr the OP is upset that there is another gun that has a playstyle that differs from the Charge at Foe, Spam R1 lifestyle. |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
276
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Posted - 2013.08.13 23:37:00 -
[11] - Quote
Den-tredje Baron wrote:Debate is going around making a minimum arming distance like Grenade launchers work in real life. This would make MD's in CQC a poor choice as you'll have to actually hit the person as the shell won't explode. If this isn't enough I saw someone come up with a brilliant idea on how to make it more of a crowd control weapon again (though he went overboard with the nerf and totally destroyed it by giing it messed up numbers) The idea is that the closer to the centre of the explosion you are the more damage will hit you. Like standing on the outskirts of a TNT explosion you'll get hurt but it won't kill you. Though if you stand directly on top of it ... well goodbye. Same could apply here. If the shell lands within like 0.5 meter of you 100% splash damage applied. From there it'll gradually get lower.Though to not ruin the MD the maximum damage "falloff" would be around 25% of the total splash damage. So if you'r right at the outskirts of splash radius you'll only get hit by 75% of the splash damage and not 100% no matter where in the splash radius you are as it is now. (or at least that's how i think it works) Numbers can always be tweaked, just gotta remember all they fixed was explosion detection, before that MD was baaaad...... and now it's OP Wrong, ccp found the issue. It's the latency of the server, a dev is doing some test. The gun itself is fine, it isn't op. It works as intended. I even run scouts and I take them out with just a smg in cqc. |
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