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D legendary hero
THE WARRIORS OF LEGEND
1036
|
Posted - 2013.09.15 08:21:00 -
[91] - Quote
D legendary hero wrote:the flaylocks need either a buff in damage and splah damage, keeping the current radius... OR an increase per level by .5 meters in splash radius.
not letting it die |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 04:17:00 -
[92] - Quote
there is still hope. till 1.5 |
Valerie Viever
Hellstorm Inc League of Infamy
5
|
Posted - 2013.09.16 04:26:00 -
[93] - Quote
MD should be left be. Flaylock pistol I agree with 100 percent. Now that hit detection has been fixed, you need that blast radius to compete with the smg. |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 16:27:00 -
[94] - Quote
Valerie Viever wrote:MD should be left be. Flaylock pistol I agree with 100 percent. Now that hit detection has been fixed, you need that blast radius to compete with the smg.
1+ signed |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
337
|
Posted - 2013.09.16 16:46:00 -
[95] - Quote
The flaylock should never have got a radius nerf IMO, only the damage should have been nerfed |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 16:51:00 -
[96] - Quote
Dexter307 wrote:The flaylock should never have got a radius nerf IMO, only the damage should have been nerfed
exactly. CCP should just buff this in a hotfix, or in 1.5 because its not used by anyone anymore. for the past 3 weeks the only people that have used it were myself and a friend. for hours of matches over the course of 3 weeks. |
nukel head
Knights of No Republic The Superpowers
67
|
Posted - 2013.09.16 18:57:00 -
[97] - Quote
D legendary hero wrote:D legendary hero wrote:the flaylocks need either a buff in damage and splah damage, keeping the current radius... OR an increase per level by .5 meters in splash radius. not letting it die
No one has thought for a second that you would let it die. If you browse through the forums you see the same names over and over pushing the MD agenda and dogging "AR noobs". The bottom line is that any grenade or rocket launcher type of weapon is and will always be the the real noob tube. They require very little accuracy and very little skill to use. PERIOD. The fact that certain players have formed their whole playstyle around these weapons and learned to be even more effective with them only compounds that issue. In those cases I have found that the AR is outmatched because it REQUIRES LINE OF SIGHT AND ACCURACY to get kills with. No dropsuit in the game can be killed just by slashing across it with random fire from an AR.
In my experience in attempting to counter excessive MD usage the only thing that is effective is another MD. I have skilled into the EX0-5 because that is the only effective counter against players who are spamming explosions as a "skilled tactic". Strangely enough, with my very limited skill using the weapon, I have been able to effectively kill and eliminate MD squatters many times with the spray and pray tactics you MD users accuse everyone else of.
But, what do I know. I only use ARs, SMGs, HMGs, Forge guns, SCRs, and sniper rifles on occasion. The only one that makes me feel like a douche is the MD or Flaylock. Guess I'm just a noob with no real skills and I'm jealous because I can't play at the elite level of explosion spamming. I'm so jealous...
Go ahead don't let it die. But if you succeed, Dust might very well be what dies. |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 19:24:00 -
[98] - Quote
nukel head wrote:D legendary hero wrote:D legendary hero wrote:the flaylocks need either a buff in damage and splah damage, keeping the current radius... OR an increase per level by .5 meters in splash radius. not letting it die No one has thought for a second that you would let it die. If you browse through the forums you see the same names over and over pushing the MD agenda and dogging "AR noobs". The bottom line is that any grenade or rocket launcher type of weapon is and will always be the the real noob tube. They require very little accuracy and very little skill to use. PERIOD. The fact that certain players have formed their whole playstyle around these weapons and learned to be even more effective with them only compounds that issue. In those cases I have found that the AR is outmatched because it REQUIRES LINE OF SIGHT AND ACCURACY to get kills with. No dropsuit in the game can be killed just by slashing across it with random fire from an AR. In my experience in attempting to counter excessive MD usage the only thing that is effective is another MD. I have skilled into the EX0-5 because that is the only effective counter against players who are spamming explosions as a "skilled tactic". Strangely enough, with my very limited skill using the weapon, I have been able to effectively kill and eliminate MD squatters many times with the spray and pray tactics you MD users accuse everyone else of. But, what do I know. I only use ARs, SMGs, HMGs, Forge guns, SCRs, and sniper rifles on occasion. The only one that makes me feel like a douche is the MD or Flaylock. Guess I'm just a noob with no real skills and I'm jealous because I can't play at the elite level of explosion spamming. I'm so jealous... Go ahead don't let it die. But if you succeed, Dust might very well be what dies.
Bro. i understand your concern. because you mostly likely played CoD and battle field (not calling you a noob), and in those games, yes splahs fro rockets and grenades are instant kills. grenade launchers as well.
however, in this game there is alot more involved. i'm not going to bore you with details unless you request them. but, think about the following 2 things:
- since patch almost no one uses MD, or any explosives other than locus grenades really (forguns dnt count)
- 80-90% of all kills in the killfeed are milita AR, std AR, GEK, and duvolle assault
if the AR is such a skilled weapon why is it that almost 90% or higher of the player bass is using them?
there are skilled things you can do with an AR getting a headshot, on an enemy 88m away is skill. but, most players dnt do that.
buffing MD ammo will encourage people to use them more, since ammo is a big issue with MD, and supply depot are rare on the new maps. Flaylocks need the extra .5m radius to compete with SMG now that hit detection makes SMG secondary ARs. |
nukel head
Knights of No Republic The Superpowers
68
|
Posted - 2013.09.16 19:58:00 -
[99] - Quote
D legendary hero wrote:nukel head wrote:D legendary hero wrote:D legendary hero wrote:the flaylocks need either a buff in damage and splah damage, keeping the current radius... OR an increase per level by .5 meters in splash radius. not letting it die No one has thought for a second that you would let it die. If you browse through the forums you see the same names over and over pushing the MD agenda and dogging "AR noobs". The bottom line is that any grenade or rocket launcher type of weapon is and will always be the the real noob tube. They require very little accuracy and very little skill to use. PERIOD. The fact that certain players have formed their whole playstyle around these weapons and learned to be even more effective with them only compounds that issue. In those cases I have found that the AR is outmatched because it REQUIRES LINE OF SIGHT AND ACCURACY to get kills with. No dropsuit in the game can be killed just by slashing across it with random fire from an AR. In my experience in attempting to counter excessive MD usage the only thing that is effective is another MD. I have skilled into the EX0-5 because that is the only effective counter against players who are spamming explosions as a "skilled tactic". Strangely enough, with my very limited skill using the weapon, I have been able to effectively kill and eliminate MD squatters many times with the spray and pray tactics you MD users accuse everyone else of. But, what do I know. I only use ARs, SMGs, HMGs, Forge guns, SCRs, and sniper rifles on occasion. The only one that makes me feel like a douche is the MD or Flaylock. Guess I'm just a noob with no real skills and I'm jealous because I can't play at the elite level of explosion spamming. I'm so jealous... Go ahead don't let it die. But if you succeed, Dust might very well be what dies. Bro. i understand your concern. because you mostly likely played CoD and battle field (not calling you a noob), and in those games, yes splahs fro rockets and grenades are instant kills. grenade launchers as well. however, in this game there is alot more involved. i'm not going to bore you with details unless you request them. but, think about the following 2 things:
- since patch almost no one uses MD, or any explosives other than locus grenades really (forguns dnt count)
- 80-90% of all kills in the killfeed are milita AR, std AR, GEK, and duvolle assault
if the AR is such a skilled weapon why is it that almost 90% or higher of the player bass is using them? there are skilled things you can do with an AR getting a headshot, on an enemy 88m away is skill. but, most players dnt do that. buffing MD ammo will encourage people to use them more, since ammo is a big issue with MD, and supply depot are rare on the new maps. Flaylocks need the extra .5m radius to compete with SMG now that hit detection makes SMG secondary ARs. i never called you a noob. but, please, note: in PC battles no one uses anything other than ARs. . no one uses heavies in PC, no one uses shotguns, MDs are a joke in PC, no one uses anything other than ARs, the occasional proto assault scrambler. also: "No dropsuit in the game can be killed just by slashing across it with random fire from an AR." this is called hipfire, and this gets tons of kills with AR. im pretty sure you may have had some of your suits killed by an enemy noob that sneaks up behind you and just wastes you with a milita AR (due to the low scanning profiles now). it happens to everyone but reveals a vital truth.
I believe that most of the players of Dust DO NOT want to see more mass drivers being used. I am all for weapon diversity and more options. I completely welcome it and would love to see it. Just not grenade launchers or rocket launchers. I can even accept that ARs could use more recoil and possibly even less hip fire accuracy, but using them as the measuring stick to buff mass drivers or flaylocks would be very bad. Be careful what you wish for.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2941
|
Posted - 2013.09.16 20:00:00 -
[100] - Quote
Mass Driver is fine.
Flaylock had it's blast radius nerfed - it doesn't need a buff when it was nerfed for balance in the first place. |
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D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 20:18:00 -
[101] - Quote
Aeon Amadi wrote:Mass Driver is fine.
Flaylock had it's blast radius nerfed - it doesn't need a buff when it was nerfed for balance in the first place.
they nerfed every aspect of the gun and absolutely no one uses it anymore. the problem was the fire rate, and they nerfed instead everything else.
it wasn't nerfed for balance. It was nerfed because noobs like you don't know how to play to the ARs actual strangths which are:
- the ability to engage CQC weapons at mid range
- the ability to engage longrange weapons in CQC
most people charged flaylockers in close range with ARs and expected to win.... then got pwnd and wanted it nerfed.
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D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 20:23:00 -
[102] - Quote
nukel head wrote: I believe that most of the players of Dust DO NOT want to see more mass drivers being used. I am all for weapon diversity and more options. I completely welcome it and would love to see it. Just not grenade launchers or rocket launchers. I can even accept that ARs could use more recoil and possibly even less hip fire accuracy, but using them as the measuring stick to buff mass drivers or flaylocks would be very bad. Be careful what you wish for.
I'm not asking for a radius or damage buff for the MD. just an ammo increase. its a primary weapon. the flaylock ONLY needs a radius increase of .5m to keep in line with SMGs, and scrambler pistols.
serious, the MD with direct impract and splash have less dps than a milita AR.
milita AR dps = 425 (467 with 10% buff) MD dps= 200+/115 [direct impact/splash]
SMGs have much higher dps that flaylocks...
infact...lol. even nova knives have higher dps than flaylocks. IDK why everyone is scared of explosives...lolol any suit in the game can by killed in 1 second or at max 3 seconds by a milita AR upto 66m away. but you scared of a MD? |
D legendary hero
THE WARRIORS OF LEGEND
1044
|
Posted - 2013.09.18 05:11:00 -
[103] - Quote
good bump |
Cosgar
ParagonX
5329
|
Posted - 2013.09.18 05:20:00 -
[104] - Quote
I could go for the MD fitting optimization and rapid reload skills being buffed like the ammo capacity recently did.... |
D legendary hero
THE WARRIORS OF LEGEND
1053
|
Posted - 2013.09.18 20:20:00 -
[105] - Quote
me too... |
Draco Cerberus
Hellstorm Inc League of Infamy
319
|
Posted - 2013.09.18 22:46:00 -
[106] - Quote
I agree that MDs need more ammo. The nanohive should be a squad support item not a solo player support item at the proto level. With a MD user firing suppression rounds they deplete way too quick. +50% more ammo would make it at base level only a 27 round ammo cap (+skill ammo) which is still a fairly limited amount. |
D legendary hero
THE WARRIORS OF LEGEND
1057
|
Posted - 2013.09.19 03:14:00 -
[107] - Quote
flaylock blast radius needs that .5 meter radius buff. the 1/2 meter buff will make a significant difference for pros but ppl who spam won't notice the difference.
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nukel head
Knights of No Republic The Superpowers
69
|
Posted - 2013.09.19 14:37:00 -
[108] - Quote
D legendary hero wrote:nukel head wrote: I believe that most of the players of Dust DO NOT want to see more mass drivers being used. I am all for weapon diversity and more options. I completely welcome it and would love to see it. Just not grenade launchers or rocket launchers. I can even accept that ARs could use more recoil and possibly even less hip fire accuracy, but using them as the measuring stick to buff mass drivers or flaylocks would be very bad. Be careful what you wish for.
I'm not asking for a radius or damage buff for the MD. just an ammo increase. its a primary weapon. the flaylock ONLY needs a radius increase of .5m to keep in line with SMGs, and scrambler pistols. serious, the MD with direct impract and splash have less dps than a milita AR. milita AR dps = 425 (467 with 10% buff) MD dps= 200+/115 [direct impact/splash] SMGs have much higher dps that flaylocks... infact...lol. even nova knives have higher dps than flaylocks. IDK why everyone is scared of explosives...lolol any suit in the game can by killed in 1 second or at max 3 seconds by a milita AR upto 66m away. but you scared of a MD?
Yes. My enemy would have to hold concentrated fire on me for 3 seconds to kill me, which is not going to be easy. I don't get killed very often at that kind of range by ARs (unless I get stupid and run out into the wide open). At that same distance, I have easily killed AR users with a mass driver with point and click ease. I didn't have to be accurate because I had plenty of rounds to splash them to death. The reason I skilled into mass drivers was because I was tired of being on the other side of that. I have held off entire squads before solo with a mass driver. The only thing that gave them any chance to move in and take me down was that I had to reload. I absolutely disagree with giving it more ammo to make it more powerful. |
Buster Friently
Rosen Association
1697
|
Posted - 2013.09.19 15:57:00 -
[109] - Quote
nukel head wrote:D legendary hero wrote:nukel head wrote: I believe that most of the players of Dust DO NOT want to see more mass drivers being used. I am all for weapon diversity and more options. I completely welcome it and would love to see it. Just not grenade launchers or rocket launchers. I can even accept that ARs could use more recoil and possibly even less hip fire accuracy, but using them as the measuring stick to buff mass drivers or flaylocks would be very bad. Be careful what you wish for.
I'm not asking for a radius or damage buff for the MD. just an ammo increase. its a primary weapon. the flaylock ONLY needs a radius increase of .5m to keep in line with SMGs, and scrambler pistols. serious, the MD with direct impract and splash have less dps than a milita AR. milita AR dps = 425 (467 with 10% buff) MD dps= 200+/115 [direct impact/splash] SMGs have much higher dps that flaylocks... infact...lol. even nova knives have higher dps than flaylocks. IDK why everyone is scared of explosives...lolol any suit in the game can by killed in 1 second or at max 3 seconds by a milita AR upto 66m away. but you scared of a MD? Yes. My enemy would have to hold concentrated fire on me for 3 seconds to kill me, which is not going to be easy. I don't get killed very often at that kind of range by ARs (unless I get stupid and run out into the wide open). At that same distance, I have easily killed AR users with a mass driver with point and click ease. I didn't have to be accurate because I had plenty of rounds to splash them to death. The reason I skilled into mass drivers was because I was tired of being on the other side of that. I have held off entire squads before solo with a mass driver. The only thing that gave them any chance to move in and take me down was that I had to reload. I absolutely disagree with giving it more ammo to make it more powerful.
While it's possible to kill with a non AR, the clear choice for easy kills and high survivability is the pinpoint accurate, aimbotted bullethose that is the AR.
Hail King AR. Hail AR 514.
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D legendary hero
THE WARRIORS OF LEGEND
1061
|
Posted - 2013.09.20 07:08:00 -
[110] - Quote
nukel head wrote:D legendary hero wrote:nukel head wrote: I believe that most of the players of Dust DO NOT want to see more mass drivers being used. I am all for weapon diversity and more options. I completely welcome it and would love to see it. Just not grenade launchers or rocket launchers. I can even accept that ARs could use more recoil and possibly even less hip fire accuracy, but using them as the measuring stick to buff mass drivers or flaylocks would be very bad. Be careful what you wish for.
I'm not asking for a radius or damage buff for the MD. just an ammo increase. its a primary weapon. the flaylock ONLY needs a radius increase of .5m to keep in line with SMGs, and scrambler pistols. serious, the MD with direct impract and splash have less dps than a milita AR. milita AR dps = 425 (467 with 10% buff) MD dps= 200+/115 [direct impact/splash] SMGs have much higher dps that flaylocks... infact...lol. even nova knives have higher dps than flaylocks. IDK why everyone is scared of explosives...lolol any suit in the game can by killed in 1 second or at max 3 seconds by a milita AR upto 66m away. but you scared of a MD? Yes. My enemy would have to hold concentrated fire on me for 3 seconds to kill me, which is not going to be easy. I don't get killed very often at that kind of range by ARs (unless I get stupid and run out into the wide open). At that same distance, I have easily killed AR users with a mass driver with point and click ease. I didn't have to be accurate because I had plenty of rounds to splash them to death.
Had to have taken you about 5-6 shots. 4 best. which is 4-6 seconds. MD dps = damage per round because it fires 1 round every second. No matter how you put it ARs are better than MD.
In fact increased distance from the MD user makes it easier to take them out with a MD.
Quote:
The reason I skilled into mass drivers was because I was tired of being on the other side of that. I have held off entire squads before solo with a mass driver. The only thing that gave them any chance to move in and take me down was that I had to reload. I absolutely disagree with giving it more ammo to make it more powerful.
If you held off entire squads using the MD. You probably weren't facing people using ARs. But, if this (which i beleive you didnt actually do) is true that still doesn't make the MD OP. It is an 'area denial" weapon. so, if you supressed a squads advance then you only accomplished what its designed to do.
But if any of them were shield tanking and rushed you with ARs you would have been dead in less than 2 seconds |
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D legendary hero
THE WARRIORS OF LEGEND
1088
|
Posted - 2013.09.20 23:55:00 -
[111] - Quote
lets do this |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces
490
|
Posted - 2013.09.21 05:23:00 -
[112] - Quote
D legendary hero wrote:i know im going to get trolled...lol
MD: 50% increase in ammo, 0% increase in damage (after 1.4 patch)
flaylocks: .5m increase in blast radius for all variants.
EDIT: i changed the damage increase from 15% to 0%. the comment by breakin' stuff is logical. i must agree an increase to damage could have an adverse effect on non-armor users and unforseen consequences. I still stand firm by my belief that the MD needs more ammo. its a primary weapon. having such limited ammo isn't justified.
the MD hs plenty of draw backs:
.the possibility of suicide .slow fire rate .slow reload time .trajectory calculations (if your not good at this you will die fast) .elevation considerations .weak against shields (so, flux grenades are nessesary for functionality as without them you will waste more limite ammo and die faster)
having limited ammo limits its use as an AD weapon, which is stupid.
Flaylock: Hate 'em but they could use either a direct damage buff or a splash range buff. Either is ok with me as they are now more of a skill weapon.
MD: It is a AoE weapon that has a high damage output per round and has splash damage. It's low ammo count is to keep it from being OP and that is barely working (I've never once ran into a MD user that had no ammo). If anything needs more ammo it's the dam Plasma Cannon (have you ever tried using one of those? It's UP even with it's OHK) I have used the MD once to see the ammo situation and yea, speccing into Nano hives is a must OR always stay within range of a logi.
`Sigh. Just another fun game of DUST. |
D legendary hero
THE WARRIORS OF LEGEND
1095
|
Posted - 2013.09.21 19:20:00 -
[113] - Quote
ALPHA DECRIPTER wrote:D legendary hero wrote:i know im going to get trolled...lol
MD: 50% increase in ammo, 0% increase in damage (after 1.4 patch)
flaylocks: .5m increase in blast radius for all variants.
EDIT: i changed the damage increase from 15% to 0%. the comment by breakin' stuff is logical. i must agree an increase to damage could have an adverse effect on non-armor users and unforseen consequences. I still stand firm by my belief that the MD needs more ammo. its a primary weapon. having such limited ammo isn't justified.
the MD hs plenty of draw backs:
.the possibility of suicide .slow fire rate .slow reload time .trajectory calculations (if your not good at this you will die fast) .elevation considerations .weak against shields (so, flux grenades are nessesary for functionality as without them you will waste more limite ammo and die faster)
having limited ammo limits its use as an AD weapon, which is stupid. Flaylock: Hate 'em but they could use either a direct damage buff or a splash range buff. Either is ok with me as they are now more of a skill weapon. MD: It is a AoE weapon that has a high damage output per round and has splash damage. It's low ammo count is to keep it from being OP and that is barely working (I've never once ran into a MD user that had no ammo). If anything needs more ammo it's the dam Plasma Cannon (have you ever tried using one of those? It's UP even with it's OHK) I have used the MD once to see the ammo situation and yea, speccing into Nano hives is a must OR always stay within range of a logi.
`Sigh. Just another fun game of DUST .
thank you, the voice of reason... its music to my ears.
the flaylocks need either (NOT BOTH):
a damage increase (direct AND splash) OR a radius increase (by .5 meters).
the MD needs more ammo, simly beacuse as you stated you need nano hives. Primary weapons are supposed to be self contained, namely they function properly without the aid of any other item. the equipment is meant to enhance what you already have not be a nessesary compotent to its functioning.
Suppression weapons are designed to by AoE or Spray with tons of Ammo so they can suppress. im not suggesting giving the MD 50 extra rounds, but a 25% increase in ammo capacity (rounded up to the nearest round) wouldn't hurt. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces League of Infamy
493
|
Posted - 2013.09.22 01:37:00 -
[114] - Quote
I've noticed that the majority of MD users are Logi or Assault and if I'm correct I believe both classes usually keep a nanaohive on hand anyway. This make it less of an issue but I suppose if you insist on an ammo increase we can find a compromise.
How about give all versions an extra clip but reduce there resupply rate so that it is unwise to resupply while in the open. This also means that the user will have to spec into a higher quality hive or rely on an ally to give a decent amount of ammo.
IDK, but I always like to find the solution that works for everyone as apposed to just saying "NO, stupid" or "This guy's got it, everyone else is stupid".
`Sigh. Just another fun game of DUST. |
KA24DERT
Pure Innocence. EoN.
150
|
Posted - 2013.09.22 02:20:00 -
[115] - Quote
ALPHA DECRIPTER wrote:I've noticed that the majority of MD users are Logi or Assault and if I'm correct I believe both classes usually keep a nanaohive on hand anyway. This make it less of an issue but I suppose if you insist on an ammo increase we can find a compromise. How about give all versions an extra clip but reduce there resupply rate so that it is unwise to resupply while in the open. This also means that the user will have to spec into a higher quality hive or rely on an ally to give a decent amount of ammo. IDK, but I always like to find the solution that works for everyone as apposed to just saying "NO, stupid" or "This guy's got it, everyone else is stupid".
`Sigh. Just another fun game of DUST .
I exhaust my nano hives if I don't die during a round of 50 clone ambush. That's an issue.
But you're saying that while resolving that issue, that the MD nanohive resupply rate should be nerfed harder than the TWO rounds per cycle it's currently at? Should nanohives supply ONE round per cycle? What sort of compromise is that? And why is a compromise even needed? The MD is one of the lowest DPS weapons in the game, and the amount of damage carried in terms of ammo comes out to about 4860 damage, while the Duvolle AR carries 11220.
The solution to the MD's lack of battlefield longevity is to give it 6 extra rounds to start with, and there is no point to a compromise. |
D legendary hero
THE WARRIORS OF LEGEND
1101
|
Posted - 2013.09.23 18:15:00 -
[116] - Quote
KA24DERT wrote:ALPHA DECRIPTER wrote:I've noticed that the majority of MD users are Logi or Assault and if I'm correct I believe both classes usually keep a nanaohive on hand anyway. This make it less of an issue but I suppose if you insist on an ammo increase we can find a compromise. How about give all versions an extra clip but reduce there resupply rate so that it is unwise to resupply while in the open. This also means that the user will have to spec into a higher quality hive or rely on an ally to give a decent amount of ammo. IDK, but I always like to find the solution that works for everyone as apposed to just saying "NO, stupid" or "This guy's got it, everyone else is stupid".
`Sigh. Just another fun game of DUST . I exhaust my nano hives if I don't die during a round of 50 clone ambush. That's an issue. But you're saying that while resolving that issue, that the MD nanohive resupply rate should be nerfed harder than the TWO rounds per cycle it's currently at? Should nanohives supply ONE round per cycle? What sort of compromise is that? And why is a compromise even needed? The MD is one of the lowest DPS weapons in the game, and the amount of damage carried in terms of ammo comes out to about 4860 damage, while the Duvolle AR carries 11220. The solution to the MD's lack of battlefield longevity is to give it 6 extra rounds to start with, and there is no point to a compromise.
You do have a point. I think its also important to note that the MD has on of the slowest fire rates among single fire weapons as well. so, giving it extra ammo won't make it OP.
now i still want the extra .5m radious for those flaylocks because they are kinda pathetic right now.
I find it appalling tat CCP would give ARs AA but nerf flaylocks radius. MD and flaylocks dnt get AA. the flaylocks need this buff to stay competitive. |
Atiim
Living Like Larry Schwag
19
|
Posted - 2013.09.23 18:36:00 -
[117] - Quote
Yeah MDs only have 12 rounds and the first 6 in the clip (18 total) and the ammo skill only gives you 1 extra round
They definitely need more ammo.
But yeah here come the trolls & AR users saying that MDs need a nerf |
D legendary hero
THE WARRIORS OF LEGEND
1101
|
Posted - 2013.09.23 20:04:00 -
[118] - Quote
Atiim wrote:Yeah MDs only have 12 rounds and the first 6 in the clip (18 total) and the ammo skill only gives you 1 extra round They definitely need more ammo. But yeah here come the trolls & AR users saying that MDs need a nerf
precisely that is pathetic for a primary. forguns get less ammo but they have greater effect in their use vs vehicles and infantry.
MD are weaker vs vehicles and weaker vs infantry so proportionally they should get more ammunition.
and again 1m blast radius at 100 damage? is pathetic, you almost have to get a direct hit with the flaylock for it to work, and its not designed for direct hits. its designed to be a splash weapon. thats why it requires more SP than any other side-arm. if it were meant to be direct hit then it should be a hit scan like the scrambler and have the same ammo and properties...
weapons with low ammo in the clip normally have either extreme range (no side arm should have that), or splash
all weapons that are not hit scan weapons in this game have splash. forguns have 2m splash, MD have great splash, porportionally flaylocks need slightly more splash radius to be useful. a .5m radius increase is nessesary. |
Atiim
Living Like Larry Schwag
20
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Posted - 2013.09.23 20:07:00 -
[119] - Quote
nukel head wrote:[quote=D legendary hero][quote=nukel head] Yes. My enemy would have to hold concentrated fire on me for 3 seconds to kill me, which is not going to be easy. I don't get killed very often at that kind of range by ARs (unless I get stupid and run out into the wide open). At that same distance, I have easily killed AR users with a mass driver with point and click ease. I didn't have to be accurate because I had plenty of rounds to splash them to death. The reason I skilled into mass drivers was because I was tired of being on the other side of that. I have held off entire squads before solo with a mass driver. The only thing that gave them any chance to move in and take me down was that I had to reload. I absolutely disagree with giving it more ammo to make it more powerful. Yeah I don't know what your using (unless their dumb enough to get close to you) but MDs arc so long distance kills are hard to do (sometimes) |
D legendary hero
THE WARRIORS OF LEGEND
1101
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Posted - 2013.09.24 00:00:00 -
[120] - Quote
Atiim wrote:nukel head wrote: Yes. My enemy would have to hold concentrated fire on me for 3 seconds to kill me, which is not going to be easy. I don't get killed very often at that kind of range by ARs (unless I get stupid and run out into the wide open). At that same distance, I have easily killed AR users with a mass driver with point and click ease. I didn't have to be accurate because I had plenty of rounds to splash them to death. The reason I skilled into mass drivers was because I was tired of being on the other side of that. I have held off entire squads before solo with a mass driver. The only thing that gave them any chance to move in and take me down was that I had to reload. I absolutely disagree with giving it more ammo to make it more powerful.
Yeah I don't know what your using (unless their dumb enough to get close to you) but MDs arc so long distance kills are hard to do (sometimes)
which increases the TTK |
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