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Himiko Kuronaga
SyNergy Gaming EoN.
1243
|
Posted - 2013.08.16 10:36:00 -
[1] - Quote
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. |
Sgt Kirk
SyNergy Gaming EoN.
1125
|
Posted - 2013.08.16 10:39:00 -
[2] - Quote
You have no skill, you need more Bacon.
Get Bacon Scrub. |
Mirataf
WARRIORS 1NC
44
|
Posted - 2013.08.16 10:39:00 -
[3] - Quote
Tldr: no problem with MD, just stop the camera shake opponent side you can maintain aim on MD user
Did it really require the wall of text? |
Himiko Kuronaga
SyNergy Gaming EoN.
1244
|
Posted - 2013.08.16 10:40:00 -
[4] - Quote
Mirataf wrote:Tldr: no problem with MD, just stop the camera shake opponent side you can maintain aim on MD user
That's basically it, yes. I wanted to give the devs more of an insight as to why it's a problem than anything else, as they actually have to consider these things before doing something. |
Billi Gene
Forty-Nine Fedayeen Minmatar Republic
285
|
Posted - 2013.08.16 10:53:00 -
[5] - Quote
i like the MD, enough to say that it might need rebalancing.
i think that the heavy suit has a magnified problem with the MD though. There are three places that are ideal when taking out an MD, Above the MD, beside the MD and well away from it. The first is situational depending on the environment, the others require deft movement.
In Many ways it is similar to dealing with the HMG itself, either get up close and orbit the HMG to stay off track, or out distance it.
From experience, the more annoying ways around the MD, are to avoid trying to orbit the MD (strafe), instead moving towards and away from the MD will require much more finesse from the MD to hit you.
Getting a corner between you is also not a bad idea, as long as you either do so to create more distance, or to wait for a chance to advance into melee range to ensure the MD damages themselves as well.
Getting a solid barrier between you and the MD is another good choice, as this usually breaks LOS with the ground around your feet. Standing near a vertical surface is not a good idea, gone are the days when MD rounds would glitch when hitting anything but a horizontal plane. |
Soldiersaint
Deepspace Digital
340
|
Posted - 2013.08.16 11:05:00 -
[6] - Quote
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. Well to be honest. That's why Iove the grenade launcher so much. You should never go up against it in cqc. I mean you may be in a giant power suit but we have absolute explosive power with this thing . I think the mass driver was made for killing heavies. Yes you have an hmg but no that does not mean you have a chance of surviving an md. As always the only real weakness of an md is range. little tiny bullets vs Freaking explosive at almost point blank. Big slow suit vs suit that is probably built for speed. Now like you said the screen shaking might be to much but I say NAY. After all how can I kill you If I cant rock your vision like im using real explosive . maybe if they tweak the shakes just a tiny bit. But not enough to save you MUAHAHAHAHA! |
J Lav
Opus Arcana Covert Intervention
175
|
Posted - 2013.08.16 11:10:00 -
[7] - Quote
Militia Heavy suit HP = ~400/400
MD Splash damage = 100-150
MD Clip Size = 6-8
Heavy whining about MDs - Priceless. |
calvin b
Molon Labe. League of Infamy
312
|
Posted - 2013.08.16 11:32:00 -
[8] - Quote
Ya I got tired of the MD the forge gun and whatever the hell else can take down a 1300+ suit with a few shots and I got even. I call it a THALE and it does wondrous against them. Until they make the heavy and the HMG work as they are supposed to be and not a slow fat moving easy to kill target. I will continue to use my THALE and kill as many FG and MD and whatever the hell else comes into my line of sight. See you on the battlefield or maybe not |
NOAMIzzzzz
BIG BAD W0LVES Eternal Syndicate
13
|
Posted - 2013.08.16 12:14:00 -
[9] - Quote
Buff armor plox. |
Heavy Breaks
No Free Pass
174
|
Posted - 2013.08.16 12:16:00 -
[10] - Quote
J Lav wrote:Militia Heavy suit HP = ~400/400
MD Splash damage = 100-150
MD Clip Size = 6-8
Heavy whining about MDs - Priceless.
I bet your school bus had really clean windows.
|
|
Soldiersaint
Deepspace Digital
341
|
Posted - 2013.08.16 12:24:00 -
[11] - Quote
Heavy Breaks 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. I bet your school bus had really clean windows. Damn right they did. To bad my piece of trash class mates couldn't keep things clean |
Himiko Kuronaga
SyNergy Gaming EoN.
1249
|
Posted - 2013.08.16 12:26:00 -
[12] - Quote
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. |
Mamertine Son
R.E.B.E.L.S
147
|
Posted - 2013.08.16 12:30:00 -
[13] - Quote
Himiko Kuronaga wrote: 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.
QFT, and thank you for being born
|
Skihids
Bullet Cluster
1909
|
Posted - 2013.08.16 12:45:00 -
[14] - 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.
I believe his point was that once you remove camera shake you completely alter the balance of power.
The MD could begin the engagement and the Heavy HMG would spin around and hose him down and kill him.
This act of "balancing" would in fact neuter the MD's ability to keep a heavy out of an area. The heavy could stroll into CQ absorbing all the MD rounds, then hose down the MD user trying to hold the area.
The disorientation of camera shake and smoke is a crucial element of its ability to act as area denial. Remove that and anyone who can either sprint through the area or absorb the damage can traverse it unimpeded. |
Mortedeamor
Ancient Exiles
155
|
Posted - 2013.08.16 13:03:00 -
[15] - Quote
of course no one but a md user would agree with you on this i think ..people have a tendency to cry whenever they're is something that kills them doesn't matter if it's op or not.. i also think ccp's falloff idea will fix the md issue. |
Nazz'Dragg
Planetary Response Organization Test Friends Please Ignore
16
|
Posted - 2013.08.16 13:17:00 -
[16] - Quote
Skihids wrote: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. I believe his point was that once you remove camera shake you completely alter the balance of power. The MD could begin the engagement and the Heavy HMG would spin around and hose him down and kill him. This act of "balancing" would in fact neuter the MD's ability to keep a heavy out of an area. The heavy could stroll into CQ absorbing all the MD rounds, then hose down the MD user trying to hold the area. The disorientation of camera shake and smoke is a crucial element of its ability to act as area denial. Remove that and anyone who can either sprint through the area or absorb the damage can traverse it unimpeded.
So, what should be rebalanced? If the heavy suits ability to absorb MD splash damage was buffed. Such as reducing the splash damage dealt heavy suits by 30-40%. Wouldn't this also rebalance the situation. As while there MD would still utterly dominate a HMG it would require the MD user to score a direct hit or two to actually kill a HMG user, which in turn would require the MD user to put themselves in a direct line of fire from the HMG user. |
Master Jaraiya
Ultramarine Corp
531
|
Posted - 2013.08.16 13:40:00 -
[17] - Quote
Good post
I would argue that although the "knockback" physical effect is too powerful, I wouldn't remove it entirely, it seems natural that explosives would rock anyone off balance, even a futuristic Clone Soldier with shields and armor. However, it should be toned down.
To further note, the current, physical "camera displacement" or "knockback" effect, combined with the visual effect (smoke) really makes it impossible to aim at the mass driver user in CQC. I think a good balance of both would be perfect, however currently the balance is off.
It makes sense that the explosion would jar one according the the amount of armor on the suit and proximity to the explosion. The more armor you have on your suit, the less of a "knockback" you should feel. This is after all somewhat of a general rule in any video game I can think of. Heavies would therefore receive less "knockback" initially, but the effect would grow in intensity as the armor depletes. Although scouts would feel more "knockback" they are much faster than heavies, and can escape much more rapidly.
Explosions produce smoke, I get that, and it's fine, but 1 round from the mass driver would not smoke out 75% of visibility. When the MDs are fired in CQC the smoke seems to accumulate until you cannot see anything. This is to much. The smoke should be slightly tuned down, I would suggest that the higher the blast radius of the MD, the less smoke per round(the smoke would be more dispersed in a larger blast radius)
EDIT: I'm a 10.5 mil SP Heavy. |
Lucifalic
Baked n Loaded
53
|
Posted - 2013.08.16 14:10:00 -
[18] - Quote
If they added the "slowing" effect of the hmg would that balance the two? Adding slow and removing the camera shake combined with removing the heavy's turn speed penalty would tip it too far.. Maybe a bit for both guns?
I do now use the md but I'm a scout so cut me some slack. The hmg shreds me in a second |
Csikszent Mihalyi
DUST University Ivy League
46
|
Posted - 2013.08.16 14:44:00 -
[19] - Quote
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.
I was really surprised about how effective it is in close to midrange, and couldn't identify any significant downside, other than its limited ammo count. It's almost like an explosive mid range shotgun that requires very little aiming. I was even able to solo a PROTO heavy by using just a little bit of cover and without a lot of effort. That really didn't feel right.
I do not know if the mass driver is OP in terms of overall effectiveness, but I do wonder about its intended role. It's fun if you can basically go into any close combat encounter and basically be guaranteed a win... But is that really what a grenade launcher should excel at?
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.
So yes, the mass driver could probably be balanced quite easily by reducing this screen shake or tweaking it's damage properties. But it won't change a thing about how the mass driver is used, and to me this seems a bit like wasted potential.
What I would do is this:
- Add a minimum flight time for grenades, if they touch the ground earlier, they bounce until that minimum time is reached or they hit a target (think Quake 3 grenade launcher).
- Because the above would make the mass driver pretty weak, balance it out by actually _increasing_ it's power, blast radius, and/or clip size.
The idea is to make the MD unsuitable for close range encounters, but reward tactical use and skill-ful shots over long distance. IMO this would give it a much more interesting role than just being a win-button in close encounters. |
Jack McReady
DUST University Ivy League
383
|
Posted - 2013.08.16 14:52:00 -
[20] - Quote
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 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. add hit detection issues and shield recharge delay bug and it is a real pain to defeat such a setup. |
|
Mamertine Son
R.E.B.E.L.S
150
|
Posted - 2013.08.16 14:58:00 -
[21] - Quote
Mortedeamor wrote:of course no one but a md user would agree with you on this i think ..people have a tendency to cry whenever they're is something that kills them doesn't matter if it's op or not.. i also think ccp's falloff idea will fix the md issue.
I'm a scrambler user and I fervently approve this (OP's) message.
If I could I would found an anti-nerfing organization but I can't deny fighting a MD is a depression experience. Getting rid of the shaky cam would absolutely satisfy me. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1870
|
Posted - 2013.08.16 15:06:00 -
[22] - Quote
J Lav wrote:Militia Heavy suit HP = ~400/400
MD Splash damage = 100-150
MD Clip Size = 6-8
Heavy whining about MDs - Priceless. 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. |
Mirataf
WARRIORS 1NC
46
|
Posted - 2013.08.16 15:14:00 -
[23] - Quote
If your a heavy without having something as cover with no support, you should die as you cannot dictate range.
I think eliminating the camera shake is a great idea, means more counter strafing :-) |
Heavy Breaks
No Free Pass
178
|
Posted - 2013.08.16 15:17:00 -
[24] - Quote
Soldiersaint wrote:Heavy Breaks 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. I bet your school bus had really clean windows. Damn right they did. To bad my piece of trash class mates couldn't keep things clean
Jesus if it was just you licking them clean your tongue must be tough as old boots. |
Paran Tadec
Imperfects Negative-Feedback
1328
|
Posted - 2013.08.16 15:22:00 -
[25] - Quote
The camera displacement is dumb. Screen shake is fine but your aim should stay true. Not "realistic" but meh, its 20k years in the future. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
341
|
Posted - 2013.08.16 15:22:00 -
[26] - Quote
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. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
341
|
Posted - 2013.08.16 15:26:00 -
[27] - Quote
Jack McReady wrote: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. You don't understand the gun itself. Hush, 1.4 Armor buff. That whole wall of text you did turned invalid by just 3 sentences. |
Sirrus Valentine
Hellstorm Inc League of Infamy
0
|
Posted - 2013.08.16 15:35:00 -
[28] - Quote
An easy fix for the MD CQC problem would be to implement a minimum arming distance before it will even go off. I don't care if it is the round itself has to do so many revolutions, or "X" distance after fired, it shouldn't be able to be fired at near point blank range with that much effectiveness with minimal threat to the user. Its so frustrating to run in on a MD user who will simply kill himself along with you or just so you don't get the kill. Grenade launchers have been the bane of modern first person shooters for a long time on console, and have been viewed as a "noob move" or a less skillful way of playing. Nobody can deny that MD has some clear problems in its current state, and those who do simply do so because they don't want to lose their only claim to production. These are just my views, and truthfully i could care less if you disagree. |
Skihids
Bullet Cluster
1909
|
Posted - 2013.08.16 16:21:00 -
[29] - Quote
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. |
Csikszent Mihalyi
DUST University Ivy League
47
|
Posted - 2013.08.16 16:33:00 -
[30] - Quote
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. |
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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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