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Atiim
Titans of Phoenix
14814
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Posted - 2015.01.04 00:22:00 -
[1] - Quote
As many players know, Mass Drivers have a very limited ammunition total.
While I'm fine with it not having as much ammo as other types of weapons, there is a problem with it having too little ammo as the amount of kills it can obtain before needing a resupply is disproportionate with other weapons.
Kills Per Capacity
For example, it takes (on average) about 24 rounds to kill the average suit with a CR. Since CRs have a maximum of 325 rounds, that means you can kill about 14 enemies before needing to replenish your ammunition.
However, it takes about 4 rounds to kill an enemy with the Mass Driver, meaning you can only kill 5 players before having to replenish your ammunition. Not only is that disproportional, but that's not even enough to kill an entire squad.
Additional Kills With Ammunition Skill
Then we have the Ammunition skills, which makes things even more disproportionate. At Ammo V, the CR receives an extra 81 rounds, allowing it to kill an extra 4 people. On the other hand, the MD receives 6 rounds, which only allows it to kill 1 extra player.
Only being able to kill 1 extra player isn't worth the SP investment, especially when the CR allows you to kill 4 extra players with the same SP costs.
My Solution
Mass Driers are a Launcher, which means that they should still have a lower KPC than the Conventional RIfles. However, I believe that the gap needs to be reduced from 66% to somewhere reasonable, such as 20%.
That in mind, I believe that they should have an ammo capacity of 44 (36 in reserve, with 6 in the mag). Then, the Ammo skill should be +2.5 rounds per level (giving it +3 max kills instead of only +1 max kills).
The 1st Matari Commando
-HAND
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Alena Ventrallis
Vengeance Unbound
2429
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Posted - 2015.01.04 01:06:00 -
[2] - Quote
I would counter that the mass driver has much greater potential to cause damage than a CR. The CR has more kill potential than the MD, but the CR can only hit one target at a time. A MD can hit several. However, I am definitely all for increasing ammo some. Suppose we increase it to 36 rounds total (6 in weapon, 30 in reserve)?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Doc DDD
TeamPlayers Negative-Feedback
280
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Posted - 2015.01.04 01:16:00 -
[3] - Quote
The mass driver does not need a buff in anyway
/thread |
Her Chosen
Grade No.2
196
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Posted - 2015.01.04 03:45:00 -
[4] - Quote
I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons.
STRONG BOX ROLE CALL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16401
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Posted - 2015.01.04 03:49:00 -
[5] - Quote
Gis those rebellious bastards moar ammo!
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Atiim
Titans of Phoenix
14820
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Posted - 2015.01.04 04:45:00 -
[6] - Quote
Alena Ventrallis wrote:I would counter that the mass driver has much greater potential to cause damage than a CR. The CR has more kill potential than the MD, but the CR can only hit one target at a time. A MD can hit several. However, I am definitely all for increasing ammo some. Suppose we increase it to 36 rounds total (6 in weapon, 30 in reserve)? This seems reasonable, I'll edit the OP to reflect this idea.
Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. So a weapon which requires you to calculate the trajectory and travel time for each round after 10m takes less skill than a weapon which requires you to point at a target and keep clicking until you see a +50 on your screen from at least 60m away?
I know logic isn't one of your strengths, but lol.
The 1st Matari Commando
-HAND
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Nocturnal Soul
Primordial Threat
4954
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Posted - 2015.01.04 06:55:00 -
[7] - Quote
Suuuure!
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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RodLong VonHugendong
Crux Special Tasks Group Gallente Federation
0
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Posted - 2015.01.04 07:53:00 -
[8] - Quote
Alena Ventrallis wrote:I would counter that the mass driver has much greater potential to cause damage than a CR. The CR has more kill potential than the MD, but the CR can only hit one target at a time. A MD can hit several. However, I am definitely all for increasing ammo some. Suppose we increase it to 36 rounds total (6 in weapon, 30 in reserve)?
indeed... to add to what all of you have posted, i believe that would merit the MD at least 1 if not 2 more meta level. i am new and i see that the CR is very much so user friendly. the MD seems less, by a large margin! i think i have killed myself with it more than others!
wait... I'm supposed to put something clever here right?
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killian178
Random Gunz RISE of LEGION
66
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Posted - 2015.01.04 16:19:00 -
[9] - Quote
Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. Nooooo, the MD used to be a no skill weapoon that rewarded skilled users immensely. After 1.4 or whatever, when youd see an entire team spamming them, it was nerfed. And if ccp does anything well, its nerfing things into the ground. Now all its really good for are taking out red eqp. It not that bad really, does really good on the minmando, but imo thats the only time it excells
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
318
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Posted - 2015.01.04 17:14:00 -
[10] - Quote
Adding more ammo seems like a great idea especially with the amount of rounds it takes to drop heavies with their over the top resistances to explosive weapons.
I'd like to see it with a slightly faster travel time. Not at the old levels mind you, but currently the flaylock feels so much better to use due to the travel time.
Sage /thread
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Zindorak
Nyain Chan General Tso's Alliance
1552
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Posted - 2015.01.04 17:25:00 -
[11] - Quote
I agree MD's have really low Ammo capacity and im forced to run it on a logi to fit all those hives so i can harass with it for the entire match
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Gyn Wallace
OSG Planetary Operations Covert Intervention
174
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Posted - 2015.01.04 17:34:00 -
[12] - Quote
Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. Imagine the rounds from your Combat rifle traveling a third as quickly, so that you couldn't use the controler's aim assist, or you'd always miss your target if its moving sideways. You now have to actually aim your own weapon instead of letting the game software aim for you.
Now imagine having to lead your target by more than 6m, if you don't want them to escape the splash area, and you're starting to figure out how to damage people with this "no skill" weapon, with the slowest time to kill of any weapon in the game, including side-arms, and an ammo capacity so low that its completely suicidal to run it without nanohives.
The mass driver could use a small buff without becoming OP. If the choice is between being placed back on the CCP buff/nerf rollercoaster and staying as it is, I'm fine with the MD as it is. But if CCP could buff the MD slightly, it could use a little buff.
Quick question, does anyone run the mass driver without carrying nanohives? No other weapon makes carrying nanohives pretty much a requirement, because of its low kill ammo capacity.
The Dust/Eve Isk Exchange Thread
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All Gucci
T.H.I.R.D R.O.C.K
41
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Posted - 2015.01.04 17:36:00 -
[13] - Quote
Atiim wrote:As many players know, Mass Drivers have a very limited ammunition total.
While I'm fine with it not having as much ammo as other types of weapons, there is a problem with it having too little ammo as the amount of kills it can obtain before needing a resupply is disproportionate with other weapons.
Kills Per Capacity
For example, it takes (on average) about 24 rounds to kill the average suit with a CR. Since CRs have a maximum of 325 rounds, that means you can kill about 14 enemies before needing to replenish your ammunition.
However, it takes about 4 rounds to kill an enemy with the Mass Driver, meaning you can only kill 5 players before having to replenish your ammunition. Not only is that disproportional, but that's not even enough to kill an entire squad.
Additional Kills With Ammunition Skill
Then we have the Ammunition skills, which makes things even more disproportionate. At Ammo V, the CR receives an extra 81 rounds, allowing it to kill an extra 4 people. On the other hand, the MD receives 6 rounds, which only allows it to kill 1 extra player.
Only being able to kill 1 extra player isn't worth the SP investment, especially when the CR allows you to kill 4 extra players with the same SP costs.
My Solution
Mass Driers are a Launcher, and have AoE capabilities, which means that they should still have a lower KPC than the Conventional Rifles. However, I believe that the gap needs to be reduced from 66% to somewhere reasonable, such as 35%.
That in mind, I believe that they should have an ammo capacity of 36 (30 in reserve, with 6 in the mag). Then, the Ammo skill should be +2.5 rounds per level (giving it +3 max kills instead of only +1 max kills). No.
Emperor Gucci
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We are 138
Subdreddit Test Alliance Please Ignore
598
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Posted - 2015.01.04 17:39:00 -
[14] - Quote
Flux grenade. Burst scrabler pistol side arm. Nano hives. What's the problem again?
Hello? any one there?
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All Gucci
T.H.I.R.D R.O.C.K
41
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Posted - 2015.01.04 17:57:00 -
[15] - Quote
Atiim wrote:Alena Ventrallis wrote:I would counter that the mass driver has much greater potential to cause damage than a CR. The CR has more kill potential than the MD, but the CR can only hit one target at a time. A MD can hit several. However, I am definitely all for increasing ammo some. Suppose we increase it to 36 rounds total (6 in weapon, 30 in reserve)? This seems reasonable, I'll edit the OP to reflect this idea. Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. So a weapon which requires you to calculate the trajectory and travel time for each round after 10m takes less skill than a weapon which requires you to point at a target and keep clicking until you see a +50 on your screen from at least 60m away? I know logic isn't one of your strengths, but lol. Obviously logic isn't one of yours....its an area denial weapon not 1v1....what is adding extra rounds goin to do? require more skill? nope just more MD shots to spam. Amarr assualts always die to MD shots....If anything nerfffffffffffffffffffffffff
Emperor Gucci
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MINA Longstrike
Kirjuun Heiian
1842
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Posted - 2015.01.04 18:12:00 -
[16] - Quote
We are 138 wrote:Flux grenade. Burst scrabler pistol side arm. Nano hives. What's the problem again?
having to spend more resources per kill isn't a 'solution' to a complaint about the comparative lack of resources a mass driver has and how many it has to spend to secure a kill in the first place.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
1988
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Posted - 2015.01.04 18:30:00 -
[17] - Quote
I honestly dont see an issue. There are more weapons that can only reasonably get 5-6 kills with all their ammo.
The Laser Rifle comes to mind...
Home at Last <3
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Sergeant Sazu
Nanite Systems
300
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Posted - 2015.01.04 18:40:00 -
[18] - Quote
I regularly use the Assault Mass Driver. By nature, it is a weak, spam-happy weapon. Runs out of ammo fast with comparitively little results.
Splash damage/radius should remain untouched, but I'm down with more ammo. I doubt it would be as broken as people fear.
[38.1m SP - Next skill: Active Scanner Operation 2]
Veteran Assault - Expert Logibro - Aspiring Minja - Scrub Sentinel
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2746
|
Posted - 2015.01.04 19:10:00 -
[19] - Quote
I think a minor base increase plus a Min Assault bonus to ammo (including Flaylock) would be a good idea. 36rds seems like a lot though.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Sir Dukey
Murphys-Law General Tso's Alliance
1460
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Posted - 2015.01.04 19:31:00 -
[20] - Quote
Atiim wrote:As many players know, Mass Drivers have a very limited ammunition total.
While I'm fine with it not having as much ammo as other types of weapons, there is a problem with it having too little ammo as the amount of kills it can obtain before needing a resupply is disproportionate with other weapons.
Kills Per Capacity
For example, it takes (on average) about 24 rounds to kill the average suit with a CR. Since CRs have a maximum of 325 rounds, that means you can kill about 14 enemies before needing to replenish your ammunition.
However, it takes about 4 rounds to kill an enemy with the Mass Driver, meaning you can only kill 5 players before having to replenish your ammunition. Not only is that disproportional, but that's not even enough to kill an entire squad.
Additional Kills With Ammunition Skill
Then we have the Ammunition skills, which makes things even more disproportionate. At Ammo V, the CR receives an extra 81 rounds, allowing it to kill an extra 4 people. On the other hand, the MD receives 6 rounds, which only allows it to kill 1 extra player.
Only being able to kill 1 extra player isn't worth the SP investment, especially when the CR allows you to kill 4 extra players with the same SP costs.
My Solution
Mass Driers are a Launcher, and have AoE capabilities, which means that they should still have a lower KPC than the Conventional Rifles. However, I believe that the gap needs to be reduced from 66% to somewhere reasonable, such as 35%.
That in mind, I believe that they should have an ammo capacity of 36 (30 in reserve, with 6 in the mag). Then, the Ammo skill should be +2.5 rounds per level (giving it +3 max kills instead of only +1 max kills).
All ScP's need more Ammo, snipers need more Ammo, Assault Rifles need more Ammo, bolt pistols need more Ammo, MD needs more ammo, Flaylock needs more ammo, PLC needs more ammo. Boom!
EDIT: Burst ScP definitely needs way more Ammo. It has same ammo as other ScP's but it's clip is 28 and total ammo is like 46 excluding the 28 clip.
Acquire Currency, Disregard Female Canis lupus familiaris
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NIGGSWORM
Murphys-Law General Tso's Alliance
1465
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Posted - 2015.01.04 19:31:00 -
[21] - Quote
Atiim wrote:As many players know, Mass Drivers have a very limited ammunition total.
While I'm fine with it not having as much ammo as other types of weapons, there is a problem with it having too little ammo as the amount of kills it can obtain before needing a resupply is disproportionate with other weapons.
Kills Per Capacity
For example, it takes (on average) about 24 rounds to kill the average suit with a CR. Since CRs have a maximum of 325 rounds, that means you can kill about 14 enemies before needing to replenish your ammunition.
However, it takes about 4 rounds to kill an enemy with the Mass Driver, meaning you can only kill 5 players before having to replenish your ammunition. Not only is that disproportional, but that's not even enough to kill an entire squad.
Additional Kills With Ammunition Skill
Then we have the Ammunition skills, which makes things even more disproportionate. At Ammo V, the CR receives an extra 81 rounds, allowing it to kill an extra 4 people. On the other hand, the MD receives 6 rounds, which only allows it to kill 1 extra player.
Only being able to kill 1 extra player isn't worth the SP investment, especially when the CR allows you to kill 4 extra players with the same SP costs.
My Solution
Mass Driers are a Launcher, and have AoE capabilities, which means that they should still have a lower KPC than the Conventional Rifles. However, I believe that the gap needs to be reduced from 66% to somewhere reasonable, such as 35%.
That in mind, I believe that they should have an ammo capacity of 36 (30 in reserve, with 6 in the mag). Then, the Ammo skill should be +2.5 rounds per level (giving it +3 max kills instead of only +1 max kills).
All ScP's need more Ammo, snipers need more Ammo, Assault Rifles need more Ammo, bolt pistols need more Ammo, MD needs more ammo, Flaylock needs more ammo, PLC needs more ammo. Boom!
EDIT: Burst ScP definitely needs way more Ammo. It has same ammo as other ScP's but it's clip is 28 and total ammo is like 46 excluding the 28 clip.
Acquire Currency, Disregard Female Canis lupus familiaris
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taxi bastard
Amarr Templars Amarr Empire
273
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Posted - 2015.01.04 21:38:00 -
[22] - Quote
i always carry a reasonable set of nanohives with a MD....... but saying that i do that for most guns so i don't have an issue with the current ammo tbh |
KA24DERT
TeamPlayers Negative-Feedback
975
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Posted - 2015.01.05 03:30:00 -
[23] - Quote
Ammo buff is overdue, especially since the hive change.
The Mass Driver fails as a weapon, and the lack of ammo doesn't fit the "support weapon" narrative either.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Jack McReady
DUST University Ivy League
1719
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Posted - 2015.01.05 08:32:00 -
[24] - Quote
the reason why mass driver is not widely used is because you get killed before even the first round drops on your target. only way to utilize the mass driver is to kite and shoot around corners which obviously is not very fun for both sides.
Vulpes Dolosus wrote:I think a minor base increase plus a Min Assault bonus to ammo (including Flaylock) would be a good idea. 36rds seems like a lot though.
this, imho all assaults suits should have a bonus to all their racial weapons. |
Boot Booter
Titans of Phoenix
1119
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Posted - 2015.01.05 12:47:00 -
[25] - Quote
At least we can all agree that the ammo capacity skill for the mass driver (and the flaylock) is useless. I've been saying this for a while. +2.5 per level would be nice.
Anyone who says the Mass driver is a no skill weapon is wrong and probably never used one. |
Atiim
Titans of Phoenix
14866
|
Posted - 2015.01.06 14:25:00 -
[26] - Quote
Bump
The 1st Matari Commando
-HAND
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IZI doro
Terminal Courtesy Proficiency V.
31
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Posted - 2015.01.06 20:48:00 -
[27] - Quote
Regarding ammunition, increasing the maximum capacity to 30-36 warheads seems to fall under normal anti-personnel payload conventions (5 - 6 "full magazines"). All the anti-personnel weapons except the MD falls under this convention. Even the anti-armor / launcher weapons offer higher payload capacities (SL: 100,000+hp; PLC: 115,500+hp; MD: 5,400+hp / 2,800+hp)
Another issue regarding ammunition is the reload animation. I'd like a individual round reload much like the shotgun, but the internal revolving magazine still needs to swivel out / in. Reload time would be variable depending on the number of units but the minimum is still 3.5 for one round.
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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Her Chosen
Grade No.2
202
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Posted - 2015.01.07 01:42:00 -
[28] - Quote
Sorry, but the last thing we want again is more MD campers on roofs...
STRONG BOX ROLE CALL
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I-Shayz-I
I----------I
5258
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Posted - 2015.01.07 02:25:00 -
[29] - Quote
Being the only weapon in the game to REQUIRE carrying a nanohive, I completely agree.
I would argue that using the laser rifle is similar to a mass driver, where you have to expend quite a lot of ammo just to kill even a single person efficiently (wasting ammo to pre-heat to guarantee a kill), and even the laser rifle has 4 clips in reserve.
Should it have 30 rounds in reserve? No, I don't agree with that. but increasing the base reserve to 18, and the ammo skill to 2 per level instead of 1 would probably be the best solution.
7162 wp with a Repair Tool!
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Bethhy
Ancient Exiles.
2966
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Posted - 2015.01.07 07:41:00 -
[30] - Quote
Mass drivers and flaylocks need to reward the Ammo capacity skill more...
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Mad Syringe
ReDust Inc.
432
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Posted - 2015.01.07 13:22:00 -
[31] - Quote
+1 for more ammo on the md |
Forlorn Destrier
Incorruptibles
3169
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Posted - 2015.01.07 14:04:00 -
[32] - Quote
Atiim wrote:As many players know, Mass Drivers have a very limited ammunition total.
While I'm fine with it not having as much ammo as other types of weapons, there is a problem with it having too little ammo as the amount of kills it can obtain before needing a resupply is disproportionate with other weapons.
Kills Per Capacity
For example, it takes (on average) about 24 rounds to kill the average suit with a CR. Since CRs have a maximum of 325 rounds, that means you can kill about 14 enemies before needing to replenish your ammunition.
However, it takes about 4 rounds to kill an enemy with the Mass Driver, meaning you can only kill 5 players before having to replenish your ammunition. Not only is that disproportional, but that's not even enough to kill an entire squad.
Additional Kills With Ammunition Skill
Then we have the Ammunition skills, which makes things even more disproportionate. At Ammo V, the CR receives an extra 81 rounds, allowing it to kill an extra 4 people. On the other hand, the MD receives 6 rounds, which only allows it to kill 1 extra player.
Only being able to kill 1 extra player isn't worth the SP investment, especially when the CR allows you to kill 4 extra players with the same SP costs.
My Solution
Mass Driers are a Launcher, and have AoE capabilities, which means that they should still have a lower KPC than the Conventional Rifles. However, I believe that the gap needs to be reduced from 66% to somewhere reasonable, such as 35%.
That in mind, I believe that they should have an ammo capacity of 36 (30 in reserve, with 6 in the mag). Then, the Ammo skill should be +2.5 rounds per level (giving it +3 max kills instead of only +1 max kills).
I think your numbers are off - for me it is an average of 2-3 shots per kill.
I am the Forgotten Warhorse, the Lord of Lightning
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1725
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Posted - 2015.01.07 15:00:00 -
[33] - Quote
Add it to the Min Assault Bonus like I said when they originally changed the bonuses...but you said no..
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Vitantur Nothus
Nos Nothi
1534
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Posted - 2015.01.07 17:42:00 -
[34] - Quote
Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons.
Never considered Kaughst or Regular Trooper to be a low-skill players. When I think low-skill, the HMG and HAV are first to come to mind. |
KA24DERT
TeamPlayers Negative-Feedback
978
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Posted - 2015.01.07 19:15:00 -
[35] - Quote
Doc DDD wrote:The mass driver does not need a buff in anyway
/thread Et Tu, Brute?
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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KA24DERT
TeamPlayers Negative-Feedback
978
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Posted - 2015.01.07 19:16:00 -
[36] - Quote
Vitantur Nothus wrote:Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. Never considered Kaughst or Regular Trooper to be a low-skill players. When I think low-skill, the HMG and HAV are first to come to mind. Obviously anyone who refuses to play "L1R1 Hero" is a scrub.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Vitantur Nothus
Nos Nothi
1538
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Posted - 2015.01.07 19:28:00 -
[37] - Quote
KA24DERT wrote:Vitantur Nothus wrote:Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. Never considered Kaughst or Regular Trooper to be a low-skill players. When I think low-skill, the HMG and HAV are first to come to mind. Obviously anyone who refuses to play "L1R1 Hero" is a scrub.
Not sure what you mean, but if wanted to smoke or eat chips while playing Dust, I'd strap on an HMG or hop in a tank. Perhaps both. |
Gyn Wallace
OSG Planetary Operations Covert Intervention
180
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Posted - 2015.01.08 14:47:00 -
[38] - Quote
Her Chosen wrote:Sorry, but the last thing we want again is more MD campers on roofs... Ha! Good one. Because there are so many people getting killed by MDs?
Seriously, the MD has to be near the bottom of the list for kills. I wouldn't be surprised if there were more kills with some of the side-arms than the MD.
That's the really hilarious thing about all this. Back when some people were excessively worried about the return of slayer-logis they were looking for ways to nerf logis (or perhaps just distract from the discussion of still needed buffs for logis) some would suggest that logis should only carry side-arms, not primary weapons.
Here I've been running a logi with an MD for most of Dust514, and in effect I AM running with only a side-arm. The MD doesn't have the stats of a primary weapon. Compare the range, kills, and ammo capacity of the bolt pistol against the MD. I scoffed at the idea that logis should be limited to side-arms, but in effect that's exactly what I've been doing because of my affection for the MD. I routinely get more kills when I try other weapons, like the plasma cannon. I seem to be addicted to the satisfaction of wearing people down and getting kills with one of the weakest/hardest-to-use-well primary weapons in the game. Is this what Laser Rifle aficionados feel like?
When we had that side-arm challenge and I was running an Amar logi with two scrambler pistols my kills went UP. I understand that some people hate getting killed by an MD, just like some people hate getting sniped, or hate getting killed by tanks, but when the stats utterly gut any argument that the MD (or snipers, or tanks) are getting a disproportionate number of kills, its funny to still see people argue that "the last thing we need is more of ___." Its just not true, if we want to play a game with diverse weaponry.
The Dust/Eve Isk Exchange Thread
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Fox Gaden
Immortal Guides Learning Alliance
5682
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Posted - 2015.01.08 15:25:00 -
[39] - Quote
Her Chosen wrote:I'm sorry, but any weapon that allows you to miss your opponent 6m to the left, or right, does not need a buff.
It's a low-skill weapon, meant for casual players. It should not generate as many kills or have the same effects as aim-based weapons. If you have no experience using a mass driver I would be wiling to bet you could not hit someone at 30m with one before the clip ran out, even if they were standing still.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5682
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Posted - 2015.01.08 15:42:00 -
[40] - Quote
One thing to consider is that the necessity to equip a NanoHive prevents Sentinels from using Mass Drivers. With a 25% resistance to explosive damage Sentinels would have a lot more leeway to use Mass Drivers in Close Quarters.
That is the only issue I can think of with giving the Mass Driver more reserve ammo.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
268
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Posted - 2015.01.08 18:17:00 -
[41] - Quote
+1
Increasing the reserve ammo won't make the weapon anymore or less effective than it is and will merely bring it's total kills/bullets ratio a bit closer to the baseline.
Ebola makes me feel all warm and squishy inside.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
268
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Posted - 2015.01.08 18:28:00 -
[42] - Quote
IZI doro wrote:Regarding ammunition, increasing the maximum capacity to 30-36 warheads seems to fall under normal anti-personnel payload conventions (5 - 6 "full magazines"). All the anti-personnel weapons except the MD falls under this convention. Even the anti-armor / launcher weapons offer higher payload capacities (SL: 100,000+hp; PLC: 115,500+hp; MD: 5,400+hp / 2,800+hp)
Another issue regarding ammunition is the reload animation. I'd like a individual round reload much like the shotgun, but the internal revolving magazine still needs to swivel out / in. Reload time would be variable depending on the number of units but the minimum is still 3.5 for one round.
3.5/sec FOR ONE ROUND?!?!?! No, there is no way you could possibly have meant 19 seconds for a full reload. I am gonna guess you meant 3.5 for one magazine.
Ebola makes me feel all warm and squishy inside.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
713
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Posted - 2015.01.08 19:36:00 -
[43] - Quote
Orion Sanjeet wrote:IZI doro wrote:Regarding ammunition, increasing the maximum capacity to 30-36 warheads seems to fall under normal anti-personnel payload conventions (5 - 6 "full magazines"). All the anti-personnel weapons except the MD falls under this convention. Even the anti-armor / launcher weapons offer higher payload capacities (SL: 100,000+hp; PLC: 115,500+hp; MD: 5,400+hp / 2,800+hp)
Another issue regarding ammunition is the reload animation. I'd like a individual round reload much like the shotgun, but the internal revolving magazine still needs to swivel out / in. Reload time would be variable depending on the number of units but the minimum is still 3.5 for one round. 3.5/sec FOR ONE ROUND?!?!?! No, there is no way you could possibly have meant 19 seconds for a full reload. I am gonna guess you meant 3.5 for one magazine.
I'm reading that as a request to do a single-round "quick load" with the MD like how SG can in other games. It doesn't make sense that it still take 3.5 seconds tho, might as well just load the full mag.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Atiim
Titans of Phoenix
14951
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Posted - 2015.01.09 16:13:00 -
[44] - Quote
Bump.
The 1st Matari Commando
-HAND
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