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Skihids
Bullet Cluster
1927
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Posted - 2013.08.22 14:05:00 -
[1] - Quote
OMG, the weapon is effective in its ideal environment when the user had heavy team support so he wouldn't be targeted 1v1!
Stop the presses!
Next up, shotguns are effective up close and sniper rifles kill well from far away! |
Skihids
Bullet Cluster
1932
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Posted - 2013.08.22 18:19:00 -
[2] - Quote
The video demonstrated that the MD is a support weapon.
The OP did well when he stood back behind his team and was killed when he pushed up to the front line.
The OP depended upon his team of AR players to bottle up the enemy where his weapon excelled. Without that support he wouldn't have done nearly as well. That demonstrates that teamwork is effective.
There's nothing surprising in this video.
Now show me one where he's soloing through an entire match and doing as well and we'll have something to discuss. |
Skihids
Bullet Cluster
1933
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Posted - 2013.08.22 19:50:00 -
[3] - Quote
semperfi1999 wrote:Meeko Fent wrote:Sooooooo......
A weapon that is supposed to make you run away from an area is killing you cause your in its area?
The way to deal with MDs.
Run away, and engage at a longer distance.
Charging in his face doesn't work.
That just costs your team a clone.
Try using the MD, and then force your face to realize that they need WAY more skill to get kills with a MD then to Point crosshair at target and spam R1. LOL no you dont. I use std and it completely pwns proto suits...they dont even stand a chance. I cant even imagine with the proto MD would be like.
Are you talking about running and gunning solo like you would with your AR, or are you running with the protection of your squad? |
Skihids
Bullet Cluster
1933
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Posted - 2013.08.22 20:11:00 -
[4] - Quote
ZDub 303 wrote:semperfi1999 wrote:Honestly the best fix would be to completely overhaul the weapon. Remove the direct hit bonus and make the gun do X damages at its center with the blast dmg degrading as you move away from the center. Also it should not degrade in a straight light...the degradation should be slow at first and then increase rapidly. If your half way between the max radius for dmg and the center of the explosion you should not take 50% of the dmg...it should be more like 35-40% of dmg and the very edges should barely even tickle your shields. Damage should be calculated by a gaussian curve imo, I agree direct damage should be done away with. All explosives should be like this, i've made numerous posts about how explosive damage fall off is not right in this game. I do also think that the MD is probably mostly OP because it suffers no hit detection issues like most hit scan weapons in this game. It takes 4 MD rounds to knock out my suit, which is 2/3 of a clip. When a well strafed 1v1 battles can easily go 1.5 - 2 clips of the AR because aiming and hit detection is so bad.
Start the base damage at the current direct damage amount, then follow a realistic (i.e. physics based reality) drop-off based on the surface of an expanding sphere. The further away you are the larger the surface of the sphere and the more spread out the shrapnel will be.
That will reward better targeting and eliminate any argument about sloppy shooting being rewarded. If I drop one right at your feet I get 400 HP, if I'm off four meters I get much less. It would probably get a little damage outside the current radius just like the guns get damage past their optimal with fallloff to reflect the fact that the shrapnel doesn't magically evaporate at a set distance. |
Skihids
Bullet Cluster
1934
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Posted - 2013.08.22 20:35:00 -
[5] - Quote
semperfi1999 wrote:Skihids wrote:ZDub 303 wrote:semperfi1999 wrote:Honestly the best fix would be to completely overhaul the weapon. Remove the direct hit bonus and make the gun do X damages at its center with the blast dmg degrading as you move away from the center. Also it should not degrade in a straight light...the degradation should be slow at first and then increase rapidly. If your half way between the max radius for dmg and the center of the explosion you should not take 50% of the dmg...it should be more like 35-40% of dmg and the very edges should barely even tickle your shields. Damage should be calculated by a gaussian curve imo, I agree direct damage should be done away with. All explosives should be like this, i've made numerous posts about how explosive damage fall off is not right in this game. I do also think that the MD is probably mostly OP because it suffers no hit detection issues like most hit scan weapons in this game. It takes 4 MD rounds to knock out my suit, which is 2/3 of a clip. When a well strafed 1v1 battles can easily go 1.5 - 2 clips of the AR because aiming and hit detection is so bad. Start the base damage at the current direct damage amount, then follow a realistic (i.e. physics based reality) drop-off based on the surface of an expanding sphere. The further away you are the larger the surface of the sphere and the more spread out the shrapnel will be. That will reward better targeting and eliminate any argument about sloppy shooting being rewarded. If I drop one right at your feet I get 400 HP, if I'm off four meters I get much less. It would probably get a little damage outside the current radius just like the guns get damage past their optimal with fallloff to reflect the fact that the shrapnel doesn't magically evaporate at a set distance. I would be fine with this....its honestly how the weapon should have worked from the beginning.
All explosives should work this way.
It does bring up an issue with the MD operations bonus though, as the effective radius is directly tied to the damage (falloff proportional to r squared).
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