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Skihids
Bullet Cluster
1909
|
Posted - 2013.08.16 16:40:00 -
[31] - Quote
I'm hearing, "The weapon is fine, just eliminate the one characteristic that counters my particular play style."
Of course you would be happy then.
Let's imagine what that would sound like for another weapon system...
"The damage of the sniper rife is fine, but the problem is that it has too much range. I can't approach it before it has so many shots that its guaranteed to win the engagement.
Just shorten that up and I'll have a good chance in a duel with it, thanks."
Kind of ridiculous isn't it? That's because everyone accepts that long range is a defining characteristic of the sniper rifle.
The confusion and disorientation sown by the MD is just as much a defining characteristic of that weapon system. Take that away and you are left with a moderate Alpha, slow RoF weapon that can be countered by straight up DPS in a head on situation. The AR, shotgun, SMG, and HMG all out DPS the MD user.
It also becomes useless as an area denial device because all it takes is speed or tanking to get through.
What you are left with is a mid to long range luck of the shot weapon. That would please non-MD users, if hat happens CCP should go all the way and remove it from the game. They could then return all SP spent on it so we could apply it to the AR. |
Skihids
Bullet Cluster
1909
|
Posted - 2013.08.16 16:44:00 -
[32] - Quote
Csikszent Mihalyi wrote:Skihids wrote:Csikszent Mihalyi wrote:I tried out the MD recently, on a new character with no skills other than advanced mass driver, so it's all militia gear with an EXO-5 mass driver. I usually do this kind of thing to learn more about the weaknesses of a weapon and how to counter it.
What I mean is... The mass driver is one of the very few weapons that is able to shoot over obstacles and on top of platforms, and it could be used as effective area denial. I've managed to get a couple of kills shooting up on platforms or above obstacles, and those kills felt awesome. But all on all, attempting this just seems like a waste of shells, because you are much more likely to get a kill by just going into a close combat encounter.
I don't believe you spent much time with the MD. The firing arc was flattened significantly which almost eliminates its ability to fire over cover of any kind or hit the floor of any surface that is above the user. I'd rather have that arc back as the current flat fight makes area denial very difficult unless you have a height advantage. I do not get the point of your first sentence. I agree that a bigger arc would also be beneficial for that role (It's pretty flat right now, but not impossible to shoot on top of platforms or above low obstacles). As is, it would be pointless though, because it would still be a waste of ammunition not to simply shoot it at targets right in front of you.
My point is that you hold out the ability to strike over cover as a large enough benefit that it should trade away its defining characteristic of confusion and disorientation for it, when in fact it is minuscule.
If you think that the current arc facilitates shooting over cover you haven't been using it long. |
Csikszent Mihalyi
DUST University Ivy League
47
|
Posted - 2013.08.16 17:55:00 -
[33] - Quote
Skihids wrote:Csikszent Mihalyi wrote:Skihids wrote:Csikszent Mihalyi wrote:I tried out the MD recently, on a new character with no skills other than advanced mass driver, so it's all militia gear with an EXO-5 mass driver. I usually do this kind of thing to learn more about the weaknesses of a weapon and how to counter it.
What I mean is... The mass driver is one of the very few weapons that is able to shoot over obstacles and on top of platforms, and it could be used as effective area denial. I've managed to get a couple of kills shooting up on platforms or above obstacles, and those kills felt awesome. But all on all, attempting this just seems like a waste of shells, because you are much more likely to get a kill by just going into a close combat encounter.
I don't believe you spent much time with the MD. The firing arc was flattened significantly which almost eliminates its ability to fire over cover of any kind or hit the floor of any surface that is above the user. I'd rather have that arc back as the current flat fight makes area denial very difficult unless you have a height advantage. I do not get the point of your first sentence. I agree that a bigger arc would also be beneficial for that role (It's pretty flat right now, but not impossible to shoot on top of platforms or above low obstacles). As is, it would be pointless though, because it would still be a waste of ammunition not to simply shoot it at targets right in front of you. My point is that you hold out the ability to strike over cover as a large enough benefit that it should trade away its defining characteristic of confusion and disorientation for it, when in fact it is minuscule. If you think that the current arc facilitates shooting over cover you haven't been using it long.
No you misunderstood, I said that this would make a more interesting role for the MD, but it would require some tweaks to make it viable (I mentioned this in my concrete suggestions, which you didn't quote). Right now the MD can fill that role to some extend, but I completely agree that it wouldn't be feasible as is.
I'm not saying "nerf the close combat capabilities and it will become a viable long range / area denial weapon", I'm saying "nerf the close combat capabilities and then increase it's power to make it a more viable long range / area denial weapon". Then it would do what I'd expect a grenade launcher to do, and it certainly would require more tactical gameplay than "get close to a target and start spamming".
That said, there is nothing fundamentally wrong with keeping it as it is. It might require a few tweaks to keep it in line, but it doesn't seem too far off. However, in that case it's not ever going to be a weapon that requires a ton of skill to use effectively. Even a shotgun is far more hit and miss. And it should go without saying that a weapon that is a lot more forgivable than others (not to mention resistant towards lag issues) cannot be at the top of the power curve without causing significant balance problems in the long term. |
Sgt Kirk
SyNergy Gaming EoN.
1133
|
Posted - 2013.08.16 18:01:00 -
[34] - Quote
FLAYLOCK Steve wrote:Sgt Kirk wrote:You have no skill, you need more Bacon.
Get Bacon Scrub. Define scrub without using Google. What you use? An assault rifle? Forgot the assault rifles requires skill. Oh wait..... 1.4lolaimassist. If you didn't realize that was a joke you really should get off the internet, shut off that computer and work on getting that stick out of your ass.
Oh, you're in Loi that explains it. |
Skihids
Bullet Cluster
1909
|
Posted - 2013.08.16 18:08:00 -
[35] - Quote
Csikszent Mihalyi wrote:Skihids wrote:Csikszent Mihalyi wrote:Skihids wrote:Csikszent Mihalyi wrote:I tried out the MD recently, on a new character with no skills other than advanced mass driver, so it's all militia gear with an EXO-5 mass driver. I usually do this kind of thing to learn more about the weaknesses of a weapon and how to counter it.
What I mean is... The mass driver is one of the very few weapons that is able to shoot over obstacles and on top of platforms, and it could be used as effective area denial. I've managed to get a couple of kills shooting up on platforms or above obstacles, and those kills felt awesome. But all on all, attempting this just seems like a waste of shells, because you are much more likely to get a kill by just going into a close combat encounter.
I don't believe you spent much time with the MD. The firing arc was flattened significantly which almost eliminates its ability to fire over cover of any kind or hit the floor of any surface that is above the user. I'd rather have that arc back as the current flat fight makes area denial very difficult unless you have a height advantage. I do not get the point of your first sentence. I agree that a bigger arc would also be beneficial for that role (It's pretty flat right now, but not impossible to shoot on top of platforms or above low obstacles). As is, it would be pointless though, because it would still be a waste of ammunition not to simply shoot it at targets right in front of you. My point is that you hold out the ability to strike over cover as a large enough benefit that it should trade away its defining characteristic of confusion and disorientation for it, when in fact it is minuscule. If you think that the current arc facilitates shooting over cover you haven't been using it long. No you misunderstood, I said that this would make a more interesting role for the MD, but it would require some tweaks to make it viable (I mentioned this in my concrete suggestions, which you didn't quote). Right now the MD can fill that role to some extend, but I completely agree that it wouldn't be feasible as is. I'm not saying "nerf the close combat capabilities and it will become a viable long range / area denial weapon", I'm saying "nerf the close combat capabilities and then increase it's power to make it a more viable long range / area denial weapon". Then it would do what I'd expect a grenade launcher to do, and it certainly would require more tactical gameplay than "get close to a target and start spamming". That said, there is nothing fundamentally wrong with keeping it as it is. It might require a few tweaks to keep it in line, but it doesn't seem too far off. However, in that case it's not ever going to be a weapon that requires a ton of skill to use effectively. Even a shotgun is far more hit and miss. And it should go without saying that a weapon that is a lot more forgivable than others (not to mention resistant towards lag issues) cannot be at the top of the power curve without causing significant balance problems in the long term.
Ah, I misunderstood you incorrectly...
I maintain that without the confusion aspect it wouldn't be an area denial weapon at any range. People would just rush or tank it and get through. The longer the range the easier that task would be as it takes several seconds to lob a round at maximum range.
It's a challenge and great fun to fire at long range, but I couldn't run it as a logi if that were all it was good for. With no sidearm it would mean zero protection in mid to close ranges where I might be trying to play medic. Basically it would become some sort of long-range artillery weapon that relies upon luck for a kill.
And let's face it, there really isn't any need for area denial at the moment. This game is all about slaying and KDR. Yes, on occasion I'll try to position myself such that I can scare the enemy away from an objective (usually up on a building top), but it doesn't take long before a sniper or FG chases me off. |
Csikszent Mihalyi
DUST University Ivy League
48
|
Posted - 2013.08.16 18:33:00 -
[36] - Quote
Skihids wrote: Ah, I misunderstood you incorrectly...
I maintain that without the confusion aspect it wouldn't be an area denial weapon at any range. People would just rush or tank it and get through. The longer the range the easier that task would be as it takes several seconds to lob a round at maximum range.
It's a challenge and great fun to fire at long range, but I couldn't run it as a logi if that were all it was good for. With no sidearm it would mean zero protection in mid to close ranges where I might be trying to play medic. Basically it would become some sort of long-range artillery weapon that relies upon luck for a kill.
And let's face it, there really isn't any need for area denial at the moment. This game is all about slaying and KDR. Yes, on occasion I'll try to position myself such that I can scare the enemy away from an objective (usually up on a building top), but it doesn't take long before a sniper or FG chases me off.
Minimum flight time could be used to balance different varieties. So there could be a variety which has a long flight time and is very powerful, which could be useful combined with a strong sidearm or commando suit. Another variant could have less power (maybe same as current, or just slightly higher) but a very short flight time, so you could use it almost like the current MD. If the right balance is found, it could still be a very effective weapon in midrange encounters, without being an instant win on shotgun range, where it's really not possible to miss with a mass driver (aside from suffering an epileptic attack). |
J Lav
Opus Arcana Covert Intervention
179
|
Posted - 2013.08.17 03:23:00 -
[37] - Quote
Himiko Kuronaga wrote:J Lav wrote:Militia Heavy suit HP = ~400/400
MD Splash damage = 100-150
MD Clip Size = 6-8
Heavy whining about MDs - Priceless. And there is the ignorant reply I referred to at the bottom of my opening post. Had you bothered to read the actual post itself, you will see I had noted that damage from the MD was not, in any way shape or form, the problem. Good job making yourself look stupid, though.
Hmmm, not sure how I look stupid. There are several inferences in my post, that you failed to pick up on, and assuming I didn't read your post or understand it makes me stupid...
Here's a more flushed out response. The math on it requires the MD user to hit you with every shot, if not directly, with splash - while avoiding your shots to take down a militia heavy. It can be done, and there are tactics to improve their chances. Now inversely, you can spray the HMG and watch them die, while sitting comfortably in a heavy suit with a moderate tank, knowing that unless they land every shot and and a flux grenade, they will be running for cover trying to reload. I don't think it's all that bad to level the playing field a little with some jitter.
Now you began your argument making the very loose disclaimer that you didn't find anything wrong with the splash or damage of the MD, but it enters into the discussion out of the necessity to balance all aspects of a weapon. For example, to take away an edge, should it not receive another edge to compensate? I can see you not liking being shaken by a blast, and you could argue that it should be removed as it makes the weapon too powerful, but raw numbers seems to make it a balanced experience considering the accuracy required and planning in the right situation.
I see the Heavy with a HMG as being a similar weapon to a MD, but in a different manner. The MD works indirectly, while the HMG is a direct fire weapon attached to a boatload of health. One should not be clearly better than the other.
DeadlyAztec11 wrote: You forget that Explosives deal 130% damage to Armor.
So that 100 would be 130. That 150 would be 195.
You could totally take down a heavy with 6 to 8 shots.
Given the weakness the MD has against shields, those numbers balance since if it does 130% against armour, it should be doing 70% against shields. The point was not that 6 shots at 150 can kill a heavy and 8 shots at 100 can kill a heavy, but that the MD has to land all of those shots close to the heavy and not miss, while surviving for the required amount of time (about 3-4 seconds) while shooting. Oh, and did we mention it's a militia fit in this illustration? I've directly hit heavies with a plasma cannon at point blank and they've survived, so I know there's plenty out there with more health. The point being however, that the MD user has to flux a heavy, and survive for a significant amount of time. Raw numbers don't balance this encounter, and adding shake is an interesting element of play that adds to this game and the uniqueness of the weapon. I would prefer to keep it in the game, and look at other options if the weapon is OP in its current form.
TL;DR - My original post - yes the one that was a little cheeky and more of a joke :) |
Csikszent Mihalyi
DUST University Ivy League
49
|
Posted - 2013.08.17 14:15:00 -
[38] - Quote
J Lav, I think you overlooked one important factor: You don't have to kill a heavy with one clip. If you get most of your shots landed, the heavy is going to be in dire straits no matter what. Whether it's a teammate who finally takes him down, you switch to your SMG, or take cover for a clip reload, there are plenty of ways to finish the deal.
Heavies are slow and disadvantaged in that it's easy to get the jump on them, double them, or dictate range. They also have the hardest time to dodge MD rounds fired from a longer range, where the MD user is already untouchable to the HMG. Unless you meet them in open terrain, it's very easy to shoot them behind corners, without ever even being in line of sight.
Pretty much every other weapon has to deal with the problem that you can't stay in close range and line of sight of a heavy and win a firefight (where "win" can mean to force a retreat). Why exactly does the MD require this extra advantage?
I have no love for heavies, never play them, and don't have a single SP in it. But I also noticed how easy it is go with the MD against heavies, even at their optimal range (and I'm not even using flux grenades). This just doesn't feel right. |
John Demonsbane
Unorganized Ninja Infantry Tactics
63
|
Posted - 2013.08.17 14:46:00 -
[39] - Quote
Here's a novel idea: Stop complaining about the MD until AFTER the armor buff. My feeling is that it will even out a lot of the issues people have with it. It has already been stated that armor will be buffed, so why bother wasting the 18th wall of text to complain about an anti-armor weapon until we see how a significant and known forthcoming adjustment affects things? |
Csikszent Mihalyi
DUST University Ivy League
49
|
Posted - 2013.08.17 15:28:00 -
[40] - Quote
John Demonsbane wrote:Here's a novel idea: Stop complaining about the MD until AFTER the armor buff. My feeling is that it will even out a lot of the issues people have with it. It has already been stated that armor will be buffed, so why bother wasting the 18th wall of text to complain about an anti-armor weapon until we see how a significant and known forthcoming adjustment affects things?
I don't understand the logic of this. The MD is effective against everyone, but particularly effective against armour tanks. Buffing armour tanks is likely to lead to more armour tanking, so if anything the MD is going to become more effective. |
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Spycrab Potato
Hold-Your-Fire
247
|
Posted - 2013.08.17 15:43:00 -
[41] - Quote
NOAMIzzzzz wrote:Buff armor plox. Don't worry son...it's coming. CCP Wolfman will give all of us the blessed patch notes. |
Powerh8er
DIOS EX. Top Men.
44
|
Posted - 2013.08.17 15:46:00 -
[42] - Quote
Ive wiped the dust of my old assault HMG, and now i dont have to close in on those MD users. Killing them from a safe distance. |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
61
|
Posted - 2013.08.17 16:30:00 -
[43] - Quote
Bah you all are looking at it from the wrong angle!!! Ask for damage type resistance modules for suits. Problem solved. Go home. I will be waiting in the mcc for cheers of approval and isk donations. |
Justin Tymes
Dem Durrty Boyz
321
|
Posted - 2013.08.17 17:33:00 -
[44] - Quote
Goodness make a habit of saying STANDARD MD instead of just MD. The Assault MD isn't being everyone in CQC, if it does without killing it's user you faced a skillful opponent or just suck. Same goes for the Breach since it needs direct damage. |
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