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ryan valentine
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2012.07.30 20:50:00 -
[1] - Quote
I am not generally a support player but in the last build (when you could check suit layouts in the market windows) I got pretty fascinated with the fitting possibilities in the advanced and proto Logistics suits. So this iteration I skilled for the Logi suit and decided to try out the Mass Driver (I did this in the last build with the shot-gun .. apparently I never learn). At first I just wanted to go demolitions, Mass driver, Grenades and RE .. all things that go boom. I never did go RE, I am all grown up and can only grind the sp for so many hours and realized early on that the vehicles on the skirmish map could easily own a team of well equipped Assault players.
Essentially, I got sick of being red-lined so I skilled up drop-uplinks and once I had equipped the Mass Driver I realized its literally impossible to offer meaningful fire support without a nanohive. So that ended up being my build, Mass Driver, Nanohives and Drop Uplinks in a Type-II Logi. After the 1 mil sp and isk bonus I skilled up to a basic level gall dropship for added mobility on the field but I'll leave the dropship feedback to the more dedicated pilots.
Since the Mass Driver is the new addition I will stick to that. After several weekends of play I can say that I think faulty explosion animations have led to a good number of the 'my-shots-don't-hit' complaints on the forums. In one match recently, while waiting for the B Objective hack to finish I parked myself by the spawn point to pop anyone who spawned in to retake the objective. This was an educational experience. First dude to spawn was in assault gear, I missed with every shot (don't judge) and got no explosion animation on any of the 4 shots I squeezed off .... but the fourth round still killed him. Second spawn was another Assault, nailed that dude dead on and insta-popped him, again no animation. Third dude was in a heavy suit, don't know whether it was militia or a more advanced model. I also nailed him directly with the first round, again no animation and he did not insta-pop, he got some cover and an ally in an Assault showed up Creodroned him, I got an assist.
So that was three dudes, 7 rounds and no animations but every shot obviously registered. First dude took only splash damage (works out to about 120 hp per round with my Freedom and two med slot dmg modifiers). Second dude took full damage, probably over 500 hp with a direct hit. Third dude I know I hit directly with the first round but I don't know if I caught him with splash.
To me, this makes the Mass Driver a bit under-powered. At least as far as the splash damage goes. 4 rounds to kill an assault suit? I would like to see the Mass Drivers splash percentage somewhere close to that of missles (which do roughly half as opposed to the mass drivers roughly a quarter). 4 grenades to kill an assault player with splash seems kinda silly. I sometimes park myself on top of the central structure on the skirmish map and drop an uplink and nano up there cuz I can lob grenades onto all three objectives from there (though A Objective took some practice) .. it feels very frustrating to empty my magazine into the spawn point for B objective while there is 4-5 guys in there and not kill anybody. It isn't a hit detection thing (or at least not primarily) its a Mass Driver splash damage is weak as **** problem. Keep in mind I think direct hit damage is totally fine, but the splash is just sad and ridiculous.
Feedback welcome! |
Khun-Al
135
|
Posted - 2012.07.30 20:59:00 -
[2] - Quote
They are grenade launchers so they should deal damage like them. |
Evane Sa'edi
Celtic Anarchy
62
|
Posted - 2012.07.30 21:16:00 -
[3] - Quote
A Mass Driver should be a direct fire High speed Kinetic impact weapon with little or no splash damage. The grenade launcher should have a bigger magazine or have a higher damage footprint. |
Ryuyoshi Hanaya
Amarr Templars Amarr Empire
32
|
Posted - 2012.07.30 21:50:00 -
[4] - Quote
ya mass drivers really are kinda bad for dmg. ammo low hard to aim and most of the time unless you have a vantage point you are only going to get splash dmg shots which is what you expect from a grenade launcher. not a direct hit kill but splash explosion dmg kill. splash dmg in general for the game is extremely horrible unless on missile turrets either in the missile installations or in vehicles. |
Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
|
Posted - 2012.07.30 21:57:00 -
[5] - Quote
But imagine, what if you had four of your friends with mass drivers with you...
It is a ferocious squad weapon (full squad or half squad) weapon. There is NOTHING that can compare. In a 10V10 shoot out, and all ten guys on one side have mass drivers, the other side has ars, the AR side will be toast if you guys shoot near the same people. |
EVICER
63
|
Posted - 2012.07.30 22:36:00 -
[6] - Quote
ryan valentine wrote:I am not generally a support player but in the last build (when you could check suit layouts in the market windows) I got pretty fascinated with the fitting possibilities in the advanced and proto Logistics suits. So this iteration I skilled for the Logi suit and decided to try out the Mass Driver (I did this in the last build with the shot-gun .. apparently I never learn). At first I just wanted to go demolitions, Mass driver, Grenades and RE .. all things that go boom. I never did go RE, I am all grown up and can only grind the sp for so many hours and realized early on that the vehicles on the skirmish map could easily own a team of well equipped Assault players.
Essentially, I got sick of being red-lined so I skilled up drop-uplinks and once I had equipped the Mass Driver I realized its literally impossible to offer meaningful fire support without a nanohive. So that ended up being my build, Mass Driver, Nanohives and Drop Uplinks in a Type-II Logi. After the 1 mil sp and isk bonus I skilled up to a basic level gall dropship for added mobility on the field but I'll leave the dropship feedback to the more dedicated pilots.
Since the Mass Driver is the new addition I will stick to that. After several weekends of play I can say that I think faulty explosion animations have led to a good number of the 'my-shots-don't-hit' complaints on the forums. In one match recently, while waiting for the B Objective hack to finish I parked myself by the spawn point to pop anyone who spawned in to retake the objective. This was an educational experience. First dude to spawn was in assault gear, I missed with every shot (don't judge) and got no explosion animation on any of the 4 shots I squeezed off .... but the fourth round still killed him. Second spawn was another Assault, nailed that dude dead on and insta-popped him, again no animation. Third dude was in a heavy suit, don't know whether it was militia or a more advanced model. I also nailed him directly with the first round, again no animation and he did not insta-pop, he got some cover and an ally in an Assault showed up Creodroned him, I got an assist.
So that was three dudes, 7 rounds and no animations but every shot obviously registered. First dude took only splash damage (works out to about 120 hp per round with my Freedom and two med slot dmg modifiers). Second dude took full damage, probably over 500 hp with a direct hit. Third dude I know I hit directly with the first round but I don't know if I caught him with splash.
To me, this makes the Mass Driver a bit under-powered. At least as far as the splash damage goes. 4 rounds to kill an assault suit? I would like to see the Mass Drivers splash percentage somewhere close to that of missles (which do roughly half as opposed to the mass drivers roughly a quarter). 4 grenades to kill an assault player with splash seems kinda silly. I sometimes park myself on top of the central structure on the skirmish map and drop an uplink and nano up there cuz I can lob grenades onto all three objectives from there (though A Objective took some practice) .. it feels very frustrating to empty my magazine into the spawn point for B objective while there is 4-5 guys in there and not kill anybody. It isn't a hit detection thing (or at least not primarily) its a Mass Driver splash damage is weak as **** problem. Keep in mind I think direct hit damage is totally fine, but the splash is just sad and ridiculous.
Feedback welcome! I thought i was the only one...thanks for the thread...........same problem right over here.Not seeing animation.Not getting assist nothing.1 kill 1 assist in 4 matches.I think its the hit detection. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.30 22:48:00 -
[7] - Quote
It seems to me the mass driver has extremely low damage per magazine as apposed to something like an SMG or assault rifle. The difficulty of using it doesn't seem to have a benefit. People say its a "support" weapon to justify its weakness and lack of versatility, but then any underpowered weapon could be labeled as such. I can't really think of a reason to use one over an assault rifle since an assault rifle is just handy all around. |
Baron Rittmeister
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.07.30 23:49:00 -
[8] - Quote
I hate that people even say that since it's a support type weapon that it shouldn't be able to kill. With that logic, neither should the smg. It's description reads,"to cripple and hinder" but yet we see the smg holding its own against other weapons in the right hands. I think the same should be said of any weapon. That in the right hands it can be a lethal tool. I don't think the mass driver is quite there and thus why u rarely see it in game |
Greiskind
Anonymous Killers Mercenary Corporation
28
|
Posted - 2012.07.30 23:59:00 -
[9] - Quote
Evane Sa'edi wrote:A Mass Driver should be a direct fire High speed Kinetic impact weapon with little or no splash damage. The grenade launcher should have a bigger magazine or have a higher damage footprint.
Agree - the name confused me a bit. I thought it was a railgun for Assault/Support classes. A "mass driver" is essentially an electromagnetic weapon like railgun or coilgun. I guess the mass it is driving is just a grenade. |
XBARTX99
WarRavens
11
|
Posted - 2012.07.31 04:14:00 -
[10] - Quote
i like how mass driver have a 6 round clip in the model but only 4 are loaded i think mass driver would be better with bigger clip and less reloads |
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Ray seveN
Villore Sec Ops Gallente Federation
71
|
Posted - 2012.07.31 05:39:00 -
[11] - Quote
XBARTX99 wrote:i like how mass driver have a 6 round clip in the model but only 4 are loaded i think mass driver would be better with bigger clip and less reloads It actually has 8 :D |
Waruiko DUST
G I A N T
90
|
Posted - 2012.07.31 08:53:00 -
[12] - Quote
I think changing the secondary mass driver skill from a boost in splash range to a boost in clip size like the pistol has would help balance the weapon. I tun them with my Logi too because if I want to support a squad I need to deal good damage to both vehicles and ground troops with only one weapon slot, and the mass driver does that so i can't fault its place overall. I do feel that its a bit too limited to be a proper support weapon and it either needs a larger clip, as mentioned at the start of the post, or a serious boost to splash damage. I'm not sure either would be the best way to fix the gun, but these could be added with minimal fuss.
The best way to balance these I think would to be maybe a modest boost to splash damage with a similar reduction to blast range and to re-script how the ammo behaves to give it "smart" shells that can tell when they are going to only just miss... and then air burst. IE the rounds detect something in blast range and if they haven't made direct contact within say .2 seconds or how ever long it takes for an on target shot to hit it explodes then and there. It would give the gun better support abilities without overpowering it on the damage front. In such a role it could be used to drive people from cover and spread damage around knocking down shields from within a pack of allies because you don't need to shoot directly though them giving it better ground support abilities without giving it a massive boost to damage or making it, for those of you from the last build, the new swarm launcher. This would still let you get direct hits on things like tanks if done right so you could apply pressure to heavy armor and be a creditable threat to fast moving LAV while forcing dropships out of 'crush you all' range without making you an AV death machine. These are all things I can kinda do with the weapon now, but never very well and only after a lot of practice and then only just. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.07.31 09:20:00 -
[13] - Quote
Just swap direct damage and splash damage with a slight increase in splash range. Right now it's not a support weapon but a portable fireworks display. The projectile speed is way to slow to hit a target effectivly with it directly. And even if you do, all it would seriously damage is a scout suit. Even a militia logi suit would take a direct hit from a mass driver and still be standing. |
ICECREAMK1NG WARRIORS
99
|
Posted - 2012.07.31 10:24:00 -
[14] - Quote
Hit detection ? the fact it's new and not tested yet ? Who knows. ? What I do know is it's garbage don,t bother with it, yet anyway. |
Iceyburnz
316
|
Posted - 2012.07.31 10:43:00 -
[15] - Quote
Everything you said I have experienced exactly with the MD. Even doing the whole logistics+MD build, seems like a harmonious grouping. Its a shame that the hit detection in the game is so broken at the moment.
Mass driver also needs a balance pass, mainly due to the excellent points already raised in this thread (why say it when someone else has already said it and much better .
Glad to see someone is actually testing and giving feedback. Instead of optimising a character that is going to get wiped anyway. |
Darkz azurr
Royal Uhlans Amarr Empire
105
|
Posted - 2012.07.31 11:26:00 -
[16] - Quote
atm if i see a enemy with a mass driver, i think to myself, this is an easy kill. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.31 13:21:00 -
[17] - Quote
XBARTX99 wrote:i like how mass driver have a 6 round clip in the model but only 4 are loaded i think mass driver would be better with bigger clip and less reloads
Noticed that as well. Devs, can you either change the mass driver's cylinder to four rounds, or, better yet, increase the ammo capacity to eight rounds before reloading? |
Baron Rittmeister
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.07.31 15:03:00 -
[18] - Quote
I think probably one of the best ways to fix it is to make variants like they do with all the other weapons. Have an av model that has a higher direct dmg with a small blast radius and low splash dmg, then have an ap model that does lower direct dmg with a high splash dmg and radius. Give the av four rounds and the ap 6 or 8. This way it gets better, but not best at everything. It give the player the choice of how he wants to use it. Like for me, I would rather use it as a people killer rather than a vehicle killer, but others may want the opposite. This way everybody's happy. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.31 19:17:00 -
[19] - Quote
I only brake out the mass driver if the other team seems very weak or if I have my buddy Soul Roin about and were both rockign them.
Just not a viable primary weapon system atm against anyt of the proto suits but works well against all others.
Buff by giving + 1 round like the pistol would be way OP and we would see heaps of noobtubers running about.
Just +1 or +2 the rounds and that would do i think.
Edit my corpies love when I'm using one cos they get to pick off loads of half wounded dudes easy so its working great as a support weapon IMO |
Jak Teston
Osmon Surveillance Caldari State
99
|
Posted - 2012.07.31 19:47:00 -
[20] - Quote
ryan valentine wrote: I sometimes park myself on top of the central structure on the skirmish map and drop an uplink and nano up there cuz I can lob grenades onto all three objectives from there (though A Objective took some practice) .. it feels very frustrating to empty my magazine into the spawn point for B objective while there is 4-5 guys in there and not kill anybody I once saw somebody who did that while walking past the structure near C. After I figured out that it was a mass driver shooting me I started to make fun of the guy by dodging a couple of grenades and then left him alone out of pitty.
I think the weapon could be improved by lowering the damage per shot but improving the rate of fire. That would give the person who fires the weapon more feedback about where the damage actually lands and also allow the person who is being shot at to react to the damage before it's too late. |
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ryan valentine
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2012.07.31 22:43:00 -
[21] - Quote
Jak Teston wrote: I once saw somebody who did that while walking past the structure near C. After I figured out that it was a mass driver shooting me I started to make fun of the guy by dodging a couple of grenades and then left him alone out of pitty.
I think the weapon could be improved by lowering the damage per shot but improving the rate of fire. That would give the person who fires the weapon more feedback about where the damage actually lands and also allow the person who is being shot at to react to the damage before it's too late.
U bastard
To be honest your not the only one to embarrass me like that .. I am beta-testing dammit! Stand still so I can shoot you!
The hang time is a bit rough but I figure it is reasonable given some of the other strengths of the weapon. Like the ability to lob grenades from behind cover. I thought about the rate of fire as well but felt like that would turn it into a long range shot-gun which seemed counter-intuitive. Its basically mortar support as the weapon stands now which is a lot of fun to play even with al the glitches, another poster above suggested the epicness of a squad emptying magazines together which would be pretty mean but I feel like the weapon should be able to stand alone.
The multiple variants idea is interesting but I think an AV specialized Mass Driver might be a bit OP. From that central structure mentioned above I can lob grenades onto a tank at A objective and there is literally nothing they can do .. they have to do quite a bit of maneuvering to get a bead on me in the middle of the map, if the AV damage was increased it would make it pretty easy to pwn ground vehicles without them having any chance of retaliation.
Speeding up grenade velocity (not how fast I can squeeze them off but rather how fast they travel) would make the weapon more useful against fast moving infantry like the scouts and the assaults and make it harder to avoid, as well as giving me a chance of hitting a dropship which to date is the hardest target to nail with one. I wouldn't mind a lower direct hit damage and a higher splash damage as well as a bit of a boost to grenade velocity. You can get an extra round out of the Light Weapon Ammo secondary skill, although an extra round or two above that would be nice. Skilling up the secondary to level 5 all for one extra round felt like a waste of sp to me.
Maybe a generic secondary skill to boost the effectiveness of explosives in general? Just a thought. Thanks for the feedback! |
EVICER
63
|
Posted - 2012.08.01 00:44:00 -
[22] - Quote
Well heres the thing.As you unlock levels up in the thing the damage doesnt increase im pretty sure and there is no benefit that I can see from picking the lvl1 from the freedon CPU/PG either.Now there are skills that increase its radius.How about giving the player a faster reload skill like everything else has. Dont bump the damage.A 6 round clip could be useful as well.But im not really pushing for that.Its current shooting speed is ok. But as mentioned before proto assault "tanks" this damage.
Im pretty sure The Mass's does 120 dps a round .Id hate to see the soak on a proto heavy. Even the level1 heavy gets 120 shield and 910 armor(not sure Ill check the numbers next time I can play and edit)Could take all 12 rounds to put him down.I dont think it takes another weapon all its ammo to take down 1 unit. Not even gonna scratch the paint if the heavies fit is right. Thats why I say dont mess with the Damage but a faster reload could give me enough time to put 6 down range.For a proto.I think this is fair if it takes me 6 rounds to put him down and he still wants to stand there then give me a faster reload because I really think whats happening is. Because of the reload time the proto assault shields are already repping. Thats of course when I get RE'S thrown on me. which also means that perpetually we could stand there all day.Except at some point ill run out of ammo and I am going to die not him.
It might not need anything.I think what really needs to be worked on is the "dud" rounds that simply do not explode. Collision of the rounds off of walls and the ground needs to be looked at ...then we should see if its fair or not....but in its current state it leaves much to be desired. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.08.03 14:06:00 -
[23] - Quote
Okay, after some more threads about the Mass Driver I decided to invest time to reach Mass Driver Proficiency and the Freedom Mass Driver. After all we are here to test and I wanted to test the MD as good as I can. Here is my feedback:
1. Possible roles:
Suppressive Fire This role of the Mass Driver in the current state is extremely limited. It can be used to lay down psychological suppression on a single point, BUT only if you are using a nanohive. This role is quite limited as the projectile speed is to slow for long distances and the actual effectiveness too low to actually be anywhere near an enemy. so you are stuck to a high elevation on medium distances. Though if you stick to this role you will not gain ANY SP as the splash radius is much to small to actually hit anyone with splash on a medium to long distance so that you might get assist SP. You will just stand there and see those black ants running about having fun with your fireworks.
Fire Support The second role is giving fire support to heavies or assault groups. Unfortunately the hit detection problem showed an extraordinarly high amount of dud rounds AND not registering splashes and direct hits. Even when the projectile explodes in about 1m distance, most times the hit is not registered. This increases with the angular speed of both the target and the shooter. Which makes the weapon useless when strafing or moving fast in an infantry firefight or even CQC. Right now the best hit registering efficiency is occuring when standing still and shooting on a slow or standing target, but still does not go above 80%to 90%. I'm basing this on test shots on a blaster installation and stationary tanks. Not to mention that even IF the hit detection would work out even Scout suits are shaking (laughingly) at the dealt amount of damage compared to projactile speed and clip size, not to mention a decent assault or militia heavy. The last DO only laugh at the damage form a prototype(!) class weapon which costs 20 times more than the basic variant (not to mention the SP costs) and provides only the most marginal improvement in efficiency and damage.
Anti-Vehicle This is the worst role I tried with the Freedom Mass Driver. The only way to hit a vehicle is when they are standing still or trying to squash you with a dropship. But still then it needs about 5 to 6 shots with the Freedom MD to down a militia DS. LAVs and HAV are much to resilient to be seriously damaged by a MD. See Fire Support for hitting gunners in a LAV, it's no use there either as the infantry damage is too low.
2. Stats
Concerning the stats of Mass Driver it simply doesn't seem to apply with the current hit detection routine. Esspecially Splash damage does not seem to apply at the given distance. If the splash radius is slightly below 4m and the average model is 2m high the splash should register in a distance that is two times the size of the enemy. Right now it seems to be much less. I'll look some more into that though. (Maybe test it on a CRU.)
3. Variants
Concerning the roles I tested I suggest following Variant of the MD: Suppressor - lower damage, large splash area Support - medium damage, medium splash and a 2x multiplier against infantry Puncture - medium damage ( like 2x the damage of one swarm missile), very small splash and low splash damage, 1.5 damage multiplier against vehicles, Increased projectile speed
4. magazine
The magazine should be either remodeled or the clip size be increased to 6 rounds. |
Logisticus Testing
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2012.08.03 14:49:00 -
[24] - Quote
something i thought of the last time i used my MD is that it'd be nice if gravity played more of a roll with it. as it is, i can hit the MCC with the thing, but if i shoot a level shot, it hits about 40m out, or so. what i'd like to see is the ability to do a kind of charge shot style action, so that i could shoot a low power shot to get that guy just over the hill that i can't normally hit because i either hit the top of the hill, or the round goes sailing into the distance. kind of a duel shot mode, if you quickly just tap the trigger, it shoots at a predetermined power (how far the shot goes, not actual shot damage power), or you can charge it up for varying distances/heights. i know for me it's a pain trying to hit someone on top of a building while he sticks his head out, hits me with a few shots, then ducks back in while my shots are either going over the building or exploding on the side. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.03 19:30:00 -
[25] - Quote
I am not a great player, but I never do as terrible as I do when using a mass driver. My kills and deaths are usually close, and I frequently have moments where I get twice (or more) as many kills as I have deaths, or make the top 3 on my team on Ambush when it comes to kills. When using the mass driver though, its as if I am crippled. I played for hours yesterday with my brand new prototype Freedom mass driver, and it was just really really terrible (then I started experimenting with dual scrambler pistols for fun). There are many possible ways the mass driver can be improved.
6 round magazine. Would really help the mass driver catch up with weapons like the assault rifle with astronomically higher damage per magazines. It would also help with the constant need of reloading. This is what I think would be the best option
Higher fire rate. In my experience, I often get killed while using the mass driver before getting to fire a next round because of the delay between shots.
An arc showing where the grenade will land. I know this is probably a very bad idea, but I think it should at least be tested (its a beta and all). Sounds crazy, but with every other weapon you pretty much know exactly where it will hit, but that doesn't guarantee a hit because enemies are usually not stationary targets, so it might not make the mass driver overpowered since targets will move (though it probably will).
The mass driver is a fun weapon, I want to like it. Weapons like this NEED to be good, or else everyone will just use the generic conventional weapons like the assault rifle, and the game will be more boring for it. |
IR Scifi
Algintal Core Gallente Federation
18
|
Posted - 2012.08.05 05:53:00 -
[26] - Quote
KAGEHOSHI Horned Wolf wrote:I am not a great player, but I never do as terrible as I do when using a mass driver. My kills and deaths are usually close, and I frequently have moments where I get twice (or more) as many kills as I have deaths, or make the top 3 on my team on Ambush when it comes to kills. When using the mass driver though, its as if I am crippled. I played for hours yesterday with my brand new prototype Freedom mass driver, and it was just really really terrible (then I started experimenting with dual scrambler pistols for fun). There are many possible ways the mass driver can be improved.
6 round magazine. Would really help the mass driver catch up with weapons like the assault rifle with astronomically higher damage per magazines. It would also help with the constant need of reloading. This is what I think would be the best option
Higher fire rate. In my experience, I often get killed while using the mass driver before getting to fire a next round because of the delay between shots.
An arc showing where the grenade will land. I know this is probably a very bad idea, but I think it should at least be tested (its a beta and all). Sounds crazy, but with every other weapon you pretty much know exactly where it will hit, but that doesn't guarantee a hit because enemies are usually not stationary targets, so it might not make the mass driver overpowered since targets will move (though it probably will).
The mass driver is a fun weapon, I want to like it. Weapons like this NEED to be good, or else everyone will just use the generic conventional weapons like the assault rifle, and the game will be more boring for it.
Since the forum apparently ate my post again I'll just say that after dumping a couple of hundred thousand worth of SP into the skill I agree with almost all of this (not feeling the arc indicator, seems that would be too big of an advantage). I will second though that this is the only weapon I've used where I really have no feel for where my shot is going to land until I lob a few rounds. Something needs to be reworked on the firing arc I'm just not sure what. As it stands right now it just seems counter-intuitive to how you'd expect it to function.
The reload time on these are PAINFULLY slow. I think it's worse then the swarm launcher in terms of reload time. A bit of a boost would be helpful.
The animation when you hit a wall or vehicle is great but it's almost entirely lacking for everything else but I think that's a "feature" of almost all explosive weapons.
My final conclusion is that the mass drivers were significantly pre-nerfed. Most likely to head off another swarm launcher incident. I believe as others have said these are not solo-combat weapons but support weapons. You won't be king of the kill list if you use a mass driver. At best you'll get a large pile of assist kills and the occasional lucky shot. It is a hell of a feeling though to be able to drive a tank off the objective while being safely behind both a hill and a barrier with no direct line of sight to the target or to drop and nano-hive and just let random explosions rain down into a camp. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.17 00:48:00 -
[27] - Quote
More feedback regarding Mass Driver here https://forums.dust514.com/default.aspx?g=posts&t=36858&find=unread |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.17 02:27:00 -
[28] - Quote
I felt the same as you guys, until I got owned by The Dark Cloud who was using a high lvl assault mass driver. His team had nanohives all over the place and were staying close to each other (good camping). Whenever we attacked we couldn't aim. Because we kept getting hit by mass driver rounds. Following that up, whenever we took cover, Dark Cloud popped a couple of rounds at us. It's a CQC suppression weapon. And it's a pain in the arse.
The assault mass driver doesn't need touching. It's like a slow creeping death, which you cannot kill because it messes with your eyes. Other ones might need some tweaking. Not a buff, just a little tweak. Fire rate 75 & clip of 6 should be more than enough. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.17 02:35:00 -
[29] - Quote
lots of good MD posts +1 to all the good ones :D def feel the MD needs some srs love |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.09.21 21:29:00 -
[30] - Quote
Repost |
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