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Sinboto Simmons
SVER True Blood Public Disorder.
1419
|
Posted - 2013.10.14 13:48:00 -
[1] - Quote
So we all know the Mass driver has fallen in this build due to the power of automatic weapons, and many MANY nerfs, so I'm gonna make a thread in F&R about making the MD a suppresion weapon again because as a role spacific weapon it should do extramly well in it's class (like the scrambler rifle for example it's ment to kill things at mid range and that's what it dose, very well I may add) before that though I'm asking yall for ideas on how to do so, I belive that there are 4 ways for a weapon to be good enough to suppress:
Power: With overwelming power comes fear the almighty sniper fits here , and the LR kinda, if you do so much damage you make immortals do the zigzag dance of survival you're able to put fear into them and make them think twice about advancing.
Obscuring: The MD used to have a smoke effect that stayed for around for 60 seconds or so it was damn near imposible to see through annd added risk to moving through as you had no idea what was waiting for you.
Effects: The MD had as second effect, all explosions perhaps can't remember, it made your cam/aim shake if you were hit by it or it's splash this made a MD good for knocking the target's aim around and giving those you were supporting (or you) an advantage in the fight.
Ammo: A suppresive weapon should have lots of ammo to do it's job , see SR and LR, enough that a skilled user can hold down a position or harrass the hostile force for a leanghty amount of time, the MD currently lacks this, I keep seeing the argument that MD ammo is fine and the users should just carry a nanohive, I disagree with this: any and all support weapons should be able to do their jobs without them you shouldn't HAVE to run something to do your job it should be something that makes your job easier like a heavy using a logi to rep his armor the heavy shouldn't NEED the logi it should just increase his survivability.
Mind you not all of these fetures should be a part of the weapon at once as that would not be ballenced, I'm sure we remember the snipers/lrs/md of days long gone if the damage of the MD was increased for example there would be no need for an ammo increase ect ect.
anyway ideas comments and opinions down below please and thank you.
P.S: Feeling like crap so exuse the grammar/spelling. |
LT SHANKS
Amarr Templars Amarr Empire
675
|
Posted - 2013.10.14 13:52:00 -
[2] - Quote
Umm.. I think the MD is fine. I main the Boundless and EC-3 Assault variants on my MinLogi and they perform well as area denial and suppression weapons if fired from afar. |
Sinboto Simmons
SVER True Blood Public Disorder.
1419
|
Posted - 2013.10.14 14:13:00 -
[3] - Quote
LT SHANKS wrote:Umm.. I think the MD is fine. I main the Boundless and EC-3 Assault variants on my MinLogi and they perform well as area denial and suppression weapons if fired from afar. That's just the thing don't want it to be just fine want it to be good, to work in it's role better then any weapon outside of it's role, the assault variant is the only MD I would say could truly be called a suppresive weapon the 'standard' MD is a slaying weapon more then suppresive and I don't even know where to class the breach.(TROLOLOL weapon?)
I want the MD and every other suppresive weapon to have a distinct role and do well in that role so they can be invaluble to the team just like a good logi (that actually runs logi) or a forgegunner. |
Atiim
Living Like Larry Schwag
183
|
Posted - 2013.10.14 15:41:00 -
[4] - Quote
True area denial: Proto Assualt MD with proficency lvl 5. True area destruction: Freedom MD with Profecincy lvl. 5. LAV Killa/Super Troll: Proto Breach MD wit proficency lvl. 5
And throw in some complex dmg mods
Hmm. I may be banned soon as some would consider this a god mode cheat XD |
Justice Prevails
Tronhadar Free Guard Minmatar Republic
38
|
Posted - 2013.10.14 15:48:00 -
[5] - Quote
Md users in cities still give me a lot of grief. So I don't want it to have more power(but will htfu if it happens). Don't really know if it needs more ammo, never used it, just hate going against it:)
I like the boom effect and smoke ideas because of what they would add to the feel of the game.
The smoke might not be as effective because of the rise of the active scanner, but should be viable some of the time. |
Atiim
Living Like Larry Schwag
184
|
Posted - 2013.10.14 15:50:00 -
[6] - Quote
Justice Prevails wrote:Md users in cities still give me a lot of grief. So I don't want it to have more power(but will htfu if it happens). Don't really know if it needs more ammo, never used it, just hate going against it:)
I like the boom effect and smoke ideas because of what they would add to the feel of the game.
The smoke might not be as effective because of the rise of the active scanner, but should be viable some of the time. Well since they increase the HP from armor plates, then yeah MDs do need a slight buff.
As for ammo, MDs practically require to run hives or be in a squad with a logi running one. |
Justice Prevails
Tronhadar Free Guard Minmatar Republic
38
|
Posted - 2013.10.14 16:09:00 -
[7] - Quote
Atiim wrote:Justice Prevails wrote:Md users in cities still give me a lot of grief. So I don't want it to have more power(but will htfu if it happens). Don't really know if it needs more ammo, never used it, just hate going against it:)
I like the boom effect and smoke ideas because of what they would add to the feel of the game.
The smoke might not be as effective because of the rise of the active scanner, but should be viable some of the time. Well since they increase the HP from armor plates, then yeah MDs do need a slight buff. As for ammo, MDs practically require to run hives or be in a squad with a logi running one.
See what your saying. Then my only request, if they give it a buff, is that the splash damage hurts the user enough that he can't use it without killing himself once the opponent closes in on him. I know that is how they're supposed to work, but sometimes it seems like that it doesn' t happen. |
Mordecai Sanguine
What The French CRONOS.
27
|
Posted - 2013.10.14 16:23:00 -
[8] - Quote
I'm a Mass driver user.
Actually i found it fine (I'm a Master Level 4) about damage (maybe a little more on direct hits would be nice to Reward skill shot without penalizing splash shot). It's not to powerful because shots are really f*cking slow. The Rof is bad (The assault version shoots faster but shoots paper so......).
So actually i found it great BUT.
The main problem is than without aiming correctly we can't see the ennemy's life. The MD is a weapon that we don't aim SO we don't see the ennemy life and we don't know if his shield is here or not so we can't do anything...... So we can't actually shoot a guy without trying to see his Hp during 3sec while he's shooting us. There's the same problem with Reaparators we can't see (as a logi) when the allies need a repairs that's fucki*g annoying.
So actually the stats of the MD is fine (Maybe more damage on directs like 40hp would be great). But with the new system of HUD it became hard to make something..... Because to see ennemy's life we must shoot (and lose) one shot in his shield to see if we must shoot with flux or scrambler pistol before using MD. And when a mag is 6 a single shot loss is really annoying.
|
1st Lieutenant Tiberius
0uter.Heaven
236
|
Posted - 2013.10.14 16:38:00 -
[9] - Quote
Keep or slightly adjust damage for the different variants
Add smoke effect back in, yeah you can see chevrons but you cant see the head or body and it will still disrupt aim
Add minimum carry distance before grenades are primed and ready to explode (making it unviable for extreme CQC engagements. <-- this is the important aspect that needs to be implemented, the MD should be as specialized as the LR, powerful in its optimum and **** poor anywhere away from it
Perhaps then there will be more skill put into MD kills and not just jumping and shooting down |
Lance 2ballzStrong
SyNergy Gaming EoN.
4025
|
Posted - 2013.10.14 16:41:00 -
[10] - Quote
Funny thing is, the MD is the same exact way as it was when it became FoTM. Only reason things changed back to the AR being FoTM was that aiming was fixed...or rather AA was cranked up. So while people tried to noobtube their way to kills, they were mowed down in a heartbeat thanks to aiming.
As a weapon, the MD is fine. Comparing it to other weapons and how effective those weapons are, is your mistake. It's still good at wildly shooting walls and around people to get kills. Splash dmg is still broken and the effect against armor is still good. Maybe you should do like heavies and camp certain areas of the map now. |
|
Atiim
Living Like Larry Schwag
186
|
Posted - 2013.10.14 16:47:00 -
[11] - Quote
Mordecai Sanguine wrote:I'm a Mass driver user.
Actually i found it fine (I'm a Master Level 4) about damage (maybe a little more on direct hits would be nice to Reward skill shot without penalizing splash shot). It's not to powerful because shots are really f*cking slow. The Rof is bad (The assault version shoots faster but shoots paper so......).
So actually i found it great BUT.
The main problem is than without aiming correctly we can't see the ennemy's life. The MD is a weapon that we don't aim SO we don't see the ennemy life and we don't know if his shield is here or not so we can't do anything...... So we can't actually shoot a guy without trying to see his Hp during 3sec while he's shooting us. There's the same problem with Reaparators we can't see (as a logi) when the allies need a repairs that's fucki*g annoying.
So actually the stats of the MD is fine (Maybe more damage on directs like 40hp would be great). But with the new system of HUD it became hard to make something..... Because to see ennemy's life we must shoot (and lose) one shot in his shield to see if we must shoot with flux or scrambler pistol before using MD. And when a mag is 6 a single shot loss is really annoying.
Yeah that is a problem with MDs. But as long as I know i'm damaging the target, i'll keep firing. |
Atiim
Living Like Larry Schwag
186
|
Posted - 2013.10.14 16:48:00 -
[12] - Quote
Lance 2ballzStrong wrote:Funny thing is, the MD is the same exact way as it was when it became FoTM. Only reason things changed back to the AR being FoTM was that aiming was fixed...or rather AA was cranked up. So while people tried to noobtube their way to kills, they were mowed down in a heartbeat thanks to aiming.
As a weapon, the MD is fine. Comparing it to other weapons and how effective those weapons are, is your mistake. It's still good at wildly shooting walls and around people to get kills. Splash dmg is still broken and the effect against armor is still good. Maybe you should do like heavies and camp certain areas of the map now. Splash damge isn't broken. Most of us just upgrade our splash damage. |
1st Lieutenant Tiberius
0uter.Heaven
236
|
Posted - 2013.10.14 16:49:00 -
[13] - Quote
Lance 2ballzStrong wrote:Funny thing is, the MD is the same exact way as it was when it became FoTM. Only reason things changed back to the AR being FoTM was that aiming was fixed...or rather AA was cranked up. So while people tried to noobtube their way to kills, they were mowed down in a heartbeat thanks to aiming.
As a weapon, the MD is fine. Comparing it to other weapons and how effective those weapons are, is your mistake. It's still good at wildly shooting walls and around people to get kills. Splash dmg is still broken and the effect against armor is still good. Maybe you should do like heavies and camp certain areas of the map now.
This is actually an interesting point, i remember when heavies hated the thought of camping an objective but now it is in fact quite a valuable and effective strategy. Theres nothing like rushing to an onjective only to take a boundless to the face.
Back on topic, yes MDs are fine and actually quite useful we just now have to balance it and sadly it probably eont go so much to the "buff" direction since explosions are stupidly spammed already |
Bishop Harcourt
K-A-O-S theory
6
|
Posted - 2013.10.14 17:09:00 -
[14] - Quote
I would rock the **** out of a Flux MD variant |
trraacx
DUST University Ivy League
3
|
Posted - 2013.10.14 17:20:00 -
[15] - Quote
Better aiming would be great. It is hard to imagine that with the tech of this game that they wouldn't have figured out how to compensate for distance.
Mordecai Sanguine wrote:I'm a Mass driver user.
Actually i found it fine (I'm a Master Level 4) about damage (maybe a little more on direct hits would be nice to Reward skill shot without penalizing splash shot). It's not to powerful because shots are really f*cking slow. The Rof is bad (The assault version shoots faster but shoots paper so......).
So actually i found it great BUT.
The main problem is than without aiming correctly we can't see the ennemy's life. The MD is a weapon that we don't aim SO we don't see the ennemy life and we don't know if his shield is here or not so we can't do anything...... So we can't actually shoot a guy without trying to see his Hp during 3sec while he's shooting us. There's the same problem with Reaparators we can't see (as a logi) when the allies need a repairs that's fucki*g annoying.
So actually the stats of the MD is fine (Maybe more damage on directs like 40hp would be great). But with the new system of HUD it became hard to make something..... Because to see ennemy's life we must shoot (and lose) one shot in his shield to see if we must shoot with flux or scrambler pistol before using MD. And when a mag is 6 a single shot loss is really annoying.
|
trollface dot jpg
The Bacon Corporation
107
|
Posted - 2013.10.14 17:31:00 -
[16] - Quote
Sinboto Simmons wrote:So we all know the Mass driver has fallen in this build due to the power of automatic weapons, and many MANY nerfs
~various nonsense~
anyway ideas comments and opinions down below please and thank you.
Yes, 2 comments.
1. MD's are UP? Are you f'n nuts? You do realize that MD's are dominating PC for a reason correct? 2 proto assault MD's can keep a whole team off an objective by themselves as long as their ammo supply doesn't run out, especially in close quarter areas like in the city area of the Gallente research facility.
2. Hell yes they should be put back as suppression weapons. The old low damage versions that obscured your vision with a big cloud of smoke and threw off your aim were AWESOME. They were there for support instead of for kill farming.
That is all. |
Kaven Hellsing
Ametat Security Amarr Empire
1
|
Posted - 2013.10.14 17:45:00 -
[17] - Quote
My idea for a new Weapon |
Lance 2ballzStrong
SyNergy Gaming EoN.
4025
|
Posted - 2013.10.14 17:49:00 -
[18] - Quote
Atiim wrote:Lance 2ballzStrong wrote:Funny thing is, the MD is the same exact way as it was when it became FoTM. Only reason things changed back to the AR being FoTM was that aiming was fixed...or rather AA was cranked up. So while people tried to noobtube their way to kills, they were mowed down in a heartbeat thanks to aiming.
As a weapon, the MD is fine. Comparing it to other weapons and how effective those weapons are, is your mistake. It's still good at wildly shooting walls and around people to get kills. Splash dmg is still broken and the effect against armor is still good. Maybe you should do like heavies and camp certain areas of the map now. Splash damge isn't broken. Most of us just upgrade our splash damage.
I'm sorry but splash dmg is broken in this game. How could the dmg be the same throughout the diameter? Even at the edge the dmg is the same as it would be in the center. Explosions in this game in general is broken, not to mention the added dmg % against armor.
There should be dmg drop off the further away from the point of explosion... but lol @ logic and balance in this game. |
low genius
The Sound Of Freedom Renegade Alliance
690
|
Posted - 2013.10.14 17:50:00 -
[19] - Quote
mass driver is pretty good where it's at. |
Rynoceros
Rise Of Old Dudes
982
|
Posted - 2013.10.14 18:05:00 -
[20] - Quote
A little more ammo would be nice. Maybe another clip's worth...?
I want a different variant, kinda like a charged shot. Hold the charge and the projectile comes out faster with less lob and less range. Same damage, same splash as the current versions. A little more like a missile than a grenade. |
|
Cosgar
ParagonX
6008
|
Posted - 2013.10.14 18:08:00 -
[21] - Quote
I've been using the MD since it was buffed in Chrome, nerfed to hell in Uprisng 1.0 and brought back to its semi-glory in 1.2. The curent TTK we have in this game makes the MD useless in most of he cases were it should shine within its own niche. In the time it takes for your grenade to fire from an elevated position, someone with an automatic or even semi-auto weapon can gun you down before your grenade hits the ground. I've been in severa situations were this has happened and got the kill a second later. This CoD level TTK needs to be adjusted, or MD rounds need to travel faster. Adding the smoke effect back wouldn't hurt either.
And for future reference you can tell when the MD isn't fine when people aren't complaining about it. It's designed to make people rage for it's the bane of their existence. When you don't see at least 1 topic a week about the MD needing a nerf, something is wrong. |
Mortedeamor
Internal Rebellion
446
|
Posted - 2013.10.14 18:08:00 -
[22] - Quote
massdriver is as useful and powerful as ever in its own situation if used properly i have no idea what your talking about it has fallen off pfft |
Cyrius Li-Moody
The New Age Outlaws
1263
|
Posted - 2013.10.14 18:14:00 -
[23] - Quote
I just really want more ammo to the pool (not the clip) so I'm not dependent on hives. Also because I can't and don't run the MD as a main weapon anymore due to the TTK being insanely high with the weapon. It just doesn't compete at all with other weapons in head to head. Now a days I run it as a side arm and run my side arms as a main. |
Fire of Prometheus
DUST University Ivy League
1135
|
Posted - 2013.10.14 18:49:00 -
[24] - Quote
I want to see MD have "swap-able" ammo.
So you could fire of a clip of smoke rounds (that do minimal damage) and then reload with regular rounds and just pound out the reds. |
Skihids
Bullet Cluster
2272
|
Posted - 2013.10.14 19:02:00 -
[25] - Quote
Fire of Prometheus wrote:I want to see MD have "swap-able" ammo.
So you could fire of a clip of smoke rounds (that do minimal damage) and then reload with regular rounds and just pound out the reds.
This would be fantastic. I would love to be able to be able to choose between smoke, explosive, and flux. It wouldn't be OP as it takes so long to swap magazines.
This would add tactical options to the battle, something this game really needs. |
Fire of Prometheus
DUST University Ivy League
1136
|
Posted - 2013.10.14 19:12:00 -
[26] - Quote
Skihids wrote:Fire of Prometheus wrote:I want to see MD have "swap-able" ammo.
So you could fire of a clip of smoke rounds (that do minimal damage) and then reload with regular rounds and just pound out the reds. This would be fantastic. I would love to be able to be able to choose between smoke, explosive, and flux. It wouldn't be OP as it takes so long to swap magazines. This would add tactical options to the battle, something this game really needs. Agreed, but not just for MD, even for other weapons, for example, different ammo for snipers.
Start shooting at a heavy with ammo that does more damage to shields and then once he's out of shield, swap ammo back to regular and off you go. |
Lance 2ballzStrong
SyNergy Gaming EoN.
4027
|
Posted - 2013.10.14 19:13:00 -
[27] - Quote
Skihids wrote:Fire of Prometheus wrote:I want to see MD have "swap-able" ammo.
So you could fire of a clip of smoke rounds (that do minimal damage) and then reload with regular rounds and just pound out the reds. This would be fantastic. I would love to be able to be able to choose between smoke, explosive, and flux. It wouldn't be OP as it takes so long to swap magazines. This would add tactical options to the battle, something this game really needs.
Tactical? You're talking about a 1 man army set up here. Regardless of how long it takes to change magazines. The role of an MD user makes time irrelevant, because chances are he's on high ground camping an objective.
This is a terrible idea.
|
Nocturnal Soul
Immortal Retribution
802
|
Posted - 2013.10.14 19:13:00 -
[28] - Quote
Hell no not after what I went through with the MD+CaldariFTW shield tankers to hell with any buff or changes to the MD and yes IM BUTT HURT LIKE A MOTHER ******! |
Lanius Pulvis
Osmon Surveillance Caldari State
17
|
Posted - 2013.10.14 19:27:00 -
[29] - Quote
I've seen the MD used as a precision, high-damage weapon in the right hands, but I do think a 10-15% splash damage buff is in order, perhaps this should be within the first half of the radius. If they applied some better physics to all splash damage this wouldn't be necessary, i.e. confined spaces direct explosions creating more damage. |
Quill Killian
Better Hide R Die
267
|
Posted - 2013.10.14 19:53:00 -
[30] - Quote
Nocturnal Soul wrote:Hell no not after what I went through with the MD+CaldariFTW shield tankers to hell with any buff or changes to the MD and yes IM BUTT HURT LIKE A MOTHER ******!
Aww. Poor fellow. Here's a lollipop for you! |
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Spectre-M
The Generals EoN.
58
|
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
|
Posted - 2013.10.14 20:40:00 -
[32] - Quote
it's still sooo easy it's fine. |
Omareth Nasadra
Qcgold
134
|
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
|
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!
|
Sinboto Simmons
SVER True Blood Public Disorder.
1717
|
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
|
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
|
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
|
Doc Noah
Algintal Core Gallente Federation
790
|
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
|
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
|
mikegunnz
The Solecism of Limitation
647
|
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
|
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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