Himiko Kuronaga wrote:Though I imagine this covers the AR perspective as well.
The MD is a weapon that is supposed to be used for area denial, harassing chokepoints, etc. Instead it is used as a weapon that can effectively beat any opponent in CQC, provided he has enough buffer HP and good movement, even if the MD user gets dropped on first. It is overshadowed only by a pre-nerf flaylock.
Let's take a look at why, so that the real issues can be addressed here instead of a blanket nerf that pisses people off and solves nothing.
From the HMG perspective, I use a weapon that requires I get generously close and actually aim. Something that is difficult enough in its own right when you're a fat suit, but I digress. My damage is only applied when my shots actually land and I have to maintain a constant stream of accurate fire the entire time to kill my opponent before he kills me. When a MD splashes near me, my camera will shake and my aim will be displaced, causing me to lose significant DPS as well as take damage.
From the MD perspective, aiming is not really required in this situation. I am faster than the heavy, or the assault if I choose to fit myself out that way. So I can close the distance easily and just shoot on the floor. Hitting the floor does not result in a substantial loss of DPS on my part, but renders him completely unable to aim. Though it takes me quite some time to actually kill a well buffered suit, it is a fact that after the first shot each successive one will render him unable to re-track me with any real significance, so I easily win the DPS war. When he realizes he can't win head-on and attempts to run, I will laugh as he runs around corners because my splash will catch his feet and kill him.
So the real problem? It's not that the weapon rewards damage for failing to hit your target dead on. That's some elitist BS by people who simply want to play AR 514. Splash damage weapons are fine in games and there is nothing wrong with specialist weapons doing this. The real problem is the camera displacement which makes it almost impossible to orient yourself and fight back. The fact that the weapon requires no real effort to use is insulting on top of it. All you truly have to do to win any fight with a MD is land the first hit and make sure you keep moving. The direction really doesn't matter, no advanced strafing tactics are necessary. Land the first hit and you're home free.
There are people out there who put a lot of effort into their strafing/tracking game, and to have a weapon which completely trumps all of that effort by default is a large problem.
The solution is to reduce or remove the camera displacement on hit. The damage from the MD is fine as it is and should be left alone if its going to actually serve its intended role as area denial. There is absolutely no need for it to have camera displacement however. This does not serve the purpose of area denial or harassment, and allows the MD user to basically just charge anyone he feels like and take their lunch money without any real effort.
Thank you for your time, I look forward to the many ignorant replies of the people who did not actually read any of this and have no skill whatsoever.
you obviously do not understand the problem of the MD.
try using the MD on an armor tanked suit with low mobility.
then try the MD on a shield tanked suit with high mobility and stamina mods.
the first one is going have hard time to find the preferred range of engagement. all you have to do is run away and lob grenades behind you, he will either chase and die from grenades in the face, or you have range advantage with your AR and you just kill him the old fashioned way. this will happen all the time, all your targets will bullrush you thus you kill yourself or they run away then kill you at range or throw a nade in your face.
now try the second suit and suddenly it is a world of difference. you can dictate range, bunny hop around for quite long and fire at the enemey feet (even around obstacles while they try to catch you) without bothering about precise aiming. no one can escape you and you can run away when something goes wrong. add hit detection issues and shield recharge delay bug and it is a real pain to defeat such a setup.