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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
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Posted - 2012.09.16 09:44:00 -
[1] - Quote
Agreed. Another MD user here. I chose the weapon because in theory it's one of those that should take skill and practive to get good at (as opposed to hitting the trigger and spraying until you oppont dies). But as thigs stand right now I think the weapon is A) glitched - shells that are fired at close range, say 20 - 30 feet, don't go off (no explosion animation and also judging by enemy health bars no actual damage) and B) dramatically underpowered relative to other weapons - super low capacity, splash radius too low, and ideally I would like to see more splash damage too, maybe a curve distribution (for example 100% of base damage at 1m, 60-70% at 5m, 20-30% at 10m). High damage like this makes up for otherwise a weapon that's difficult to aim with and slow shell flight. Also would be nice that this thing would be super dangerous at close range to user. Right now I ironically get most kills by shooting at my feet when enemy charge me - shock wave destroys them but there is relatively little damage to my dropsuit, which is lame. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.09.16 09:52:00 -
[2] - Quote
I have another thought. Mass driver should have a reticle that makes sense - something that they have on sniping rifles IRL - an indicator that suggests that if you are firing at a target 60m away - aim this high, and the way you can say that your targer is, say 60 m away, is because there would be a set of hash marks where your opponent would fit between. So a person that's far away would appear very small and their figure would fit between a set of hashmarks that corresponds to a certain distance and the reticle should guide you how to adjust the arch to shoot for that distance. I hope I explained this in a way that makes sense. Please, support this idea if you like it. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.09.16 10:08:00 -
[3] - Quote
By reading the forum I realized that some ppl have few problems with MD (few shells that dont go off) while for others it happens most of the time. For me maybe 30-50% don't go off. Short range mostly, but then again, maybe i notice the fail more at short range since it's clearly visible and your life is on the lne, giving it more of 'memorable' factor. Overall, i get quit a bit of lag especially when in a close firefight (screen would freeze for 1.0 seconds), and this happens, with any weapon. When I am with MD these are also the settings (close range frenzy combat) when I tend to fire all rounds at once and a lot of them don't go off. So i think lag probably has a lot to do with this problem. Also, at least, for me MD shells tend to go off fine when they hit a vertical structure - namely I noticed they go off consistently when they hit those iron barriers scattered around in terrain on the map with 'four sniping towers'. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.09.17 04:38:00 -
[4] - Quote
I've been doing some more experimentation today with MD. Seems like rounds tend to not go off in complex terrain more often compared to paved, even floors. |
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