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SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 12:58:00 -
[1] - Quote
All last build I mostly ran with the Breach's--GB-9 and CreoDron--this time around because of the nerf to those guns, I gladly feel the incentive to try and master a new primary weapon and sidearm.
I have settled on the Mass Driver, as I like explosive weaponry and its nominal AV role could be plenty useful. I plan to pair it with a Submachine gun for my sidearm which would be necessary for the inevitable CQC.
I really want to hear some tips from the dudes who feel that they have mastered or at least have a good feel for the Mass Driver. If you have only used it once or twice, please don't respond, but if you rock with it, understand it, and enjoy using this weapon, then PLEASE drop some knowledge on me.
I have found it somewhat hard to use so far, but am determined to give it an honest go. |
Jack McReady
46
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Posted - 2012.08.20 13:19:00 -
[2] - Quote
mass drivers are still bad & bugged. the damage is low if you dont hit someone in the face which is almost impossible as the projectile speed is lower than thrown grenades, the ammo capacity is low and the mass driver projectiles do not explode sometimes dealing zero damage.
submachines guns on the other hand are pretty good at killing heavies up close but you get owned by any assault rifle at mid range because the smg range is very short. |
Rasatsu
Much Crying Old Experts
437
|
Posted - 2012.08.20 13:20:00 -
[3] - Quote
I put in lots of SP last build assuming it would be good for my playstyle, turns out it was broken as ****.
Not touching it until there's some indication that it works properly now. |
SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 13:26:00 -
[4] - Quote
Oh? :-(
Man, that is depressing, if its true. I was really looking forward to using that thing, but maybe now i'll hold off...........dunno
Thanks for the replies at least. |
SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 13:29:00 -
[5] - Quote
Jack McReady wrote:
submachines guns on the other hand are pretty good at killing heavies up close but you get owned by any assault rifle at mid range because the smg range is very short.
They did buff the range of the SMG in this build........that is what perked my interest in using them |
Darkz azurr
Royal Uhlans Amarr Empire
105
|
Posted - 2012.08.20 13:32:00 -
[6] - Quote
SoLJae wrote:Oh? :-(
Man, that is depressing, if its true. I was really looking forward to using that thing, but maybe now i'll hold off...........dunno
Thanks for the replies at least. i would try it, it's better if you try it and it's broken . then you can give feedback, and try and get the thing to work right. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.20 13:36:00 -
[7] - Quote
Steep learning curve + low damage per magazine = bad weapon. Used mass driver a lot last build, and I found it underwhelming even at the prototype level. Got the skills and bought some standard ones from all the ISK variants, and I will be testing them again later. |
Needless Sacermendor
98
|
Posted - 2012.08.20 13:38:00 -
[8] - Quote
You need to train the sidearm sharpshooter to the proficiency skill about 3 before you get any useful range out of the SMG, at least last build, as you say they've buffed the range a little now but it's hard to tell now I'm back to no sharpshooter skill.
I generally run swarm so can't help with the mass driver, but a bit of SMG info for you there. |
SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 13:41:00 -
[9] - Quote
Darkz azurr wrote:SoLJae wrote:Oh? :-(
Man, that is depressing, if its true. I was really looking forward to using that thing, but maybe now i'll hold off...........dunno
Thanks for the replies at least. i would try it, it's better if you try it and it's broken . then you can give feedback, and try and get the thing to work right.
You right, bro. I'm gonna give it a solid go this week, SPs and everything. WTF, right?
And once again, if anybody shreads with this thing, then please let me know your secrets.
Who knows, maybe I'll become the Beta Mass Driver King and peeps will flee my relentless storm of explosive rounds.
Or, if you see me in game firing unexploding tennis balls at you, don't laugh at me................... |
Badly Owned
xOne Man Armyx
49
|
Posted - 2012.08.20 13:46:00 -
[10] - Quote
I thought they where a support roll weapon, if using logistic. Best used running with a group not solo. Softening up a group as your squad moves in. Or finishing off the last few hiding behind cover, so you can safely revive and heal team mates without them getting instant killed. It isn't ment to be a 1v1 weapon. |
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Reout Karaal
Doomheim
85
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Posted - 2012.08.20 13:53:00 -
[11] - Quote
Mass Driver is a cool sounding method of annihilation, it's bad ass to run with and usually takes Scouts down in one pop. In previous build I've ran it up to Proto, but I would advice you to get a good grip on standard level, just to be sure if this is really what you want to do. Because in DUST these babies need a lot more love.
What's the problem it solves? I really tried to, but I could not find good use for MDs in the middle of the battle, even when I took kills for 50% of my shots (I've got a good feeling with hip shooting + complex light dmg mod + relevant skills up). The issue here is that sometimes grenades would just go missing -- no splash, no nothing, and the guy would gun me. So you're dropping a pill in front of a campy scout and nothing happens. Literally nothing, like that 'nade was never there. Or, more painfully, I would get a direct hit face to face (heavies are easy for target practice dance) and... nothing would happen. Grenade connects, but no sign, no shield damage, nothing. Like dropped in a wormhole. You can always tell yourself "duds happen", but with blank ratio of 20% you start to wonder. This may be even more painful for those new variants that have reduced splash damage and require you to connect, but YMMV.
Aiming MD is hard. Precision shooting is a joke, it actually makes things worse. The faster you master hip shooting the better. You can really mix things up by spamming few 'nades into a group of dancing people or campers, but any AR on the same level will put you down. Getting the hang of the flight path is hard for your foes as well, but this give you an edge only for so long. So golden rule of combat applies here: be above your enemy & know your weapon. It may also work as support role, but the precision is really not helping with this.
So what I did: proto MD, advanced SMG, REs, Sleek AV and called him "Demo". Blew some serious stuff up, but fighting with ARs was hard. Only played with it to **** people off with rain o' nades. Now I'd probably put AR instead of that MD.
tl;dr Had loads of fun. Did not better my KDR.
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SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 14:09:00 -
[12] - Quote
Reout Karaal wrote:Mass Driver is a cool sounding method of annihilation, it's bad ass to run with and usually takes Scouts down in one pop. In previous build I've ran it up to Proto, but I would advice you to get a good grip on standard level, just to be sure if this is really what you want to do. Because in DUST these babies need a lot more love.
What's the problem it solves? I really tried to, but I could not find good use for MDs in the middle of the battle, even when I took kills for 50% of my shots (I've got a good feeling with hip shooting + complex light dmg mod + relevant skills up). The issue here is that sometimes grenades would just go missing -- no splash, no nothing, and the guy would gun me. So you're dropping a pill in front of a campy scout and nothing happens. Literally nothing, like that 'nade was never there. Or, more painfully, I would get a direct hit face to face (heavies are easy for target practice dance) and... nothing would happen. Grenade connects, but no sign, no shield damage, nothing. Like dropped in a wormhole. You can always tell yourself "duds happen", but with blank ratio of 20% you start to wonder. This may be even more painful for those new variants that have reduced splash damage and require you to connect, but YMMV.
Aiming MD is hard. Precision shooting is a joke, it actually makes things worse. The faster you master hip shooting the better. You can really mix things up by spamming few 'nades into a group of dancing people or campers, but any AR on the same level will put you down. Getting the hang of the flight path is hard for your foes as well, but this give you an edge only for so long. So golden rule of combat applies here: be above your enemy & know your weapon. It may also work as support role, but the precision is really not helping with this.
So what I did: proto MD, advanced SMG, REs, Sleek AV and called him "Demo". Blew some serious stuff up, but fighting with ARs was hard. Only played with it to **** people off with rain o' nades. Now I'd probably put AR instead of that MD.
tl;dr Had loads of fun. Did not better my KDR.
Very cool. Thanks for the advice and I'm happy to know that you paired it with an SMG, as that is my intention, too.
It just seems that the SMG will offset alot of the MD's weaknesses and offer up that counter against AR's, especially if I can close the distance on them.
A barrage of suppresive fire with the MD and then close in and mop up with the SMG. That will be my initial strategy..... |
Reout Karaal
Doomheim
85
|
Posted - 2012.08.20 19:38:00 -
[13] - Quote
Yeah, I generally dig SMGs in this game, especially versus Scouts and Heavies in CQC.
Just remember to play with standard MDs before you invest into advanced-proto, because SPs are rare this build and with MD you're boned on med-long distance by default and currently also CQC is borked somewhat. Otherwise I myself am waiting for CCP to fix it, because it's super-fun. |
STB Vermaak Doe
558
|
Posted - 2012.08.20 19:41:00 -
[14] - Quote
If you can't directly peg people with it, i don't think it's for you. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.20 19:53:00 -
[15] - Quote
mass driver is good at extreme range also, that is what the sight is for. line up elevation of sight of fixed point, fire, adjust elevation till range is set. worked for taking drop ships off towers last build, and ones in flight with practice. Could also be used to fire at snipers. It arcs, so it can be used to hit enemies over a rise, preventing enemy having line of sight to return fire. new breach would be good for tower campers, assault for anti-sniper since snipers tend to have weak tank and larger blast rof will aid in getting hits.
In mass driver/smg fits, the smg is the primary, the mass is a secondary special tasks weapon. Sidearm and secondary weapon are not always the same thing. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.08.20 20:02:00 -
[16] - Quote
its situational and a good aread of denial weapon |
Jack McReady
46
|
Posted - 2012.08.20 20:24:00 -
[17] - Quote
SoLJae wrote:Jack McReady wrote:
submachines guns on the other hand are pretty good at killing heavies up close but you get owned by any assault rifle at mid range because the smg range is very short.
They did buff the range of the SMG in this build........that is what perked my interest in using them even with the buff the range is depressing. sometimes it really sucks, you set up a hack, hide in a corner a bit away then someone comes to dehack and you can kill him because your weapon deals no damage at such range =D
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howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.08.20 20:43:00 -
[18] - Quote
Love mass driver
It is an indirect fire support weapon. It is a mobile hand held mortar
If you max sharpshooter it can be semi effective at closer range
My#1 rule for employing the MD is: always hold the hi ground. Always
The dud/blank/misfire bug can be maddening. And it happens so often that it gimps the overall performance of the weapon system
I have found that the best way to somewhat mitigate this bug is to always be dropping rounds from a higher elevation. Even a small bump ( as in jump and shoot) can help.
I believe the angle that the round impacts the terrain or target is a big factor in whether it explodes
If your target is beyond CQC range then using the scope function can help
I often position the target visually in the notch below the pop up range finder and shoot
Depending on your elevation to target and optimal range of weapon this technique usually puts the round close to correct
I fire, pause to see impact then adjust fire
I am logistics so I am often just behind the assault push and dropping four fast rounds into or behind the enemy position is enough to disrupt there awareness in our favor
Here is something I noticed yesterday and need confirmed by other players:
I was running around in ambush yesterday when someone started dropping md rounds on me. They were offtarget and weak ( aren't we all ATM) so they didn't kill me but Wow! The noise and concussions and Smoke! The smoke thrown up completely obscured my vision for several seconds. If this is the close splash effect of md rounds I love it
Blowing guys up is good. But if you can't put the ammo on top of the guy then smoke, concussion and noise are great disruptions to have
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SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 23:47:00 -
[19] - Quote
Ten-Sidhe wrote:mass driver is good at extreme range also, that is what the sight is for. line up elevation of sight of fixed point, fire, adjust elevation till range is set. worked for taking drop ships off towers last build, and ones in flight with practice. Could also be used to fire at snipers. It arcs, so it can be used to hit enemies over a rise, preventing enemy having line of sight to return fire. new breach would be good for tower campers, assault for anti-sniper since snipers tend to have weak tank and larger blast rof will aid in getting hits.
In mass driver/smg fits, the smg is the primary, the mass is a secondary special tasks weapon. Sidearm and secondary weapon are not always the same thing.
Good points. Thnaks so much. |
SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.08.20 23:54:00 -
[20] - Quote
howard sanchez wrote:Love mass driver
It is an indirect fire support weapon. It is a mobile hand held mortar
If you max sharpshooter it can be semi effective at closer range
My#1 rule for employing the MD is: always hold the hi ground. Always
The dud/blank/misfire bug can be maddening. And it happens so often that it gimps the overall performance of the weapon system
I have found that the best way to somewhat mitigate this bug is to always be dropping rounds from a higher elevation. Even a small bump ( as in jump and shoot) can help.
I believe the angle that the round impacts the terrain or target is a big factor in whether it explodes
If your target is beyond CQC range then using the scope function can help
I often position the target visually in the notch below the pop up range finder and shoot
Depending on your elevation to target and optimal range of weapon this technique usually puts the round close to correct
I fire, pause to see impact then adjust fire
I am logistics so I am often just behind the assault push and dropping four fast rounds into or behind the enemy position is enough to disrupt there awareness in our favor
Here is something I noticed yesterday and need confirmed by other players:
I was running around in ambush yesterday when someone started dropping md rounds on me. They were offtarget and weak ( aren't we all ATM) so they didn't kill me but Wow! The noise and concussions and Smoke! The smoke thrown up completely obscured my vision for several seconds. If this is the close splash effect of md rounds I love it
Blowing guys up is good. But if you can't put the ammo on top of the guy then smoke, concussion and noise are great disruptions to have
Got it. High ground, it makes complete sense.
Again, thanks, this is the type of information that I was after.
This DUST community can be very compelling at times and it is getting more exciting by the day. |
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