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semperfi1999
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Posted - 2013.08.22 14:01:00 -
[1] - Quote
Um yea....the problem isnt the fact that the reddots were stupid for continuing to spawn in that location. The problem was that the person using the MD barely had to glance in the general direction of the enemy in order to get a hit. I am not even talking about the amount of dmg but the fact that he can fire the gun into the middle of that area and still hit people in the outskirts of the area and kill them........its just dumb. How you can watch this and not see that there is a problem with the splash radius is beyond me. I just love the fact that you guys act like the MD is hard to use. It makes your "OP AR" comments look ret@rded in comparison. Really AR where you have to actually track your target is easier to use than a weapon where you dont even have to track your target...just point in the general direction and fire. Everytime you fire and hit the enemy they can shoot back as their weapon gets jerked up so they cant return fire....by the time the weapon jerk come back down the MD is ready to fire another round. Yes a good MD can take an AR head to head and win more often than not. |
semperfi1999
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Posted - 2013.08.22 14:19:00 -
[2] - Quote
Tek Hound wrote:semperfi1999 wrote:Um yea....the problem isnt the fact that the reddots were stupid for continuing to spawn in that location. The problem was that the person using the MD barely had to glance in the general direction of the enemy in order to get a hit. I am not even talking about the amount of dmg but the fact that he can fire the gun into the middle of that area and still hit people in the outskirts of the area and kill them........its just dumb. How you can watch this and not see that there is a problem with the splash radius is beyond me. I just love the fact that you guys act like the MD is hard to use. It makes your "OP AR" comments look ret@rded in comparison. Really AR where you have to actually track your target is easier to use than a weapon where you dont even have to track your target...just point in the general direction and fire. Everytime you fire and hit the enemy they can shoot back as their weapon gets jerked up so they cant return fire....by the time the weapon jerk come back down the MD is ready to fire another round. Yes a good MD can take an AR head to head and win more often than not. 1.Ars kill faster then that even militia 2.He killed enemies at about 35% of their health 3.The one guy with full health took four shoots 4 . Enemies in best situation for Md 5.Ars are on hitscan 6.Op biomass is on character select screen
Yea thats why when I specced into the standard MD I laughed at how easy mode it is. Since I can actually aim I easily take on 3-4 ppl at the exact same time and I will completely decimate 4 proto suits with my flux MD combo.....heck when I was using the MD I found that I didnt need the flux half of the time.....maybe its hard for you guys but getting a direct hit that also damages all the enemies around that guy really completely dominates this game. Sorry but AR still require tracking...while the MD requires only spamming. I am not saying that any weapon in this game takes incredible skill to use but the MD definitely takes less skill than the AR. |
semperfi1999
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769
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Posted - 2013.08.22 14:38:00 -
[3] - Quote
low genius wrote:Anmol Singh wrote:Reav Hannari wrote:Beren Hurin wrote:Also, what part are you complaining about? How your gun is effective against bunched up players backed into a corner? Or how it is good at killing players who 5 other guys are stripping the shields off of? Or are you complaining, like you did in the video, that you get hurt when people chuck explosives at you when you and your team are in a close group?
You are in THE ideal scenario to use that weapon. That is a barrel you are shooting into and the stupid red-dots are the fish swimming stupidly around, having babies, and swimming around some more. Except instead of shooting you are dropping sticks of dynamite into the barrel. It doesn't support their point to post videos of mass driver users being killed by assault rifles, or committing suicide because you rushed them, or you are standing above them and they can't land a round on you. sorry, i cant teach the stupid- 150 dmg for shooting in the right direction is wrong, that weapon requires no skill, its sad.... 5m splash damage so if you hit this guy within 5m you automatically so 150 shield damage and like 180 armor damage and shoot twice and this poor guy is dead.... spraying and praying requires more skill than this weapon whereas your ar with aim assist is... hard to use?
Yes because everyone plays with aim assist on?? I find it to be more annoying then helpful and I have played with aim assist off for months before they removed aim assist (currently there is no aim assist as CCP says its not working just incase you didnt know this). |
semperfi1999
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Posted - 2013.08.22 14:40:00 -
[4] - Quote
ZDub 303 wrote:Reav Hannari wrote:I'm not logged in right now. What's the direct and splash damage for a Freedom with skills but no damage mods? Freedom Mass Driver Direct Damage: 266.2 HP Splash Damage: 127.6 HP Blast Radius: 4.4m (5.5m with operation 5) However these stats can't show the full picture. I actually counted last night going against a Freedom Mass Driver, it took him 4 shots to kill me while I was trying to take him down. my hp: 502 Shields 163 Armor Seems mathematically impossible for that to happen no matter how many damage mods you stack. Something is very wrong with explosives damage calculation, I can't imagine any of the hits against me were direct hits either I could see the shots after all.
I dont have dust pulled up but the info I have has blast radius for the MD being 4.8 for normal MD and 7.2 for assault...is this not correct? |
semperfi1999
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Posted - 2013.08.22 14:53:00 -
[5] - Quote
ZDub 303 wrote:semperfi1999 wrote:ZDub 303 wrote:Reav Hannari wrote:I'm not logged in right now. What's the direct and splash damage for a Freedom with skills but no damage mods? Freedom Mass Driver Direct Damage: 266.2 HP Splash Damage: 127.6 HP Blast Radius: 4.4m (5.5m with operation 5) However these stats can't show the full picture. I actually counted last night going against a Freedom Mass Driver, it took him 4 shots to kill me while I was trying to take him down. my hp: 502 Shields 163 Armor Seems mathematically impossible for that to happen no matter how many damage mods you stack. Something is very wrong with explosives damage calculation, I can't imagine any of the hits against me were direct hits either I could see the shots after all. I dont have dust pulled up but the info I have has blast radius for the MD being 4.8 for normal MD and 7.2 for assault...is this not correct? Those are the blast radii from Chromosome if you pulled them off the web. Boundless is now 6.6m
Thats good to know now I need to readjust my numbers... I dont want my numbers too look to high because I am being factual.
So its 5.5M and 8.25 radius....still large. In reality the blast radius for a full upgraded MD should be 4.5 for regular and 6.5 for assault. |
semperfi1999
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769
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Posted - 2013.08.22 15:01:00 -
[6] - Quote
Reav Hannari wrote:OK, I went ahead and logged in to do some math.
Freedom MD with proficiency 3 does 139 damage per round for splash which is 111 to shields or 166 to armor per second. The Freedom fires 1 round per second. I think we can all agree that's pretty much a guaranteed hit under many conditions. Direct damage was not figured because that is not how most MD users aim.
Duvolle AR with proficiency 3 does 40 damage per round which is 48 to shields or 32 to armor (I think) for 600 or 400 per second. The AR fires 12.5 rounds per second. You need to land 18% of your shots to match the damage potential of the Freedom against shields or 41% when against armor.
What is the shield buffer on a Caldari Assault and Logistics? I run a hybrid tank on a Minmatar Logistics and my best suit would take at least 3 shots to strip my shields and just over 2 to finish off my armor. That's 5 shots over 5 seconds. During that time the Duvolle has the potential to do over 2,000 points of damage if all the rounds hit. If I was carrying a Freedom you'd have to land better than 35% of your shots before I took down another Minmatar Logistics fit the same way but with a Duvolle.
The Freedom user has the ability to hit multiple enemy but then they have the ability to apply more damage if they are facing a single MD user.
Let me know if I failed at math anywhere. I'm just trying to compare the damage potential here. This analysis is not intended to support either side.
Yes but there are other things that are hard to quantify as well. For instance if you are in the MD blast radius then when you get hit it causes your aim to jerk upwards. The amount of jerking for you aim is significant enough that it takes about a second (maybe a tad bit less) for your aim to be adjusted back down (its done automatically). During that time you shots will obviously go wide and not hit your target. Like you said the MD fires ~1 round a second lets say. So MD can fire mess with your aim and by the time you aim recovers the MD can fire again...thus continuing to force the weapon off of target. This essentially means that a MD user can effectively take an AR user head to head and will actually not have to worry about being shot back. |
semperfi1999
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769
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Posted - 2013.08.22 15:03:00 -
[7] - Quote
ZDub 303 wrote:Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD.
Actually I have noticed this too. I have 479 shields and 163 armor on my minmatar assault and core locus nades do seem to insta kill me. |
semperfi1999
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Posted - 2013.08.22 15:04:00 -
[8] - Quote
Reav Hannari wrote:Someone needs to do a controlled test. That someone should be CCP of course but if you posted a video showing one shot at a time from a Freedom and counted the damage it could help.
Its hard to test now that CCP had the brilliant idea of making PC and removing the corp battles option. |
semperfi1999
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Posted - 2013.08.22 15:11:00 -
[9] - Quote
Reav Hannari wrote:semperfi1999 wrote:Yes but there are other things that are hard to quantify as well. For instance if you are in the MD blast radius then when you get hit it causes your aim to jerk upwards. The amount of jerking for you aim is significant enough that it takes about a second (maybe a tad bit less) for your aim to be adjusted back down (its done automatically). During that time you shots will obviously go wide and not hit your target. Like you said the MD fires ~1 round a second lets say. So MD can fire mess with your aim and by the time you aim recovers the MD can fire again...thus continuing to force the weapon off of target. This essentially means that a MD user can effectively take an AR user head to head and will actually not have to worry about being shot back. Honestly, all weapons except the laser rifle should cause at least a little knock back, including the AR. Since the MD is intended to be an AOE weapon I could see the rate of fire being dropped but retaining the shock and obscuring effects for gameplay balance. The battlefield should be a violent place and if someone has the initiative they should be able to keep the enemy off balance to some degree. Where the balance between combat sim and gameplay is I have no idea though.
Perhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. |
semperfi1999
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Posted - 2013.08.22 15:14:00 -
[10] - Quote
Reav Hannari wrote:ZDub 303 wrote:LAVs have nothing to do with I posted, unless you mean to say you think there is a similar bug with explosives applying damage multiple times?
Even if I had all armor a Core locus cannot do 900 damage, that's a 50% bonus straight through. Something aint right. Right. Just speculating that the damage could be applied multiple times like with the current LAV bug.
It would be interesting if this is in fact the problem and turns out to be the reason why the MD is OP. If there is a problem with explosives that is affecting the MD then I would be willing to hold off on any nerfs until that fix is made............
Sheesh CCP is just so bad its just funny. |
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semperfi1999
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770
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Posted - 2013.08.22 15:19:00 -
[11] - Quote
Reav Hannari wrote:semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them. Eh, crazy idea. Just putting it out there.
It would be too complex....CCP cant even get the ground right so you get stuck on it...you really think they would get this to be done correctly? |
semperfi1999
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770
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Posted - 2013.08.22 15:25:00 -
[12] - Quote
ZDub 303 wrote:semperfi1999 wrote:Reav Hannari wrote:semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them. Eh, crazy idea. Just putting it out there. It would be too complex....CCP cant even get the ground right so you get stuck on it...you really think they would get this to be done correctly? They do get it right eventually.. it just usually takes 4-5 patches lol.
Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing.......... |
semperfi1999
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770
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Posted - 2013.08.22 15:33:00 -
[13] - Quote
ZDub 303 wrote:semperfi1999 wrote: Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing..........
Yeah.... well I'm sure moving to uprising didn't help at all... so give them 4-5 more patches to fix the ground stick issues. I know they are working on a new system to find these problems.
Must be part of their 5 year plan......... |
semperfi1999
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Posted - 2013.08.22 17:33:00 -
[14] - Quote
LOL Dust 514....the only game where players are so bad that they flock to vehemently defend the grenade launcher that has a 5.5 meter RADIUS (not diameter radius this means the diameter is 11.0 meters). |
semperfi1999
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Posted - 2013.08.22 18:34:00 -
[15] - Quote
Tek Hound wrote:semperfi1999 wrote:LOL Dust 514....the only game where players are so bad that they flock to vehemently defend the grenade launcher that has a 5.5 meter RADIUS (not diameter radius this means the diameter is 11.0 meters). 6.Ar514 5.True Ar users defend Ars 4. Blast radius on explosives 3. Grenade launcher 2. Stepping on failed QQ attempt(not defense) 1.After termination one can then create new clone.New clones enter battle academy where one my LEARN TO PLAY.
Although hilarious....I dont use an AR...so your point is moot. This isnt a supposed failed QQ attempt. I honestly dont care but am also at the same time astounded at how idiotic the Dust playerbase is. They will defend to death a weapon that is definitely unbalanced in its current state but they are always saying the AR is unbalanced......despite having 0 evidence of AR being unbalanced (vs the many proofs that MDs are in fact unbalanced).
Also you probably shouldnt tell people who consistenly whipe the floor with you to "learn to play". Its fine if you guys want an unbalanced game. We will see more and more people gravitate to using the MDs until either another weapon comes out that is even more OP or this weapon is finally tuned down. |
semperfi1999
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Posted - 2013.08.22 18:41:00 -
[16] - Quote
Mordecai Sanguine wrote:That's pretty simply.
When you touch in direct hit the Blast damage AND direct damage are stacked. You were touch 4 times IN DIRECT ! Pretty normal that you die..... In urpising we've been totally nerfed (20% of damage and radius) And don't forget that 4 shots is 3/4 of the mag and the MD has a huge reload.
This weapon is not totally overpowered because alone without Flux a MD can't win a 1vs1 with same skill point. And there's too much cases where the MD is useless....
-At less than 4 meters the user will kill himself 1/2. -If the ennemy is higher than the MD it will be almost impossible to kill. -On PC the MD can't help allies at CQC because it will make a lot of teamkill. -On shield ennemy without Flux. -If using flux in 1/2 of cases it will kill the alilies shield if near the ennemy.
The MD is an weapon perfect on squad (squad team MUST destroy the shield before the MD start shooting)
BUT i'm according to the fact than the blast Radius is maybe too much high on the proto version with the Level 5 of use. It should be retrogated from one level. (Proto will have the radius of an actual ADV and ADV of an STD.) The damage is fine don't forget than it's an primary weapon and that if the radius is downgraded the blast damage will be perfet and not abused. and don't forget that it's a weapon with a lot of drawbacks.
And finally than the MD has been nerfed one time ago...
So your agreeing that the blast radius is to high? All that is being called for right now is to change the blast radius on the normal MD to 4.5 (down from 5.5) and the blast radius on the assault MD to 6.5-7.0 (down from 8.25). I dont want the MD destroyed to make it unusable....I just want it to also not be OP as it is in its current state (I have std lvl MD and I just pwn proto suits like they are nothing.......its actually laughably sad). |
semperfi1999
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Posted - 2013.08.22 19:11:00 -
[17] - Quote
Tek Hound wrote:semperfi1999 wrote:Tek Hound wrote:semperfi1999 wrote:LOL Dust 514....the only game where players are so bad that they flock to vehemently defend the grenade launcher that has a 5.5 meter RADIUS (not diameter radius this means the diameter is 11.0 meters). 6.Ar514 5.True Ar users defend Ars 4. Blast radius on explosives 3. Grenade launcher 2. Stepping on failed QQ attempt(not defense) 1.After termination one can then create new clone.New clones enter battle academy where one my LEARN TO PLAY. Although hilarious....I dont use an AR...so your point is moot. This isnt a supposed failed QQ attempt. I honestly dont care but am also at the same time astounded at how idiotic the Dust playerbase is. They will defend to death a weapon that is definitely unbalanced in its current state but they are always saying the AR is unbalanced......despite having 0 evidence of AR being unbalanced (vs the many proofs that MDs are in fact unbalanced). Also you probably shouldnt tell people who consistenly whipe the floor with you to "learn to play". Its fine if you guys want an unbalanced game. We will see more and more people gravitate to using the MDs until either another weapon comes out that is even more OP or this weapon is finally tuned down. 1.Failed thread 2.Failed at reading comprehension 3.Failed at ignoring op Ar evidence despite videos and hitscan 4.Failed at group focus panic spray is 1v1 ownage 5.Failed at panic bunny hopping is 1v1 ownage 6.Failed at team getting owned by basic pc 7.Failed at Not finding biomass
So by your statement of ARs being hitscan I guess you also think that; SMGs, scrambler pistols, scrambler rifles, HMGs, sniper rifles, shotguns, blasters, and laser rifles are all noob weapons right? Because all of these weapons are hit scan as well. Also you obviously show you ignorance since we complained about hitscan to CCP ages ago and they came back and already said they arent changing it because its "too hard to program".....however hitscan is pretty common in the FPS genre...in fact its the most popular way to make guns work in FPS games...fewer games actually require lead time.....but hey keep spouting your nonsense...maybe someone will believe you. In fact in this forum its almost guaranteed that someone will believe idiotic ramblings. |
semperfi1999
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Posted - 2013.08.22 19:15:00 -
[18] - Quote
ZDub 303 wrote:semperfi1999 wrote:Mordecai Sanguine wrote:That's pretty simply.
When you touch in direct hit the Blast damage AND direct damage are stacked. You were touch 4 times IN DIRECT ! Pretty normal that you die..... In urpising we've been totally nerfed (20% of damage and radius) And don't forget that 4 shots is 3/4 of the mag and the MD has a huge reload.
This weapon is not totally overpowered because alone without Flux a MD can't win a 1vs1 with same skill point. And there's too much cases where the MD is useless....
-At less than 4 meters the user will kill himself 1/2. -If the ennemy is higher than the MD it will be almost impossible to kill. -On PC the MD can't help allies at CQC because it will make a lot of teamkill. -On shield ennemy without Flux. -If using flux in 1/2 of cases it will kill the alilies shield if near the ennemy.
The MD is an weapon perfect on squad (squad team MUST destroy the shield before the MD start shooting)
BUT i'm according to the fact than the blast Radius is maybe too much high on the proto version with the Level 5 of use. It should be retrogated from one level. (Proto will have the radius of an actual ADV and ADV of an STD.) The damage is fine don't forget than it's an primary weapon and that if the radius is downgraded the blast damage will be perfet and not abused. and don't forget that it's a weapon with a lot of drawbacks.
And finally than the MD has been nerfed one time ago... So your agreeing that the blast radius is to high? All that is being called for right now is to change the blast radius on the normal MD to 4.5 (down from 5.5) and the blast radius on the assault MD to 6.5-7.0 (down from 8.25). I dont want the MD destroyed to make it unusable....I just want it to also not be OP as it is in its current state (I have std lvl MD and I just pwn proto suits like they are nothing.......its actually laughably sad). I think an elegant fix to this would be to change MD operation to something not radius related. This was the same problem the flaylock had too.
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. |
semperfi1999
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Posted - 2013.08.22 19:43:00 -
[19] - Quote
Monkey MAC wrote:Cy Clone1 wrote:I think if the skill bonus of the md was changed to something else, everyone might be happy How about +10% Ammo a level I could live with that!!
I was thinking about that too. I think 10% bonus to ammo might be a little high (because there is another ammo skill on top of that) However I could see a 5% bonus to ammo which would give (if I remember correctly) a total of 50% bonus to max ammo carried. that would be another clip and a half of ammo for this weapon when fully upgraded. That would also be a good option because I do agree the biggest problem is the radius after the 25% bonus. So if you remove that bonus and have something else (and ammo would be good as its something that MD users are constantly saying if a negative) then you may in fact see this weapon become balanced. |
semperfi1999
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Posted - 2013.08.22 19:45:00 -
[20] - Quote
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. |
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semperfi1999
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Posted - 2013.08.22 20:20:00 -
[21] - Quote
Skihids wrote: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?
Well I do usually squad up but I generally run and gun within the squad and being a minmatar assault even if we tried to move in a group I would generally be way ahead of them. Usually running a squad means we have a couple guys defending the objective and then run and gunners out on the perimeter killing enemies before they get to the objective......and I am usually out in the perimeter. So if you are asking whether I run in a squad...well I squad up to be able to play with friends but generally most of my battles are 1v1 or 1v2 or more..... (me being the 1) |
semperfi1999
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Posted - 2013.08.22 20:21:00 -
[22] - Quote
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. |
semperfi1999
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Posted - 2013.08.23 12:56:00 -
[23] - Quote
DUST Fiend wrote:Lai Dai Mass Driver
I went there.
That would definitely get the vehicle users in on the MD hate right now |
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