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Spectre-M
The Generals EoN.
58
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Posted - 2013.10.14 20:16:00 -
[31] - Quote
The MD in this game is so different from any other. Take TF2 for example; the grenade launcher in that game had a timer on it. The only time the projectile would contact explode was on a direct hit, making it a true skill weapon. It also damaged the user if detonated too close in CQC. It rewarded you for good aim and also allowed the user to place shots at doorways to make the enemy think twice while also delivering near lethal damage. Not to mention you could bounce them off walls and around corners. Truly area denial and skill to use it without spamming.
I love how people hated the fused nades because of their contact detonation(we only saw a rise in their usage because they were easy to fit. The hate came from the non cooking detonation). Yet a 6 shot clip fused nade launcher with a bigger radius is seen as underpowered.
The smoke affect would be nice and the camera shake. But when HD was off it made retaliation impossible. Blueberries have gotten smarter and more SP. I adapted to the MD, choosing to stay at distance while also not traveling along the lowest points in the city. Traffic is alot less on the ground as players are positioning themselves higher.
I've seen remotes and MDs as a great combo, herding with the MD to a nice stash of REs. Switch it up a bit. Not much else unless CCP changes the function to suit its "niche". |
NOAMIzzzzz
BIG BAD W0LVES
49
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Posted - 2013.10.14 20:40:00 -
[32] - Quote
it's still sooo easy it's fine. |
Omareth Nasadra
Qcgold
134
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Posted - 2013.10.14 21:08:00 -
[33] - Quote
i'm still doing good with it, hell i've even had a 34 kill game with it this week and i'm such a scrub, just bring back the smoke |
Ulme Mees
Eesti Leegion
27
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Posted - 2013.10.30 13:56:00 -
[34] - Quote
Yes the smoke, bring it back!
Breach MD is crap atm, sure contact hit is great dmg but splash dmg needs a buff on this beast.
Ammo pool maybe abit small but its not that bad with advanced suit and proto hives ;)
Other than that MD's are fine atm, just wait for the new weapons to come out and lets see what happens!
Fear is a disease!
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Sinboto Simmons
SVER True Blood Public Disorder.
1717
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Posted - 2013.10.30 13:58:00 -
[35] - Quote
I actually forgot about this.....
Sinboto - The True Blood Minja.
Forum Warrior level 1
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mikegunnz
The Solecism of Limitation
647
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Posted - 2013.10.30 14:31:00 -
[36] - Quote
MD is fine, but if anything, I'd actually make some changes to it. I'd give it an additional 20% direct dmg, but reduce 2 rounds. Make the weapon require some aim. I'll gladly reward the user for direct hits (20% direct dmg buff) but if your aim sucks, you don't get to miss with all your shots and still kill opponents. |
Sinboto Simmons
SVER True Blood Public Disorder.
1718
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Posted - 2013.10.30 14:35:00 -
[37] - Quote
mikegunnz wrote:MD is fine, but if anything, I'd actually make some changes to it. I'd give it an additional 20% direct dmg, but reduce 2 rounds. Make the weapon require some aim. I'll gladly reward the user for direct hits (20% direct dmg buff) but if your aim sucks, you don't get to miss with all your shots and still kill opponents. For the love of....
Trying to make the MD a suppresive weapon not a killing weapon, not only that but do you realize how dificult it is to land every shot directly?
Sinboto - The True Blood Minja.
Forum Warrior level 1
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Doc Noah
Algintal Core Gallente Federation
790
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Posted - 2013.10.30 14:42:00 -
[38] - Quote
I still get 2-3 shotted by freedom MDs, throw in a flux and you'll drop a proto hybrid just as fast. You got to be kidding me about that buff. |
Sinboto Simmons
SVER True Blood Public Disorder.
1718
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Posted - 2013.10.30 14:44:00 -
[39] - Quote
Doc Noah wrote:I still get 2-3 shotted by freedom MDs, throw in a flux and you'll drop a proto hybrid just as fast. You got to be kidding me about that buff. Depends on the target, and if they have the BS known as damage mods.
Sinboto - The True Blood Minja.
Forum Warrior level 1
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mikegunnz
The Solecism of Limitation
647
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Posted - 2013.10.30 14:48:00 -
[40] - Quote
Sinboto Simmons wrote:mikegunnz wrote:MD is fine, but if anything, I'd actually make some changes to it. I'd give it an additional 20% direct dmg, but reduce 2 rounds. Make the weapon require some aim. I'll gladly reward the user for direct hits (20% direct dmg buff) but if your aim sucks, you don't get to miss with all your shots and still kill opponents. For the love of.... Trying to make the MD a suppresive weapon not a killing weapon, not only that but do you realize how dificult it is to land every shot directly?
Yes I do, I've used the MD. It's actually not THAT hard. I agree there is an initial learning curve. It took me 3-4 matches to figure out how to use it. Then it became easy. As it stands right now, all you have to do is spam shots at ground near feet... you win. An avg 600hp victim can be killed by 1direct shot, and the rest can be misses. I can justify that if it were 400hp, not higher tanked suits. If you increase the dmg, and take away two rounds, those with good aim will still have NO problem killing players. (there are a number of good MDers that will agree) Those with bad aim who miss with most of their shots, will either die while reloading, or have to switch to a sidearm. This is how it is with most other weapons. Hey, I'd even be up for discussion on the size of direct dmg buff. Not happy with 20%? Give it 25%. Either way, it needs rounds reduced. |
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Sinboto Simmons
SVER True Blood Public Disorder.
1718
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Posted - 2013.10.30 14:57:00 -
[41] - Quote
mikegunnz wrote:Sinboto Simmons wrote:mikegunnz wrote:MD is fine, but if anything, I'd actually make some changes to it. I'd give it an additional 20% direct dmg, but reduce 2 rounds. Make the weapon require some aim. I'll gladly reward the user for direct hits (20% direct dmg buff) but if your aim sucks, you don't get to miss with all your shots and still kill opponents. For the love of.... Trying to make the MD a suppresive weapon not a killing weapon, not only that but do you realize how dificult it is to land every shot directly? Yes I do, I've used the MD. It's actually not THAT hard. I agree there is an initial learning curve. It took me 3-4 matches to figure out how to use it. Then it became easy. As it stands right now, all you have to do is spam shots at ground near feet... you win. An avg 600hp victim can be killed by 1direct shot, and the rest can be misses. I can justify that if it were 400hp, not higher tanked suits. If you increase the dmg, and take away two rounds, those with good aim will still have NO problem killing players. (there are a number of good MDers that will agree) Those with bad aim who miss with most of their shots, will either die while reloading, or have to switch to a sidearm. This is how it is with most other weapons. Hey, I'd even be up for discussion on the size of direct dmg buff. Not happy with 20%? Give it 25%. Either way, it needs rounds reduced. It's not the damage or the fact that direct impact would be required I'm worried about, once again not trying to make it a killing weapon, it's the use at mid-long range (ala suppresive range) four rounds would require near constant reloads which is bad as it means you're sending the bare minimum amount of rounds out and not suppresing.
I'm all for a breach variant that has insane damage but in my opinion this shouldn't be the 'be all end all' for the mass driver.
Sinboto - The True Blood Minja.
Forum Warrior level 1
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Lanius Pulvis
Osmon Surveillance Caldari State
36
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Posted - 2013.10.30 15:30:00 -
[42] - Quote
Persoally I'd settle for 50% more carried ammo.
Not new, just new to you.
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Sinboto Simmons
SVER True Blood Public Disorder.
1730
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Posted - 2013.10.30 19:31:00 -
[43] - Quote
Lanius Pulvis wrote:Persoally I'd settle for 50% more carried ammo. now this I can agree with.
Sinboto - The True Blood Minja.
Forum Warrior level 1
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CharCharOdell
1402
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Posted - 2013.10.30 19:53:00 -
[44] - Quote
the smoke effect would lag up everything.
i think the MD is fine for what it is intended to do.
I wouldn't mind more extra ammo, though.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Knight Soiaire
Mercenaries of Sunlight
2885
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Posted - 2013.10.30 19:55:00 -
[45] - Quote
The Assault MD is the most annoying weapon in the history of DUST.
That is all.
Knight Soiaire's 40mil ISK Raffle!
Mercenaries of Sunlight!
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
138
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Posted - 2013.10.30 19:55:00 -
[46] - Quote
The MD was considered by many to be overpowered before, but now not so much. Ask yourself what changed;
- The MD is the same as before
- The armor buff didn't change things much because MD get 130% dmg to them.
- Extremely accurate automatic weapons became amazing
The hit detection fixes showed how having an extremely accurate weapon that fires 700+ RPM with a tiny grouping is a good bit overpowered. This should be your concern as its ramifications are plentiful;
- Less weapon diversity (obvious choice is obvious)
- Lower time-to-kill
- All non-accurate-automatic weapons seemingly under-powered
- Higher BPO usage
There is your answer |
Vyzion Eyri
The Southern Legion The Umbra Combine
1636
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Posted - 2013.10.30 20:03:00 -
[47] - Quote
Only reason I don't use MDs often is because I feel guilty kill stealing all the time and also because it's still pretty damn good. Flux MD combo is still devastating. Rather than change it now I agree with those guys before on adding different ammo types. Remove breach and assault variants, introduce wider splash or higher direct damage ammunition.
Then implement variants like (as suggested previously) a charge variant of the MD, or a 2 round burst variant. That is, MD variants should have different firing mechanics, and damage/splash should be determined by the ammunition used at the time. That'll make the weapon unique enough to shine in certain roles that people will fear it whilst not making it too mainstream by simply increasing ammo capacity or giving it more splash.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Spycrab Potato
Hold-Your-Fire
544
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Posted - 2013.10.30 20:46:00 -
[48] - Quote
The Mass Driver holds a special place in my gaming heart. It was the first weapon I went proto in, and it was the first weapon I mastered. It is still my favorite weapon. The trick is to travel with packs. You can provide a lot of suppression to the enemy and can keep people out. The Mass Driver is basically my way of saying "Hey you, YEAH YOU. GTFO OUT OF MY TERRITORY. SERIOUSLY BRO. LEAVE. Or die, that works too." |
Cosgar
ParagonX
6866
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Posted - 2013.10.30 22:23:00 -
[49] - Quote
I'd say we need to get automatic weapons in general rebalanced before we touch the MD. We don't want a repeat of 1.2-1.3 and I sure as hell don't want to go through 1.0 again. Everyone is brick tanking more just to survive that extra AR DPS, and the buff to armor threw balance off a little bit as well. I'd say buff damage a bit, but what we need is to make its designed purpose stronger- pissing people off. Add more of a smoke effect, maybe not a thick and obscuring as Chromosome, but there should be a lingering cloud to disorient people and stop them from advancing. That's something that's been missing for months. You fire a grenade at someone and 9/10 they're going to shoot back at you instead of trying to get away.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Jadu Wen
Xer Cloud Consortium
30
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Posted - 2013.10.30 22:29:00 -
[50] - Quote
I like the idea of MDs being used to create smoke screens. Maybe if we could determine various exotic ammo ratios on our loadouts. For example I would like to have 30% of my ammo capacity dedicated to smoke shots, 10% to sticky shots, and the remainder to normal MD ammo.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
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Justin Tymes
Dem Durrty Boyz Public Disorder.
467
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Posted - 2013.10.30 22:37:00 -
[51] - Quote
Vyzion Eyri wrote:Only reason I don't use MDs often is because I feel guilty kill stealing all the time and also because it's still pretty damn good. Flux MD combo is still devastating. Rather than change it now I agree with those guys before on adding different ammo types. Remove breach and assault variants, introduce wider splash or higher direct damage ammunition.
Then implement variants like (as suggested previously) a charge variant of the MD, or a 2 round burst variant. That is, MD variants should have different firing mechanics, and damage/splash should be determined by the ammunition used at the time. That'll make the weapon unique enough to shine in certain roles that people will fear it whilst not making it too mainstream by simply increasing ammo capacity or giving it more splash.
Actually I'm starting to see that Flux Nades are mediocre with the MD outside of Anti-vehicle purposes. Especially with the Logi suit.
The problem is that Flux Nades aren't doing anything on their own. You're still dependent on your main weapon. I'm having much better success with Lotus Nades because it allows you to pressure elevated targets. They're much better against Heavies, and the ability to end a match before it begins is amazing when you don't have a side-arm. They put fear into alot of people, forcing them to dodge. If combined with REs, you should be able to escape most CQC situations if things aren't going your way, because of the time it takes for your opponent to avoid them. |
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