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Victor Moody Stahl
Amarr Templars Amarr Empire
102
|
Posted - 2014.11.10 05:56:00 -
[121] - Quote
So apparently somebody reported me for "trolling" when I was quite plainly pointing out that:
1. His maths are, at best, incomplete. The two examples he has given are biased to support his position, as he uses the definitive shield-tanked sentinel suit (Caldari Sentinel ck.0) as the MD target, and then an AmSent ak.0 as the ACR target.
2. The MD is a support weapon, and should not be usable as a general-purpose slayer weapon.
3. The MD is absolute murder to armor-tanked medframes and scouts in general- a fact which he has continued to ignore.
4. That another poster's point about MD scourges is that the MD will become the ultimate omni-gun of DUST (all hail Masshole 514!) if the sentinel splash resist bonus is removed.
But hey, hiding behind the mods? That's pretty classy too. /sips distilled tears of KA24DERT
EDIT: after reviewing your fixes of math, I really don't see what the big deal about the TTK difference is. So a MD takes about 3 times longer to kill a dedicated shield suit than the ACR takes to kill a dedicated armor suit?
Yeah, when you try to compare those particular instances to prove your position, that's called bias, as in, the opposite of being objective.
Buff Logis | Nerf Scouts
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Justin Tymes
Dem Durrty Boyz General Tso's Alliance
766
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Posted - 2014.11.10 06:30:00 -
[122] - Quote
Victor Moody Stahl wrote:So apparently somebody reported me for "trolling" when I was quite plainly pointing out that:
1. His maths are, at best, incomplete. The two examples he has given are biased to support his position, as he uses the definitive shield-tanked sentinel suit (Caldari Sentinel ck.0) as the MD target, and then an AmSent ak.0 as the ACR target.
2. The MD is a support weapon, and should not be usable as a general-purpose slayer weapon.
3. The MD is absolute murder to armor-tanked medframes and scouts in general- a fact which he has continued to ignore.
4. That another poster's point about MD scourges is that the MD will become the ultimate omni-gun of DUST (all hail Masshole 514!) if the sentinel splash resist bonus is removed.
But hey, hiding behind the mods? That's pretty classy too. /still sipping the distilled tears of KA24DERT
EDIT: after reviewing your fixes of math, I really don't see what the big deal about the TTK difference is. So a MD takes about 3 times longer to kill a dedicated shield suit than the ACR takes to kill a dedicated armor suit?
Yeah, when you try to compare those particular instances to prove your position, that's called bias, as in, the opposite of being objective.
If it was so good it would be the go-to PC weapon in the game, since it's pretty much Armor tank and max HP. Unfortuantely it's not even seeing use in pubs, and for good reason. No one wants to hear that "support weapon" bullshit when you can kill everything with a standard Rifle with far less optimal management. Just look at the Flaylock which is suffering the same problem, it cant kill heavies in addition to it being a sub-optimal sidearm, so no one uses it. |
Victor Moody Stahl
Amarr Templars Amarr Empire
102
|
Posted - 2014.11.10 06:56:00 -
[123] - Quote
Once again, some people simply do not know how to read. So I'll break it down for you:
MD are currently in a pretty good spot; if you know what you're doing, you can be incredibly dangerous and exert insane control over an area by making it a case of "if you decide to walk around this spot, you will die". In spambush this is obviously of very limited use... but hey, that's spambush.
The issue comes with the idea that the MD should be a viable "slayer" weapon... and it shouldn't. Because if it was, then it ultimately outclasses the rifles in that role. It's happened before in DUST's history. Let's not let it happen again. Moreover, do keep in mind that the MD fulfills a very different role to the racial rifles.
Now to clarify (because you are dumb)- the MD is in a good spot right now. If the OP's stupid idea were to be put into the game, then the MD suddenly becomes the omni-weapon, the gun that can do it all. It can blap scouts, it can massacre armor medframes and severely impair the ability of shield medframes to be useful, and you can kill heavies with it. Season with AV grenades and you suddenly have a fit that laughs off nearly everything- and the things it can't lolblap you can at least hurt badly enough to make them decide "hmm, I think I'm going to BUGGER OFF RIGHT NOW".
That's the point that is being made. The MD, somewhat like the HMG, is balanced very nearly on a knife edge. Just a little bit in either direction sends it plummeting into the depths of brokenness- whether said brokenness is of the UP or OP variety doesn't end up being particularly relevant, merely the fact that said position is just the slightest nudge away from either extreme.
Which is a niche support weapon that is fantastically effective in skilled hands, since it does something that the racial rifles really can't do (that's area denial, BTW).
As for the Flaylock... if the chosen benchmark of performance is "can it kill a heavy", then I suggest that you're using the wrong benchmarks. Heavies are, by design, intended to be extremely difficult to kill. Unfortunately, this means they should never have been placed into a sustained CQC dominance role, so there's a lot of issues that end up stemming from that.
Breakin Stuff has an excellent proposal on how that happened, why it's bad, and what we should do to fix it.
Buff Logis | Nerf Scouts
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2133
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Posted - 2014.11.10 07:03:00 -
[124] - Quote
Victor Moody Stahl wrote:KA24DERT wrote:Since sentinels cannot avoid (whatever racial) rifle, they simply soak up the damage. That's cute that you think a sentinel can actually survive against a rifle user when out in the open. If this is a "CQB" related thing, then I'd argue there's more issue with the HMG being (stupidly) designed as a CQB dominance weapon than rifle effectiveness against heavies of any stripe. KA24DERT wrote:Since sentinels cannot avoid the shotgun, they simply soak up the damage. ........You're either delusional or stupid if you really believe that. KA24DERT wrote:What's that? those higher DPS weapons are only resisted by CERTAIN RACES of sentinel? And resisted by much less than the 25% against the LOW DPS mass driver?
Craziness. You generally picked bad examples, and moreover ignored the fact that the MD, much like the LR, is not a "slayer" weapon, but a "support" weapon. That's not to say that MD/LR user can't rack up the kills in rapid order and to great heights of murder-death-kill-ness, but rather that the intended role that the weapon is supposed to fulfill is much more complex than simply "kill stuff". Do keep in mind that MDs are pretty nearly instadeath for scouts (which is nice) and very deadly against medframes of all stripes (also nice)... so the fact that you lose "DPS" against heavies is pretty much working as intended. Due to the idiotic decision to chain heavies to CQB conditions, if you try to wander into that with a MD and duel a heavy... then you pretty much deserve to die. If, OTOH, you find a heavy in the open... you can outrun them, and you can outrange them, and the "ring around the rock" trick that can be used to try to get some amount of cover between yourself and your enemy no longer works, since you can pretty much punt the shells around and over said object that is being used as cover. If you can't kill a heavy in this case, then I'd say that the heavy is just hugging cover... in which case you basically have killed him, since he's stuck there and can be of no use to his team. Finally, DPS is a poor measure of performance to use with the MD, given that it has a high(-ish) alpha and also has a generally large-to-obscene amount of splash area. There's also the issue that back before heavies had a splash damage resist, it was quite common for somebody to run up, flux and then proceed to bunny hop around a heavy while killing them with MD splash. As someone who had to endure that... it was frustrating in the extreme because it was nearly impossible to fight back against and almost always resulted in my death. Even after the HP buff that heavies got (way back when the Amarr heavy was the only heavy), this is exactly the sort of thing that would happen... over, and over, and over again. Of course, that's without going into the very long period of time when locus grenades were instablap murderballs to heavies, given that a heavy is too slow to try and run away from a grenade... or run away at all really. There's also the slight issue that the bonus/tagging system simply wouldn't support the kind of granularity you seem to think it would. In layman's terms, this means that no, we cannot give a bonus that provides resists to only REs/grenades instead of the current splash damage bonus. Of course, given the history of MDs and heavies, right now I think I am going to just sit back and drink your tears as the fine vintage that they are. /sips wineglass of KA24DERT's tears Refreshing... very refreshing. You... I like you.
Proof that Rattati/CCP do listen to the playerbase.
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Justin Tymes
Dem Durrty Boyz General Tso's Alliance
766
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Posted - 2014.11.10 07:22:00 -
[125] - Quote
Victor Moody Stahl wrote:Once again, some people simply do not know how to read. So I'll break it down for you:
MD are currently in a pretty good spot; if you know what you're doing, you can be incredibly dangerous and exert insane control over an area by making it a case of "if you decide to walk around this spot, you will die". In spambush this is obviously of very limited use... but hey, that's spambush.
The issue comes with the idea that the MD should be a viable "slayer" weapon... and it shouldn't. Because if it was, then it ultimately outclasses the rifles in that role. It's happened before in DUST's history. Let's not let it happen again. Moreover, do keep in mind that the MD fulfills a very different role to the racial rifles.
Now to clarify (because you are dumb)- the MD is in a good spot right now. If the OP's stupid idea were to be put into the game, then the MD suddenly becomes the omni-weapon, the gun that can do it all. It can blap scouts, it can massacre armor medframes and severely impair the ability of shield medframes to be useful, and you can kill heavies with it. Season with AV grenades and you suddenly have a fit that laughs off nearly everything- and the things it can't lolblap you can at least hurt badly enough to make them decide "hmm, I think I'm going to BUGGER OFF RIGHT NOW".
That's the point that is being made. The MD, somewhat like the HMG, is balanced very nearly on a knife edge. Just a little bit in either direction sends it plummeting into the depths of brokenness- whether said brokenness is of the UP or OP variety doesn't end up being particularly relevant, merely the fact that said position is just the slightest nudge away from either extreme.
Which is a niche support weapon that is fantastically effective in skilled hands, since it does something that the racial rifles really can't do (that's area denial, BTW).
As for the Flaylock... if the chosen benchmark of performance is "can it kill a heavy", then I suggest that you're using the wrong benchmarks. Heavies are, by design, intended to be extremely difficult to kill. Unfortunately, this means they should never have been placed into a sustained CQC dominance role, so there's a lot of issues that end up stemming from that.
Breakin Stuff has an excellent proposal on how that happened, why it's bad, and what we should do to fix it.
Haven't we already been through this MD fear mongering? The bullshit has already been refuted. Day 1 of Aim Assist + hit confirm patch, and the MD was dropped like a hot potato, never to be used except by the dedicated, and it has stayed like that even with Aim Assist fixed. The MD hasn't received a single nerf, and this was long before the Heavy buff, and I don't recall any Heavy complaining about MDs then.
The problem was Aiming and not the MD. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4776
|
Posted - 2014.11.10 09:03:00 -
[126] - Quote
Restoration of MD utility is simple.
Reduce heavy spam. Regardless of whether Rattati uses his way (scorching the HMG with heat) or my method (eviction of heavies from CQC) the mass driver is fixed by default.
The problem isn't that heavies resist them. The problem is that there is always eight of the jackasses clustered where you need to attack.
If the sentinel stops being the go-to murder gumby then the MD becomes a useful support tool again that requires a sentinel to engage and shut down rather than a tool simply negated by the sheer NUMBER of leadbutt lardasses constantly on the field.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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KA24DERT
TeamPlayers Negative-Feedback
724
|
Posted - 2014.11.10 10:19:00 -
[127] - Quote
Our champion has cried FOUL! He demands a more even match, the Caldari Sentinel was too stacked.
Bring forth the Amarr Sentinel!
Sentinel ak.0, Brick Tank. 552.6 shield 1344 armor
vs
Commando mk.0, Freedom Mass Driver, two dmg mods Splash: 229.03 DPS (125.9665 with sentinel+shield resists)
LetGÇÖs go again!
5 shots till shields are gone.
Armor time. weGÇÖre at 1267 armor now.
DPS goes to 217.5785.
Pop! 1049.4215
reload 7.5 seconds
Pop! 820.3915
Pop! 602.813
Pop! 385.2345
Pop! 167.656
Pop! DEAD at 11.5!
Hmm, odd. Seems like the armor stacked Amarr Sntinel did just as well as he did against the shield stacked Caldari Sentinel.
Of note is that Combat Rifle took 3.2 seconds to kill the same ak.0, which has armor resists to the Combat Rifle.
Maybe 25% Sentinel resist to Mass Driver splash for both Shield and Armor is a bit much?
Maybe one of the lowest DPS weapons in the game should not be nerfed any more than it already is?
Who knows, itGÇÖs a giant mystery to many!
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Kaughst
Nyain San General Tso's Alliance
781
|
Posted - 2014.11.10 10:35:00 -
[128] - Quote
I wouldn't mind either way. The MD is due for a splash radius buff.
Don't think about that, think about all the money.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4776
|
Posted - 2014.11.10 10:35:00 -
[129] - Quote
Where the hell are you getting the idea that the mass driver was in line for a nerf?
And by the way. My EXO-5 does more than 175 splash, thanks.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
146
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Posted - 2014.11.10 23:14:00 -
[130] - Quote
Victor Moody Stahl wrote: Finally, DPS is a poor measure of performance to use with the MD, given that it has a high(-ish) alpha and also has a generally large-to-obscene amount of splash area.
Just noting that describing the MD as an alpha weapon is a bit of a gross simplification, since a RR user and I can open fire at the same time, and he can shoot me dead before my first round hits him. How about calling it a high Beta or Gamma weapon?
I agree that balancing the MD is tricky. However who is getting killed by MDs too often? Are MDs producing even 1/5th as many kills as shotguns? There is room for a tiny buff. Not jumping back on the buff/nerf rollercoaster, just something small, like increasing the base splash for the Exo5 from 4.0 to 4.2 or something similarly slight.
That might help me marginally increase my performance against scouts from horrible to just "disadvantaged." Heavies are easy to deal with, as an MD wielding logi, in comparison to scouts.
All the above is IMHO/experience of course. Better and worse players than me may have wildly different experiences.
The Dust/Eve Isk Exchange Thread
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Victor Moody Stahl
Amarr Templars Amarr Empire
103
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Posted - 2014.11.11 00:04:00 -
[131] - Quote
KA24DERT wrote:Our champion has cried FOUL! He demands a more even match, the Caldari Sentinel was too stacked.
Bring forth the Amarr Sentinel! *snips maths*
I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
MDs are not slayer weapons in the slightest, your desired change would bring them perilously close to that. I remember when MDs were one of the most brokenly powerful weapons in the game. It was not fun, and I will fight tooth, nail, and blade to see that it never happens again.
Justin Tymes wrote:Haven't we already been through this MD fear mongering? The bullshit has already been refuted. Day 1 of Aim Assist + hit confirm patch, and the MD was dropped like a hot potato, never to be used except by the dedicated, and it has stayed like that even with Aim Assist fixed. The MD hasn't received a single nerf, and this was long before the Heavy buff, and I don't recall any Heavy complaining about MDs then.
The problem was Aiming and not the MD.
My point is not that the MD is brokenly powerful right now. My point is that the MD has historically been a weapon that doesn't take much to make it either useless or the omniweapon. Considering that I endured the MD supremacy days after Uprising's release, I will fight to make sure that that never happens again.
I will, however, also fight to make sure that the MD is not nerfed from its current state, which is IMO if not perfect, nearly there.
Breakin Stuff wrote:Restoration of MD utility is simple.
Reduce heavy spam. Regardless of whether Rattati uses his way (scorching the HMG with heat) or my method (eviction of heavies from CQC) the mass driver is fixed by default.
The problem isn't that heavies resist them. The problem is that there is always eight of the jackasses clustered where you need to attack.
If the sentinel stops being the go-to murder gumby then the MD becomes a useful support tool again that requires a sentinel to engage and shut down rather than a tool simply negated by the sheer NUMBER of leadbutt lardasses constantly on the field.
I think that Breakin has hit upon the real crux of the issue; there are simply not enough medframes fighting over points to make the MD a desirable choice. Incidentally, this means that the issue isn't even stat related, it's a meta issue.
What I mean (for the dumb people... like the OP) is that the real issue at hand is that there are too many heavies fighting eyeball-to-eyeball over points, and not enough mediums doing the same. Due to various other factors in the sentinel suit's current intended role, this means that MDs are perceived as being bad.
Protip: MDs are pretty awesome. Any changes necessary have far more to do with what the Sentinel suit's role should be. I believe I mentioned that Breakin has a fantastic thread on the subject.
Gyn Wallace wrote:Just noting that describing the MD as an alpha weapon is a bit of a gross simplification, since a RR user and I can open fire at the same time, and he can shoot me dead before my first round hits him. How about calling it a high Beta or Gamma weapon? I agree that balancing the MD is tricky. However who is getting killed by MDs too often? Are MDs producing even 1/5th as many kills as shotguns? There is room for a tiny buff. Not jumping back on the buff/nerf rollercoaster, just something small, like increasing the base splash for the Exo5 from 4.0 to 4.2 or something similarly slight. That might help me marginally increase my performance against scouts from horrible to just "disadvantaged." Heavies are easy to deal with, as an MD wielding logi, in comparison to scouts. All the above is IMHO/experience of course. Better and worse players than me may have wildly different experiences.
Fair enough, it is grossly simplifying the MD's mechanics to describe it as such. However, it doesn't really change that the OP has a stupid idea and should feel bad about posting it.
In terms of MD capability... the only thing that has ever really bugged me is the whole thing about how the regular and Breach only hold six shots, when the ammo drum has eight cylinders. I tried to use the Assault version, and the blast radius is enormous and awesome... but the damage left something to be desired.
Kind of wish they'd just give the regular and Breach an extra two rounds of clip capacity, just to appease my OCD.
Buff Logis | Nerf Scouts
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KA24DERT
TeamPlayers Negative-Feedback
728
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Posted - 2014.11.11 00:38:00 -
[132] - Quote
Victor Moody Stahl wrote:
I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
If the MD is exploding armor mediums and 90% of scouts, then the Rifles are atomizing them, and then breaking those atoms down to subatomic particles.
And don't start with that "support weapon" nonsense. Mass Driver isn't a webber, damage enhancer, or any other type of status ailment. It's a weapon.
Mass Drivers are weak, empirically undeniably weak, and this 25% nerf should NOT apply to them. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14398
|
Posted - 2014.11.11 00:44:00 -
[133] - Quote
Are you attempting (pardon my ignorance too much thread) that only Massdriver explosive resistance should be exempt from this or that all explosive resistance should be removed from sentinels?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Kensai Dragon
DUST University Ivy League
62
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Posted - 2014.11.11 00:53:00 -
[134] - Quote
KA24DERT wrote:Victor Moody Stahl wrote:
I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
If the MD is exploding armor mediums and 90% of scouts, then the Rifles are atomizing them, and then breaking those atoms down to subatomic particles. And don't start with that "support weapon" nonsense. Mass Driver isn't a webber, damage enhancer, or any other type of status ailment. It's a weapon. Mass Drivers are weak, empirically undeniably weak, and this 25% nerf should NOT apply to them.
My rifle, regardless of how good my aim is, can only ever shoot one target at a time. |
KA24DERT
TeamPlayers Negative-Feedback
728
|
Posted - 2014.11.11 01:03:00 -
[135] - Quote
True Adamance wrote:Are you attempting (pardon my ignorance too much thread) that only Massdriver explosive resistance should be exempt from this or that all explosive resistance should be removed from sentinels?
Mass Driver should be exempt.
I think the RE and Grenade resistance is OK because they do 1750 and 600 splash damage.
But the Mass Driver does, at best, 229.03 splash damage. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14399
|
Posted - 2014.11.11 01:06:00 -
[136] - Quote
KA24DERT wrote:True Adamance wrote:Are you attempting (pardon my ignorance too much thread) that only Massdriver explosive resistance should be exempt from this or that all explosive resistance should be removed from sentinels?
Mass Driver should be exempt. I think the RE and Grenade resistance is OK because they do 1750 and 600 splash damage. But the Mass Driver does, at best, 229.03 splash damage.
I understand now.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Justin Tymes
Dem Durrty Boyz General Tso's Alliance
767
|
Posted - 2014.11.11 04:04:00 -
[137] - Quote
Kensai Dragon wrote:KA24DERT wrote:Victor Moody Stahl wrote:
I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
If the MD is exploding armor mediums and 90% of scouts, then the Rifles are atomizing them, and then breaking those atoms down to subatomic particles. And don't start with that "support weapon" nonsense. Mass Driver isn't a webber, damage enhancer, or any other type of status ailment. It's a weapon. Mass Drivers are weak, empirically undeniably weak, and this 25% nerf should NOT apply to them. My rifle, regardless of how good my aim is, can only ever shoot one target at a time.
Which is pretty meaningless when Rifles are downing up to 3 units faster than a MD could, especially if at least one of those units is a Heavy, which is standard conditions. Any more is a Merry Christmas scenario, since you are then facing bad players. And anything can kill bad players. |
Gyn Wallace
OSG Planetary Operations Covert Intervention
147
|
Posted - 2014.11.11 17:17:00 -
[138] - Quote
Victor Moody Stahl wrote:I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
I don't get that last bit at all. If the argument is that Sentinals should be the Achilles' heel of MD users, because the MD is so awesome at killing mediums and scouts, why do I have a wildly worse track record against scouts than against heavies? I don't think my gun game is completely terrible; I think I'm solidly mediocre as far as my gun game goes. Scouts wreck me. They can jump across the diameter of my splash. They can close so quickly, so stealthily, that getting in close where the MD is suicidally weak is easy for them. MD ammo is so restricted that most side arms can kill more enemies before running out of ammo; I can't just spray and pray MD rounds wherever there might be a scout. If I did, an enemy doesn't have to wait long before I'm out of ammo.
If the MD is supposed to be effective against Medium suits, the "wait and see" approach might work out just fine. I agree that if there were more mediums and fewer scouts on the field, a MD user's playtime would become a little less morbid. If the next couple of hotfixes improve mediums enough, I agree that there might not be any need for a MD buff.
The idea that the heavy is supposed to be the MD's weakness in a game of rock-paper-scissors, because MDs beat scouts, is just contrary to my experience with scouts. I'd LOVE to see some stats to place the MD's recent performance in perspective. I'd like to know whether my experience of having an easier time killing heavies than scouts is atypical.
The Dust/Eve Isk Exchange Thread
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Victor Moody Stahl
Amarr Templars Amarr Empire
104
|
Posted - 2014.11.12 00:18:00 -
[139] - Quote
Well, MD's aren't good against sneaky-bastard scouts who are speed tanked, because as you said, they tend to close very fast. However, light-assault scouts who abuse the lack of strafe inertia* get wrecked pretty hard because they can't outstrafe splash damage, and even when tanked out they tend the EXO-5 will still put a massive hurt on them.
People who use the scout as a light assault tend to be bricking their suits a little bit less, so they end up with less raw HP than an Assault. As such, the 140+ splash of a MD tends to hurt a lot for such a suit. I personally find that the MD is the best weapon a medframe can carry to fight scouts- there isn't as much precision aim involved and it's impossible to outstrafe splash damage.
Of course, my experience seems to (weirdly enough) be the opposite of yours- on the occasions I pull out the MD, I tend to fair worse against heavies (because my logi suit has paper for armor plating) and better against scouts... though only by a small degree, I admit. Most of my personal experience of MD AmLogi vs heavy tends to be that I just have difficulty popping out long enough to dump splash before I take a lot of damage... but that I feel has more to do with logi balance and the meta aspect of the current role of heavies than any hard number balance between MDs and heavies.
Finally, heavies just need to not be in CQC unless they're toting the Burst HMG, since it has legitimate weaknesses- particularly when faced with multiple enemies at the same time. Two people in short order can be handled, as long as you can get a 1v1 going; once it's 2v1 against the Burst HMG user though, it gets really hard.
*The lack of strafe inertia is what allows many scouts and some shield-medframe users to strafe side-to-side (or any other pattern) ridiculously fast. It's not actually any kind of KB/M "A-D A-D" stupidity, as is often wrongly supposed, but a lack of strafe inertia. Incidentally, strafe inertia would also mean that any complete about KB/M super-strafers is instantly nullified, since it would be impossible to instantly change direction as is often (wrongly) implied of KB/M users.
Buff Logis | Nerf Scouts
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KA24DERT
TeamPlayers Negative-Feedback
729
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Posted - 2014.11.13 01:30:00 -
[140] - Quote
Justin Tymes wrote:Kensai Dragon wrote:KA24DERT wrote:Victor Moody Stahl wrote:
I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts.
If the MD is exploding armor mediums and 90% of scouts, then the Rifles are atomizing them, and then breaking those atoms down to subatomic particles. And don't start with that "support weapon" nonsense. Mass Driver isn't a webber, damage enhancer, or any other type of status ailment. It's a weapon. Mass Drivers are weak, empirically undeniably weak, and this 25% nerf should NOT apply to them. My rifle, regardless of how good my aim is, can only ever shoot one target at a time. Which is pretty meaningless when Rifles are downing up to 3 units faster than a MD could, especially if at least one of those units is a Heavy, which is standard conditions. Any more is a Merry Christmas scenario, since you are then facing bad players. And anything can kill bad players. Actually even hitting 3 decent players at a time with the MD is pretty silly TBH.
Basically this.
And then as I mentioned earlier, once they wise up and start shooting, those 3 unit's combined damage output is will be close to 1000 DPS. |
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Bradric Banewolf
D3ATH CARD RUST415
445
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Posted - 2014.11.13 04:46:00 -
[141] - Quote
For those of you against removing the explosive damage resistance, against RE's, and against shotguns.... how exactly am I supposed to kill proto logi train again?...... I'll wait....?
In light and medium suits we can't simply uproot the logi train, especially in PC, with rail rifles?! The mass driver is OBVIOUSLY useless in the OP's example above where the militia rail rifle is actually more useful??? Wtf???
Proto mass driver from above should easily be the go to for dropping heavies entrenched in areas, but they have this crazy resistance. The OP suggested that the bonus does not apply to mass drivers while still applying to grenades and other explosive damage. Is that so bad??
If so I'm all ears for a solution to heavy spam other than shotguns, remotes, and..... well that's all I got currently?!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
445
|
Posted - 2014.11.13 05:01:00 -
[142] - Quote
The lack of strafe inertia is what allows many scouts and some shield-medframe users to strafe side-to-side (or any other pattern) ridiculously fast. It's not actually any kind of KB/M "A-D A-D" stupidity, as is often wrongly supposed, but a lack of strafe inertia. Incidentally, strafe inertia would also mean that any complete about KB/M super-strafers is instantly nullified, since it would be impossible to instantly change direction as is often (wrongly) implied of KB/M users.[/quote]
The lack of strafe inertia in conjunction with the functionality of kb/m. Tried it, and can easily see the difference. You can't do that with a ps3 controller. The kb/m has it's disadvantages, but strafing isn't one of them. Hands down the best strafe RS are kb/m, and I'd put money on it. The argument isn't nullified just because you say it is?! All one has to do is plug a keyboard up for themselves. You don't even need practice, and with practice you could be really good at it in no time.
Not to get off topic, but this needed some addressing. Yes the inertia, or lack thereof, I s the issue regardless of controller choice. However, the keyboard really capitalizes on this more so than ps3 controllers. So much that you can almost notice it right away when it is done.
Sorry for getting off topic, and am not trying to argue. There are simply no facts truly supporting either side of the argument other than player testimonial so don't say the argument is "nullified"?! We may not all be vets, but we're not blind or born yesterday.
"Anybody order chaos?"
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Kensai Dragon
DUST University Ivy League
65
|
Posted - 2014.11.13 05:27:00 -
[143] - Quote
Bradric Banewolf wrote:The lack of strafe inertia is what allows many scouts and some shield-medframe users to strafe side-to-side (or any other pattern) ridiculously fast. It's not actually any kind of KB/M "A-D A-D" stupidity, as is often wrongly supposed, but a lack of strafe inertia. Incidentally, strafe inertia would also mean that any complete about KB/M super-strafers is instantly nullified, since it would be impossible to instantly change direction as is often (wrongly) implied of KB/M users.
The lack of strafe inertia in conjunction with the functionality of kb/m. Tried it, and can easily see the difference. You can't do that with a ps3 controller. The kb/m has it's disadvantages, but strafing isn't one of them. Hands down the best strafe RS are kb/m, and I'd put money on it. The argument isn't nullified just because you say it is?! All one has to do is plug a keyboard up for themselves. You don't even need practice, and with practice you could be really good at it in no time.
Not to get off topic, but this needed some addressing. Yes the inertia, or lack thereof, I s the issue regardless of controller choice. However, the keyboard really capitalizes on this more so than ps3 controllers. So much that you can almost notice it right away when it is done.
Sorry for getting off topic, and am not trying to argue. There are simply no facts truly supporting either side of the argument other than player testimonial so don't say the argument is "nullified"?! We may not all be vets, but we're not blind or born yesterday. [/quote]
Uh, wrong thread? |
Victor Moody Stahl
Amarr Templars Amarr Empire
109
|
Posted - 2014.11.13 05:49:00 -
[144] - Quote
Bradric Banewolf wrote:For those of you against removing the explosive damage resistance, against RE's, and against shotguns.... how exactly am I supposed to kill proto logi train again?...... I'll wait....?
In light and medium suits we can't simply uproot the logi train, especially in PC, with rail rifles?! The mass driver is OBVIOUSLY useless in the OP's example above where the militia rail rifle is actually more useful??? Wtf???
Proto mass driver from above should easily be the go to for dropping heavies entrenched in areas, but they have this crazy resistance. The OP suggested that the bonus does not apply to mass drivers while still applying to grenades and other explosive damage. Is that so bad??
If so I'm all ears for a solution to heavy spam other than shotguns, remotes, and..... well that's all I got currently?!
Well, I present you with two revolutionary ideas:
1. Shoot the bloody logi instead of the heavy.
2. Support Breakin Stuff's Sentinel battle role proposal.
Other than that, I don't see any problems right now. After all, if heavies are no longer the sustainable CQC powerhouses they are currently, instead being shifted to a long-range fire support role, then MDs are suddenly fixed without screwing over heavies.
Bradric Banewolf wrote:*snipped fail quote and whining about KB/M strafe*
So, I'm going to just leave the fact that I use a KB/M for nearly every role in the game. The only time I set aside my KB/M for a DS3 is if I want to fly derpships. I can say confidently that I have never been able to abuse any supposed KB/M strafe advantage.
And you bet I've bloody well tried too. Considering just how, quite frankly, shite the KB/M controls are- and have been since bloody Uprising 1.0- then I have absolutely tried to squeeze every advantage out of it that I could.
And it's never worked. Not once.
Buff Logis | Nerf Scouts
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4932
|
Posted - 2014.11.13 10:56:00 -
[145] - Quote
Mass driver is my go-to weapon for killing scouts and assaults whenever I am not using a sentinel.
I have been rather heavily gravitating towards minassault and minmando because the speed combined with explosions things get obnoxious fast. Dealing with one sentinel? Yeah ok its a pain in the ass. But that's generally why I'm rocking SMG as my secondary or the CR on my minmando.
Scouts... I started running the mass driver again for the first time since replication in a pubmatch on a lark. I had gotten MD 3 (out of habit) and panic-fired at a scout that knifed a sentinel in front of me.
Instapop.
So I figured it was a fluke. Same scout. Got lucky and turned around just in time. Fired and he died. I got lucky. But I was running a shield stack at the time. So I started thinking and then the began.
So I tested it. Started watching the radar for disappeaing blue dots then the killfeed.
Was it perfect?
No.
But it was hilarious. As a bonus the weapon was mugging assaults like a champ.
Oh look a sentinel at 40m.
Hello mister magsec! How are you?
I'm fine breakin have a +50.
Breakin Stuff (Militia MagSec SMG) Moron
Oh look, more assault suits. Back to the bombflinger.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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KA24DERT
TeamPlayers Negative-Feedback
730
|
Posted - 2014.11.13 23:12:00 -
[146] - Quote
Victor Moody Stahl wrote:Bradric Banewolf wrote: ... how exactly am I supposed to kill proto logi train again?...... I'll wait....? ...
Well, I present you with two revolutionary ideas: 1. Shoot the bloody logi instead of the heavy.
The effective TTK for a mass driver against a Sentinel/Logi unit is the same, if not a bit longer due to reps, than the TTK against the Sentinel by himself. So we're still talking above 10 second TTK.
As I and other people have pointed out, that's less effective than many Militia rifles, which is atrocious being that I calculated the Mass Driver TTK with a stacked prototype build.
A stacked rifle build can frag a sentinel and switch to a sidearm while the logi still has his rep tool out.
None of that bolsters the argument for a %25 splash damage nerf to both Shield **AND** Armor, where the other sentinel resists only go up to %15 for Shield **OR** Armor. |
Victor Moody Stahl
Amarr Templars Amarr Empire
109
|
Posted - 2014.11.14 03:04:00 -
[147] - Quote
You do realize that it simply is not possible, with the current engine and tagging system, to say "heavies have a resist to grenades and REs, but not MDs".
Seriously, there is no way the engine can handle it. Look at swarms, for example- they deal explosive damage, and so get a damage bonus (that's actually fairly negligible) on the Minmatar commando, for a Caldari weapon.
There are only two ways to give the CalMando a swarm bonus- either give the CalMando an explosive+hybrid rail damage bonus (bad), or change the damage type of swarms to hybrid-rail (not bad).
Literally, it is impossible for the Swarms to remain in their current state and be bonused on Calmandos and not Minmandos.
There's also the fact that you still haven't stated why it takes just as long to kill just the logi with the MD, when logis are the definition of "paper armor" in the current patch state.
You have also not addressed the fact that MDs are death incarnate to armor medframes, very deadly to shield medframes, and a great big "screw you" to scout scrubs abusing inertialess strafe mechanics.
You also completely ignored the idea that Breakin's proposal to remove Sentinels from CQC by changing the HMG's role would actually be a stealth buff to the MD- there would be more medframes in the MD's preferred engagement areas, leading to greater effectiveness, without ever touching MDs or Sentinel suit bonuses.
Buff Logis | Nerf Scouts
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4988
|
Posted - 2014.11.14 08:53:00 -
[148] - Quote
He won't acknowledge any other points.
He's offended and on a mission.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Mad Syringe
ReDust Inc.
310
|
Posted - 2014.11.14 10:10:00 -
[149] - Quote
Splash resistance on heavies is fine, hit them in the face and they go down.
This message is coming from your friendly neighbourhood Masshole!
HTFU
Dedicated Minmando Masshole with love for Swarmholing...
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KA24DERT
TeamPlayers Negative-Feedback
730
|
Posted - 2014.11.14 11:29:00 -
[150] - Quote
Mad Syringe wrote:Splash resistance on heavies is fine, hit them in the face and they go down.
This message is coming from your friendly neighbourhood Masshole!
HTFU
BTW, carpetbombing with an assault MD might not do the trick... and against Caldari Sents the MD is the wrong weapon!!! If you can see the heavy, the heavy can see you, and you will melt before your 2nd round even lands.
If you're out of the HMG's range, now they can sidestep the MD round.
Yes, I can kill terrible heavies who are stupid and don't know they should shoot at red dots. But anything can kill those players.
Also, I drew out a scenario of bringing the wrong weapon against a sentinel with a combat rifle, and it worked out better than the MD vs the wrong sentinel.
3.2 second TTK vs 10.5.
Sorry Masshole, the resist is broken. |
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