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KingBabar
Ancient Exiles
1095
|
Posted - 2013.08.28 10:30:00 -
[31] - Quote
I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. |
Knight Soiaire
Better Hide R Die
2075
|
Posted - 2013.08.28 10:41:00 -
[32] - 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.
Enemy hacking a supply depot.
Still aims for his feet.
Maybe its just your aim, bro.
If you hit your target, you do more damage, just sayin'.
And before you try the typical "AR user newbz" arguement on me, I use Shotguns, Plasma Cannons, Snipers, and the TAC AR, and just today, I'll be getting my Proto Knives.
All of which are of course, niche weapons, in which in most cases, I have to hit my target to do serious damage, something like that must be unheard of to a Mass Driver user.
Hitting your target? The very concept of it must scare you.
MDs dont need a stat nerf, an MD that has 8.25m radius, 80 Splash Damage, should not be doing the full damage at the edge of its splash.
Its how explosives work in most games, its how it works with the grenades, and its how it should work with the Mass Driver.
Even after hit detection gets fixed, hitscan weapons become more powerful, this change should still be applied to MDs, not because the MD is OP, or because I dont know how to counter it, its because it only makes sense. |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
301
|
Posted - 2013.08.28 10:43:00 -
[33] - 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??
ok you can increase damage done to your self... |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 10:50:00 -
[34] - Quote
KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED.
No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor.
Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it.
stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant!
I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone, |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 10:54:00 -
[35] - Quote
Anmol Singh 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?? ok you can increase damage done to your self... Not quite you can increase the likelihood of doing damage tk yourself, the only time in 1v1 where you survive after splashing yourself once is on the last shot, any other time and you will loose, therfore cqc will require more skill to survive.
No nerf, no buff just a small tweak that reduces spam because people wont like killing themselves!! |
Knight Soiaire
Better Hide R Die
2075
|
Posted - 2013.08.28 11:00:00 -
[36] - Quote
Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone,
I think hes saying that the penalty to strafing with a hitscan weapon in which you have to hit your opponent, is far greater than the penalty of an AOE projectile based weapon.
Not that he cant outstrafe it, its just so much more difficult to stay on target with an AR than a MD while strafing. |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:06:00 -
[37] - Quote
Knight Soiaire wrote:Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone, I think hes saying that the penalty to strafing with a hitscan weapon in which you have to hit your opponent, is far greater than the penalty of an AOE projectile based weapon. Not that he cant outstrafe it, its just so much more difficult to stay on target with an AR than a MD while strafing. THAT is exactly how its meant to work, hitscan weapons are considerably more powerful to compansate!! Only 33% accuracy with an ar is required, which equates to 4 shots on target a second!! This is the ar trade off, power for accuracy, over spray n pray!! The md has more drawbacks and 117 splash on proto md isnt exactly collasal, anything 350 sheilds takes 4-5 shots.
Also consider the ar can get through 2 mgs in the an md can get throu th one and reload!!
|
Knight Soiaire
Better Hide R Die
2075
|
Posted - 2013.08.28 11:10:00 -
[38] - Quote
Monkey MAC wrote:Knight Soiaire wrote:Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone, I think hes saying that the penalty to strafing with a hitscan weapon in which you have to hit your opponent, is far greater than the penalty of an AOE projectile based weapon. Not that he cant outstrafe it, its just so much more difficult to stay on target with an AR than a MD while strafing. THAT is exactly how its meant to work, hitscan weapons are considerably more powerful to compansate!! Only 33% accuracy with an ar is required, which equates to 4 shots on target a second!! This is the ar trade off, power for accuracy, over spray n pray!! The md has more drawbacks and 117 splash on proto md isnt exactly collasal, anything 350 sheilds takes 4-5 shots. Also consider the ar can get through 2 mgs in the an md can get throu th one and reload!!
The Mass Driver is not working correctly, it has static damage, if one person is at the edge of the blast, another is at the centre, they will both recieve the same amount of damage, every hitscan weapon has a range in which they become useless or do less damage, I want the same to apply to MDs, but through their splash. |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:25:00 -
[39] - Quote
Knight Soiaire wrote:Monkey MAC wrote:Knight Soiaire wrote:Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone, I think hes saying that the penalty to strafing with a hitscan weapon in which you have to hit your opponent, is far greater than the penalty of an AOE projectile based weapon. Not that he cant outstrafe it, its just so much more difficult to stay on target with an AR than a MD while strafing. THAT is exactly how its meant to work, hitscan weapons are considerably more powerful to compansate!! Only 33% accuracy with an ar is required, which equates to 4 shots on target a second!! This is the ar trade off, power for accuracy, over spray n pray!! The md has more drawbacks and 117 splash on proto md isnt exactly collasal, anything 350 sheilds takes 4-5 shots. Also consider the ar can get through 2 mgs in the an md can get throu th one and reload!! The Mass Driver is not working correctly, it has static damage, if one person is at the edge of the blast, another is at the centre, they will both recieve the same amount of damage, every hitscan weapon has a range in which they become useless or do less damage, I want the same to apply to MDs, but through their splash.
Well remember to be fair on the users there would have to be at least 50 damge at the edge of the radius, and we would expect that damge with 1m to be no less than 80 -90 % of the direct damage, this could potentially make it worse!!
Also consider that the md does have an absoulte range at about 80m where the slug blow up!! The md is also tied to something ar users are not, Travel Time.
The travel time effectively creates a optimal and effective range but this is in fact unique to each suit layout.
You see the optimal range is when a user cannot physically escape the blast radius before the slug reaches them, which is determined by strafe speed.
So the md optimal range for scout is about 15m anything above that and they can strafe out of the blast radius before the slug impacts, this is about 25m for medium and 38m for heavies.
Beyond these ranges the md user has to shoot at where his enemy will be not where he is, this how it is meant to be, at 30m a medium suit can strafe out of the radius WHILE using ADS, just something to consider!! |
Knight Soiaire
Better Hide R Die
2075
|
Posted - 2013.08.28 11:32:00 -
[40] - Quote
I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved. |
|
pegasis prime
BIG BAD W0LVES Eternal Syndicate
718
|
Posted - 2013.08.28 11:34:00 -
[41] - Quote
Knight Soiaire wrote:I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved.
Unless they do the same for all aow wepons no. Personally I think its working as intended. |
Knight Soiaire
Better Hide R Die
2075
|
Posted - 2013.08.28 11:35:00 -
[42] - Quote
pegasis prime wrote:Knight Soiaire wrote:I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved. Unless they do the same for all aow wepons no. Personally I think its working as intended.
This is what happens with grenades and Fluxes, and possibly the Plasma Cannon.
Why it doesn't apply to the MD is beyond me. |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:42:00 -
[43] - Quote
Knight Soiaire wrote:I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved.
True but other games also give a much higher base damage, taking unified splash damage without giving a higher alpha is just screwing us over dont you think?? Thats how all the other games do it!! |
BL4CKST4R
WarRavens League of Infamy
1275
|
Posted - 2013.08.28 11:43:00 -
[44] - Quote
Knight Soiaire wrote:pegasis prime wrote:Knight Soiaire wrote:I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved. Unless they do the same for all aow wepons no. Personally I think its working as intended. This is what happens with grenades and Fluxes, and possibly the Plasma Cannon. Why it doesn't apply to the MD is beyond me.
Actually most of the explosive weapons don't do this, the flaylock wouldn't have needed a nerf if CCP added this. Also every other weapon has fall off damage, for example the AR loses damage the further away the target is. |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
718
|
Posted - 2013.08.28 11:43:00 -
[45] - Quote
As far as im aware no aoe wepon has an acctual dammage arc in this game . Fluxes do the same dammage at the epicenter of their expolosion as they do right at the edge as do all aoe wepons in this game. |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:43:00 -
[46] - Quote
Knight Soiaire wrote:pegasis prime wrote:Knight Soiaire wrote:I just expect the damage at the edge of the radius to drop drastically.
It only makes sense, MD users certainly cant argue against it, its what happens in every other FPS / TPS where explosives are involved. Unless they do the same for all aow wepons no. Personally I think its working as intended. This is what happens with grenades and Fluxes, and possibly the Plasma Cannon. Why it doesn't apply to the MD is beyond me.
Because they nerfed the alpha so much, a fall off starting at current damage would be pointless!! The md would be dead!! |
Eldest Dragon
0uter.Heaven
87
|
Posted - 2013.08.28 11:44:00 -
[47] - Quote
Monkey MAC wrote: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.
Nooo, nerfing damage might, the rof wont unless they over do it. Currently it assaults people in assault suits with ar's on open ground and it needs to be fixed.
p.s. I'm an awesome aim find me in battle, furthermore my ( niche) range is close-mid, in an enclosed space or tight area you should drive me back but on open ground I should lay you down. |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:48:00 -
[48] - Quote
Eldest Dragon wrote:Monkey MAC wrote: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. Nooo, nerfing damage might, the rof wont unless they over do it. Currently it assaults people in assault suits with ar's on open ground and it needs to be fixed.
The ROF is already one a second, how much more would increase it by? Would you be wiling to give back damage so as to maintain there dps?
An ar users are a bit thick sometimes, they never move furthef than a meter! !
3 steps to the right jump to the left everytime, watch they all do it!! |
Monkey MAC
killer taxi company General Tso's Alliance
28
|
Posted - 2013.08.28 11:51:00 -
[49] - Quote
pegasis prime wrote:As far as im aware no aoe wepon has an acctual dammage arc in this game . Fluxes do the same dammage at the epicenter of their expolosion as they do right at the edge as do all aoe wepons in this game.
Thats explained for fluxes in its description, designed to put the hurt on sheild tankers, the do exist on locus however, it has been both my saving grace and condemnation to doom!! |
Eldest Dragon
0uter.Heaven
87
|
Posted - 2013.08.28 11:51:00 -
[50] - Quote
Monkey MAC wrote:Eldest Dragon wrote:Monkey MAC wrote: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. Nooo, nerfing damage might, the rof wont unless they over do it. Currently it assaults people in assault suits with ar's on open ground and it needs to be fixed. The ROF is already one a second, how much more would increase it by? Would you be wiling to give back damage so as to maintain there dps? An ar users are a bit thick sometimes, they never move furthef than a meter! ! 3 steps to the right jump to the left everytime, watch they all do it!!
lol, thats funny bro have to admit, and yes I would. Increase damage nerf rof. I would have to agree with that. |
|
Cody Sietz
Bullet Cluster
816
|
Posted - 2013.08.28 12:06:00 -
[51] - Quote
Monkey MAC wrote: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 out, and MD users will equip the gallente shotgun pistol when released specically to fudge over anyone who dares rush an area denial weapon!! This seems like the best way to balance it. The round has to fly a few meters before it explodes. The breach should stay as it is and fire in cqc.
I can't be mad if someone switches to a sidearm and kills me, if I can't kill you with my shotgun before you SMG/pistol/whatever comes out I deserve to die. |
KingBabar
Ancient Exiles
1097
|
Posted - 2013.08.28 12:08:00 -
[52] - Quote
Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone,
Off course we all move all the time, the main difference is that all the direct weapons get less accurate the more you move, the MD doesn't.
Go check the leaderboards, I'm at 65-75th place, go check that stat vs your own and then come here and tell me if I'm decent enough.
And explain to me this: Why is it that so many of the top players in Dust can come form spending 3-4 M skillpoints on the AR to merely unlocking the MD and still dominate with it? I have yet to meet a single SKILLED player, at least that I've played with, that defends it in its current state.
When we get a fix to aiming and hit detection we'll see how things change. |
Monkey MAC
killer taxi company General Tso's Alliance
30
|
Posted - 2013.08.28 12:08:00 -
[53] - Quote
Eldest Dragon wrote:Monkey MAC wrote:Eldest Dragon wrote:Monkey MAC wrote: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. Nooo, nerfing damage might, the rof wont unless they over do it. Currently it assaults people in assault suits with ar's on open ground and it needs to be fixed. The ROF is already one a second, how much more would increase it by? Would you be wiling to give back damage so as to maintain there dps? An ar users are a bit thick sometimes, they never move furthef than a meter! ! 3 steps to the right jump to the left everytime, watch they all do it!! lol, thats funny bro have to admit, and yes I would. Increase damage nerf rof. I would have to agree with that.
Then maybe just maybe it would be acceptable however to get them close to the current point would be a rather difficult task!! |
Monkey MAC
killer taxi company General Tso's Alliance
30
|
Posted - 2013.08.28 12:19:00 -
[54] - Quote
KingBabar wrote:Monkey MAC wrote:KingBabar wrote:I got totally stomped by a proto Freedom MD in yesterdays CBs.
The thing is that he can bunny hop, strafe like a madman and still hit me no problem, same as I can when I use my MD.
For me to track him with my Duvolle with the customary drop in framerate and hit detection was close to impossible. I had a moment where I went through 3 entire Duvolle clips at 10-15 M distance and I barely scratched his shields.
If he was using any other weapon in the game than the MD, he wouldn't stand a chance OF hitting me enough to take me out the way he moved.
The traditional dilemma in any FPS is that the more you move, the more bullets will you dodge and stay alive longer. This however, comes at the cost of your own accuracy being diminshed severely, and it will take you longer to kill your opponent the more you move.
This however is not the case with the MD, you are free to move like speedy Gonzales on crack, and still land shot after shot hitting your enemy.
MD = EZ mode.
No matter what you say, you are all deluding yourself , any good FPS player can pick up a MD with very little skill invested and dominate CQC gameplay.
NOT WORKING AS INTENDED. No you are deluding yourself, if someone with a mass driver were to stand still he wouldn't stand a chance the militia ar has 3 times the dps, if you are engaging him at less than 20m this is md ideal situation, even more so if in a corridor. Try moving backwards while shooting you may notice some people will miss you!! If the md user isnt allowed to dodge than why do ar users do it. stop deluding yourself that your a decent fps player, because your story you can't aim, youll be getting aim assist soon and that'll just make ar users clairvoyant! I never said it takes skil to use, it takes skil to truly master, to take it out of its comfort zone, Off course we all move all the time, the main difference is that all the direct weapons get less accurate the more you move, the MD doesn't. Go check the leaderboards, I'm at 65-75th place, go check that stat vs your own and then come here and tell me if I'm decent enough. And explain to me this: Why is it that so many of the top players in Dust can come form spending 3-4 M skillpoints on the AR to merely unlocking the MD and still dominate with it? I have yet to meet a single SKILLED player, at least that I've played with, that defends it in its current state. When we get a fix to aiming and hit detection we'll see how things change.
Please I dont give a Monkeys about leaderboards (see what I did there) mine is low because I came out of the academy bright eyed and bushy tailed only be stomped by people with twice my health, no they dont defend it because god forbid any weapon other than ar could possibly kill them!
Why because the majority of maps and sockets involve ranges less than 20m that's why!! And yesn1.4 will show the true problems, like the fact the ar is far too effective!!
If its so easy to use, then use it, get to the very top of the leaderboard if your are as good as you believe you are, hell in that example you gave why didnt you throw a grenade? The md user obviously had as bad an aim as you, or you would have been dead! (Or are you jacked up on extenders and plates?)
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Monkey MAC
killer taxi company General Tso's Alliance
30
|
Posted - 2013.08.28 12:24:00 -
[55] - Quote
Cody Sietz wrote:Monkey MAC wrote: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 out, and MD users will equip the gallente shotgun pistol when released specically to fudge over anyone who dares rush an area denial weapon!! This seems like the best way to balance it. The round has to fly a few meters before it explodes. The breach should stay as it is and fire in cqc. I can't be mad if someone switches to a sidearm and kills me, if I can't kill you with my shotgun before you SMG/pistol/whatever comes out I deserve to die.
It is and it isn't adding an arming distance would encourage rushing the user defeating the purpose of the weapon, plus the user can no longer be hurt by there own splash, so when you get to the dead zone, it'll be used like a slug firing shotgun, more complaints more delusions about no skill etc etc, then people wont want the round to physically appear until after the arming distance, its not the death of the md but you can see it from here!! |
Meeko Fent
Seituoda Taskforce Command Caldari State
727
|
Posted - 2013.08.28 12:31:00 -
[56] - 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 ) ROF?
The damn thing shoots at 60 RPM...1 shot a second. |
Scheneighnay McBob
Bojo's School of the Trades
3158
|
Posted - 2013.08.28 12:33:00 -
[57] - 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. Not really used less as much as used smarter. Assaults will be worthless in CQC, and breach will dominate. All about impact damage. |
Monkey MAC
killer taxi company General Tso's Alliance
32
|
Posted - 2013.08.28 12:34:00 -
[58] - Quote
Meeko Fent wrote: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 ) ROF? The damn thing shoots at 60 RPM...1 shot a second.
At least is prepared to give back a little damage, considerably more reasonable than some of the ar try hards on other topics!! |
BAMM HAVOC
Carbon 7 CRONOS.
31
|
Posted - 2013.08.28 12:36:00 -
[59] - 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??
a mass driver at range is weak sauce , close up there is no stopping them heavies, brologi's and the ass class melt , so just fit an AR and take them from range no brainer, or if you really feel like pissing them of put a forge round through there heads upon high ( my FOTM ) they soon get the message |
Monkey MAC
killer taxi company General Tso's Alliance
32
|
Posted - 2013.08.28 12:37:00 -
[60] - Quote
Scheneighnay McBob wrote: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. Not really used less as much as used smarter. Assaults will be worthless in CQC, and breach will dominate. All about impact damage.
I don't use the assault, I don't need that kind of radius, but adding the arming distance on the breach and standard will just mean people will use it at point blank range without any drawbacks!! |
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