Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Monkey MAC
killer taxi company General Tso's Alliance
20
|
Posted - 2013.08.28 00:16:00 -
[1] - Quote
So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? |
Bittersteel the Bastard
WarRavens League of Infamy
318
|
Posted - 2013.08.28 00:17:00 -
[2] - Quote
*logical |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:18:00 -
[3] - Quote
Bittersteel the Bastard wrote:*logical Oops |
Bittersteel the Bastard
WarRavens League of Infamy
318
|
Posted - 2013.08.28 00:20:00 -
[4] - Quote
BTW Devs have shown interest in putting in a minimum arming distance on Mass Drivers so they're used less in CQC. |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:23:00 -
[5] - Quote
Bittersteel the Bastard wrote:BTW Devs have shown interest in putting in a minimum arming distance on Mass Drivers so they're used less in CQC.
Yes I know, I would prefer to see that Idea nipped in the bud due to the fact it takes a lot of risk, and MD users will equip the gallente shotgun pistol when released specically to fudge over anyone who dares rush an area denial weapon!! |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
708
|
Posted - 2013.08.28 00:26:00 -
[6] - Quote
Sorry but id dosent feel right having a wepon you are weilding dammage you and not the enimy that was a bad idea. The only reason they seem op is because of how badly they got nerfed. |
Cyrius Li-Moody
The New Age Outlaws
799
|
Posted - 2013.08.28 00:31:00 -
[7] - Quote
ifim not mistaken a direct hit will not splash. many of us can actually direct hit consistantly in close to mid range as relying on splash to do the work is for chumps. ;)
again I could be totally wrong. |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:34:00 -
[8] - Quote
pegasis prime wrote:Sorry but id dosent feel right having a wepon you are weilding dammage you and not the enimy that was a bad idea. The only reason they seem op is because of how badly they got nerfed.
Fair enough, its just something I notice a lot of other games do to stop it, you can easily explain it with lore, and people who put time and effort into it can still avoid there own damage. You would barely notice unless pointed out to you need and makes more combat oriented sense than an arming distance that effectively resort to melee if you use a logi suit!! although im interested in how nerfing a weapon makes it seem OP please explain more!! (Genuine not being sarcastic) |
Chunky Munkey
Amarr Templars Amarr Empire
1272
|
Posted - 2013.08.28 00:34:00 -
[9] - Quote
Cyrius Li-Moody wrote:ifim not mistaken a direct hit will not splash. many of us can actually direct hit consistantly in close to mid range as relying on splash to do the work is for chumps. ;)
again I could be totally wrong.
Direct hits are the most likely way to suicide with a mass driver. |
commando biffle
Shadow Company HQ
8
|
Posted - 2013.08.28 00:35:00 -
[10] - Quote
Yes I know, I would prefer to see that Idea nipped in the bud due to the fact it takes a lot of risk out, and MD users will equip the gallente shotgun pistol when released specically to fudge over anyone who dares rush an area denial weapon!![/quote] ??? |
|
BL4CKST4R
WarRavens League of Infamy
1268
|
Posted - 2013.08.28 00:35:00 -
[11] - Quote
Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts??
Fix the damn fall off damage. |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:37:00 -
[12] - Quote
Cyrius Li-Moody wrote:ifim not mistaken a direct hit will not splash. many of us can actually direct hit consistantly in close to mid range as relying on splash to do the work is for chumps. ;)
again I could be totally wrong.
It will splash but not on the player you hit, there does however seem to be a problem where the explosive effect doesn't occur, but damage is still dealt correctly!! |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
709
|
Posted - 2013.08.28 00:37:00 -
[13] - Quote
Monkey MAC wrote:pegasis prime wrote:Sorry but id dosent feel right having a wepon you are weilding dammage you and not the enimy that was a bad idea. The only reason they seem op is because of how badly they got nerfed. Fair enough, its just something I notice a lot of other games do to stop it, you can easily explain it with lore, and people who put time and effort into it can still avoid there own damage. You would barely notice unless pointed out to you need and makes more combat oriented sense than an arming distance that effectively resort to melee if you use a logi suit!! although im interested in how nerfing a weapon makes it seem OP please explain more!! (Genuine not being sarcastic)
I never finishd my scentance sorry my bad . Nerfed to uslessnes in previous builds.
|
pegasis prime
BIG BAD W0LVES Eternal Syndicate
710
|
Posted - 2013.08.28 00:38:00 -
[14] - Quote
BL4CKST4R wrote:Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? Fix the damn fall off damage.
Its effectively a grenade so there is no fall off . |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
203
|
Posted - 2013.08.28 00:38:00 -
[15] - Quote
massdriver works as intended, leave it alone |
Cyrius Li-Moody
The New Age Outlaws
799
|
Posted - 2013.08.28 00:38:00 -
[16] - Quote
Chunky Munkey wrote:Cyrius Li-Moody wrote:ifim not mistaken a direct hit will not splash. many of us can actually direct hit consistantly in close to mid range as relying on splash to do the work is for chumps. ;)
again I could be totally wrong. Direct hits are the most likely way to suicide with a mass driver.
do tend to take many down with me. |
P14GU3
The Southern Legion The Umbra Combine
339
|
Posted - 2013.08.28 00:39:00 -
[17] - Quote
I hear this arguement of "doesn't hurt the user" all the time. My only question is do you run a shield heavy suit with the MD? I run it with a Gal Logi. When explosives got fixed, I had to start putting points into shield extenders, and swap a dmg for for extender because I found myself committing suicide more often. And this isn't lack of skill. I've been using the MD since early chromosome, so I'm pretty experienced with it.
If I had my way, the splash would be reduced back to 1.0 standards (-1m) for both enemy and user (on all variants.) |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
715
|
Posted - 2013.08.28 00:39:00 -
[18] - Quote
I'm guessing that with 1.4, players will realize it now takes 4-5 shots to take down players now instead of the usual 2-3.
This is because more armor/faster heavies is good.
As a mass driver user myself I think that players just don't know how to face a mass driver. It's most effective range is in between close and medium range. At close range it hurts the user and the user is afraid to fire at his feet. At long range, it's not very accurate unless the enemy is standing in a crowd or not moving.
I can kill mass driver users easily, except when they get on a roof. But when they do that I counter them with my scrambler so...whatever.
Every weapon has a weakness, not everyone knows the best counters. Heck, I get pummeled into he ground most often by ARs because of the massive range they have over me.
Just wait for 1.4 |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:39:00 -
[19] - Quote
BL4CKST4R wrote:Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? Fix the damn fall off damage.
While a proper damage curve would be nice it wouldn't nessecarily fix issues wuth cqc, it might go as far as to make it worse!! |
Monkey MAC
killer taxi company General Tso's Alliance
22
|
Posted - 2013.08.28 00:45:00 -
[20] - Quote
P14GU3 wrote:I hear this arguement of "doesn't hurt the user" all the time. My only question is do you run a shield heavy suit with the MD? I run it with a Gal Logi. When explosives got fixed, I had to start putting points into shield extenders, and swap a dmg for for extender because I found myself committing suicide more often. And this isn't lack of skill. I've been using the MD since early chromosome, so I'm pretty experienced with it.
If I had my way, the splash would be reduced back to 1.0 standards (-1m) for both enemy and user (on all variants.)
I started off with a sheild suit made sense considering armour was weak but am moving to a dual tanked min, its not that it doesnt hurt me enough, but there are shots you fire and think, "I should have killed myself there", if you take too much off, it'll be too easy to dodgd, negating its role, I just something a little more subtle would do the trick. |
|
Monkey MAC
killer taxi company General Tso's Alliance
23
|
Posted - 2013.08.28 00:48:00 -
[21] - Quote
I-Shayz-I wrote:I'm guessing that with 1.4, players will realize it now takes 4-5 shots to take down players now instead of the usual 2-3.
This is because more armor/faster heavies is good.
As a mass driver user myself I think that players just don't know how to face a mass driver. It's most effective range is in between close and medium range. At close range it hurts the user and the user is afraid to fire at his feet. At long range, it's not very accurate unless the enemy is standing in a crowd or not moving.
I can kill mass driver users easily, except when they get on a roof. But when they do that I counter them with my scrambler so...whatever.
Every weapon has a weakness, not everyone knows the best counters. Heck, I get pummeled into he ground most often by ARs because of the massive range they have over me.
Just wait for 1.4
Very true, so many people will be able to apply the ar method of shoot till its dead, then shoot it a little more. MD's are easy to outrange but ar users are pretty dum, and move no more a meter in either direction!! |
Monkey MAC
killer taxi company General Tso's Alliance
23
|
Posted - 2013.08.28 00:50:00 -
[22] - Quote
Alabastor 'TheBlaster' Alcar wrote:massdriver works as intended, leave it alone
I know mass drivers are working as intended its my go to primary since 1.0!! Its an idea to discourage use by ratio hunters!! |
Monkey MAC
killer taxi company General Tso's Alliance
23
|
Posted - 2013.08.28 00:54:00 -
[23] - Quote
commando biffle wrote: Monkey MAC wrote: Yes I know, I would prefer to see that Idea nipped in the bud due to the fact it takes a lot of risk out, and MD users will equip the gallente shotgun pistol when released specically to fudge over anyone who dares rush an area denial weapon!!
???
The galente pistol will effectively be a sawn off or so I heard it rumored, and people will qq because of tactics!! |
BL4CKST4R
WarRavens League of Infamy
1273
|
Posted - 2013.08.28 01:26:00 -
[24] - Quote
pegasis prime wrote:BL4CKST4R wrote:Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? Fix the damn fall off damage. Its effectively a grenade so there is no fall off .
Grenades need fall off damage also, by fall off damage I mean lower the damage the further you get from the radius.
http://en.wikipedia.org/wiki/M67_grenade
The M67 can be thrown 30 to 35 meters by the average male soldier. It has a 3 second fuse that ignites explosives packed inside a round body. Steel fragments (not to be confused with shrapnel) are provided by the grenade body and produce an injury radius of 15 meters (~45 ft), with a fatality radius of 5 meters (~15 ft), though some fragments can disperse as far out as 250 meters (~820 ft).
As you can see this grenade has a 15 meter radius, at 0-5 meters the grenade is fatal or in video game terms close to full damage, at 6-15 meters the grenade is not lethal but still deals damage and at 16+ meters the grenade is ineffective. Obviously in Dust 514 explosives have a smaller radius but regardless they should have a damage fall off curve as they move away from the radius |
Monkey MAC
killer taxi company General Tso's Alliance
26
|
Posted - 2013.08.28 01:31:00 -
[25] - Quote
BL4CKST4R wrote:pegasis prime wrote:BL4CKST4R wrote:Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? Fix the damn fall off damage. Its effectively a grenade so there is no fall off . Grenades need fall off damage also, by fall off damage I mean lower the damage the further you get from the radius. http://en.wikipedia.org/wiki/M67_grenadeThe M67 can be thrown 30 to 35 meters by the average male soldier. It has a 3 second fuse that ignites explosives packed inside a round body. Steel fragments (not to be confused with shrapnel) are provided by the grenade body and produce an injury radius of 15 meters (~45 ft), with a fatality radius of 5 meters (~15 ft), though some fragments can disperse as far out as 250 meters (~820 ft). As you can see this grenade has a 15 meter radius, at 0-5 meters the grenade is fatal or in video game terms close to full damage, at 6-15 meters the grenade is not lethal but still deals damage and at 16+ meters the grenade is ineffective. Obviously in Dust 514 explosives have a smaller radius but regardless they should have a damage fall off curve as they move away from the radius Grenades in dust do have fall of damage, but to give to md would require a passive buff to radius and starting damage to make it fair, but people who can use an md effectively will become op overnight. Alot of people dont realiseva proper damage profile, would be like biting your nose to spite your face!!
|
BL4CKST4R
WarRavens League of Infamy
1273
|
Posted - 2013.08.28 01:54:00 -
[26] - Quote
Monkey MAC wrote:BL4CKST4R wrote:pegasis prime wrote:BL4CKST4R wrote:Monkey MAC wrote:So after seeing threads with both sides giving pros and cons, running mass drivers since Uprising 1.0 (When I Srarted), and being killed just as often I have had found a few things.
When aim assist is returned MD will die as the "FOTM" so many believe it to be, its lack of damage in comparison to auto weaponry will be its downfall.
Sometimes the MD is a LITTLE to easy in cqc, there have been multiple times where I believe I should have been hit by my own splash but wasn't ahd is that is causing the problem where people believe the MD is OP.
So a simple fix is to increase user only splash radius, to maybe 6-7 m on standard, and 8-9m on assault.
So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? Fix the damn fall off damage. Its effectively a grenade so there is no fall off . Grenades need fall off damage also, by fall off damage I mean lower the damage the further you get from the radius. http://en.wikipedia.org/wiki/M67_grenadeThe M67 can be thrown 30 to 35 meters by the average male soldier. It has a 3 second fuse that ignites explosives packed inside a round body. Steel fragments (not to be confused with shrapnel) are provided by the grenade body and produce an injury radius of 15 meters (~45 ft), with a fatality radius of 5 meters (~15 ft), though some fragments can disperse as far out as 250 meters (~820 ft). As you can see this grenade has a 15 meter radius, at 0-5 meters the grenade is fatal or in video game terms close to full damage, at 6-15 meters the grenade is not lethal but still deals damage and at 16+ meters the grenade is ineffective. Obviously in Dust 514 explosives have a smaller radius but regardless they should have a damage fall off curve as they move away from the radius Grenades in dust do have fall of damage, but to give to md would require a passive buff to radius and starting damage to make it fair, but people who can use an md effectively will become op overnight. Alot of people dont realiseva proper damage profile, would be like biting your nose to spite your face!!
Damage profiles for explosive weapons are broken also, they do 70/135. The fall off damage in Dust 514 is practically non existant, at the very least negligible due to how small it is. |
superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
56
|
Posted - 2013.08.28 09:19:00 -
[27] - Quote
I-Shayz-I wrote:I'm guessing that with 1.4, players will realize it now takes 4-5 shots to take down players now instead of the usual 2-3.
This is because more armor/faster heavies is good.
As a mass driver user myself I think that players just don't know how to face a mass driver. It's most effective range is in between close and medium range. At close range it hurts the user and the user is afraid to fire at his feet. At long range, it's not very accurate unless the enemy is standing in a crowd or not moving.
I can kill mass driver users easily, except when they get on a roof. But when they do that I counter them with my scrambler so...whatever.
Every weapon has a weakness, not everyone knows the best counters. Heck, I get pummeled into he ground most often by ARs because of the massive range they have over me.
Just wait for 1.4 After being proficient in many weapons I would agree that most the ppl whining have only tried one weapon or so and do not know how to counter it properly. AR users specifically. Tell me this if the MD is so over powered then how in a PC battle with Teamplayers did it take me 15 shots from a boundless to down one TP proto guy. Im at proficieny 3 with an enhanced damage mod. He was hacking a supply depot so most all shots hit him within a meter or two. Most ppl run auto ARs and only autos so most time they are within its range and they die the most. Hence lots of ppl complaining because it is AR 514 still. If the MD was the biggest noob weapon and the most overpowered then why do all noobs and 90 percent of ppl run ARs. I say nerf the auto AR and make its recoil get worse the longer they fire it at full auto. |
Monkey MAC
killer taxi company General Tso's Alliance
26
|
Posted - 2013.08.28 09:47:00 -
[28] - Quote
superjoe360x wrote:I-Shayz-I wrote:I'm guessing that with 1.4, players will realize it now takes 4-5 shots to take down players now instead of the usual 2-3.
This is because more armor/faster heavies is good.
As a mass driver user myself I think that players just don't know how to face a mass driver. It's most effective range is in between close and medium range. At close range it hurts the user and the user is afraid to fire at his feet. At long range, it's not very accurate unless the enemy is standing in a crowd or not moving.
I can kill mass driver users easily, except when they get on a roof. But when they do that I counter them with my scrambler so...whatever.
Every weapon has a weakness, not everyone knows the best counters. Heck, I get pummeled into he ground most often by ARs because of the massive range they have over me.
Just wait for 1.4 After being proficient in many weapons I would agree that most the ppl whining have only tried one weapon or so and do not know how to counter it properly. AR users specifically. Tell me this if the MD is so over powered then how in a PC battle with Teamplayers did it take me 15 shots from a boundless to down one TP proto guy. Im at proficieny 3 with an enhanced damage mod. He was hacking a supply depot so most all shots hit him within a meter or two. Most ppl run auto ARs and only autos so most time they are within its range and they die the most. Hence lots of ppl complaining because it is AR 514 still. If the MD was the biggest noob weapon and the most overpowered then why do all noobs and 90 percent of ppl run ARs. I say nerf the auto AR and make its recoil get worse the longer they fire it at full auto.
Quite true, Inam fully specced in to MD and everyone stands in 1 spot hoping to outgun me!! Im not saying nerf it, it has enough draw backs already, md is easy to beat past 25m. Im just trying to protect my weapon from FOTM ratio chasers, and the nerf hammer that so often follows, just a subtle change that requires a little more skill from its user. |
Eldest Dragon
0uter.Heaven
86
|
Posted - 2013.08.28 09:54:00 -
[29] - Quote
My thought is this and may I quote the author...
( So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? )
That there is is exactly what I think....the problem is spamming...and hence the reason imo it needs a rof nerf or splash damge reduction. Else ppl will just make sure there 5-6m or w/e away, and then yup you guessed it, spamville. ( reminds me of the flaylock ) |
Monkey MAC
killer taxi company General Tso's Alliance
26
|
Posted - 2013.08.28 10:02:00 -
[30] - Quote
Eldest Dragon wrote:My thought is this and may I quote the author... ( So a user and enemy 5m from blast will take damage while at 6.5 only the user will take damage, higher risk, discourages spam, rewards skill, what are people's thoughts?? ) That there is is exactly what I think....the problem is spamming...and hence the reason imo it needs a rof nerf or splash damge reduction. Else ppl will just make sure there 5-6m or w/e away, and then yup you guessed it, spamville. ( reminds me of the flaylock )
I think you may ge misinterpreting me, this is what it should be, the problem is you can put rounds between you and not take damage. With the change you are now forced to engage further apart, and if you can't get 7m away you need to launch slugs behind your opponent.
Yes spam is a potential problem, but nerfing damage or ROF will just kill the weapon completely!! People who have at least half decent aim with an AR can outgun the MD in its niche environment. |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |