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Gunner Nightingale
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Posted - 2013.01.20 17:06:00 -
[1] - Quote
Clearly you've never seen Gunner Nightingale has committed suicide in the killfeed. The radius on the MD is 4.0 on STD 4.4 on ADV and 4.8 on PRO.
The splash damage in these weapons is in the low 100's so yea we are going to survive splash damage especially since we tend to fire the shot behind you instead of in front. If we do fire in front its to land a direct hit.
So sorry you are just mistaken. |
Gunner Nightingale
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Posted - 2013.01.20 17:08:00 -
[2] - Quote
KalOfTheRathi wrote:I wonder if it is tied to Friendly Fire being disabled?
Grenades and explosives will give you the "committed suicide" death banner. But the grenade launching MD does not. Just a thought. If they ever turn FF on and the Scouts all switch to Shotty we would have our answer.
Again not true. Ive died by my own MD fire. Dont believe me spend 7k SP on MD operation lvl 1 buy a MD and hit some walls in front of you and tell me you dont take damage/die from it. |
Gunner Nightingale
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Posted - 2013.01.20 17:29:00 -
[3] - Quote
I think they should leave the splash damage as is because b/w MD proficiency and weaponry that is a 25% increase in damage to MD once fully skilled in these areas. Combine that with a 25% bump in radius from operation and any changes to the base dmg values will turn it into a handheld cannon. |
Gunner Nightingale
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Posted - 2013.01.20 18:00:00 -
[4] - Quote
Reav Hannari wrote:The best way to kill a mass driver using logi is to run straight at them. Either I kill us both by shooting at you or I remember that I can just smack you over the head with my weapon. Before the reset I trained up Hand to Hand combat and managed quite a few close range kills that way.
Shhh don't give away the secret!!! |
Gunner Nightingale
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Posted - 2013.01.20 19:58:00 -
[5] - Quote
Yea and rapid reload and capacity upgrades have a near negligible benefit even when fully skilled.
Edit- I take that back a 25% increase in capacity is 4 extra rounds, but 15% in reload is .6s meh maybe thats useful not really sure. |
Gunner Nightingale
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215
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Posted - 2013.01.20 20:52:00 -
[6] - Quote
Tyjus Vacca wrote:+1 massdriver needs less splash and the owner should take damage if in the killzone. main reason we need friendly fire on...u can sit back and watch mass driver spammers kill their whole team.
No it doesnt need less splash, at all the radius on them is small enough and damage wise they are just fine, If they become any smaller the MD becomes nothing but another close range noob tube with no utility as mid-long range suppression weapon. I do agree about friendly fire though that something that would hopefully cut down not only MD spam but nade spam as well.
Also the assualt variants have a small splash damage larger radius and it works just fine becaue it has a larger clip. The breach which is already pretty useless would become even more so if splash damage was nerfed because they wont just nerf one variant and not touch the others.
The owner does take damage in the splash zone, keep in mind most shots place behind you, be glad that round often appear to go right through players and impact on the ground behind them when it should have been a direct hit. Given the size of the round i know there a ton of times i had a direct hit just float right over the top of the head or through the legs.
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Gunner Nightingale
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215
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Posted - 2013.01.20 21:31:00 -
[7] - Quote
Ydubbs81 RND wrote:The only "tweak" the mass driver needs is a reload after the second the grenade. Buffing the splash damage so it'll be much easier to kill while missing is absurd.
yes and then it becomes completely useless as an AOD weapon if it needs a reload b/w each round. That really is just not that great an idea.
With the current splash damage its feasible to get kills when before it really was a useless weapon. If anything it could perhaps use a slightly slightly lower ROF, not breach level but somewhere in the 50's might make it a little bit more balanced. There are other ways to tweak a gun besides tweaking damage and radius.
But not for nothing the current rate of fire if my aim is all over the place it take b/w 4-5 shots of splash damage to kill a full health assualt but if i use a flux it takes 2-3 and even then the time it takes to fire off those 3 shots is plenty to finish me off with an AR, shotty, HMG, pistol and many other weapons but if you get too close than yes my MD will outperform an AR, at the AR optimal range its hard to take them out unless i have a height advantage or they just stand still.
Is MD a completely skill-less weapon no, does it require less traditional skill to use YES. Is it out of balance or OP definitely not. Could it use a "tweak" meh not really and any tweak that comes would likely make it utterly useless.
The weapon excels at camping and at height giving the illusion of overwhelming force. Most MD kills that come from a single shot are likely splash damage that was leeched off of other players who whittles down the enemy before that shot came in. It suck in those situations because then it is worse than a nade. But this is just one scenario all other times MD comes down to user "skill" and knowing how to use it effectively. It really is flux/MD that makes it so lethal not the MD. If anyone other than a scout at full health goes up against an MD that uses only the MD round and no nades of any kind the MD user loses probably 6-7/10 times. |
Gunner Nightingale
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215
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Posted - 2013.01.20 22:18:00 -
[8] - Quote
Ydubbs81 RND wrote:It wouldn't make it useless, it would require skill to kill enemies. Instead of just a grenade spamming weapon...which is all that it is. A much slower rate of fire would suffice but it would have to be noticeable.
Guys that knows the MD weaknesses, know how to exploit it. Everytime that grenade splashes on you...it totally throws your aim off if you're using an AR. Maybe if it didn't do that, it wouldn't be so bad. But right now, if you scope, it will throw it off. You have to hip fire to aim and many times, those guys keep their distance
Okay how much you want to reduce the splash damage by. 50HP? Really is that going to help, i mean the exo-5 does 126.5 and the freedom does 138. The radius is 4.4 and 4.8 respectively yes when i get full weaponry and proficiency it will be beast but by then people will have proto weapons and these are adv/proto MD's the std MD sucks its why so many ppl use tsunami or skill up to exo.
also the damage is proportional and and doesnt do the full hp damage if you're at the edge of the blast. If you want to reduce the damage anywhere that kind of level than i want a clip size of 12 and max ammo size of 30-40.
If you think placing a round within 4-5m radius of a person while accounting for player movement, and distance and angle constitutes a "miss" then it really makes it difficult to have a discussion on this.
Direct hits almost if ever happen at range but in close range they can happen and do happen, lets not forget that i have to fire rounds in a cycle while people are returning continous fire at me.
Yes impact recoil sucks if they reduced it a bit fine maybe that will make it easier for ppl to stand up to a MD user.
Massholes are the bullies of the battlefield we come up steal your lunch money and wedgie you with little regard for your feelings.
This notion of "skill" with MD use maybe applies in CQC combat where splash damage kills faster than it should but again no other weapon requires one to account for pitch angle, horizontal/vertical movement and time to reach target from x distance at range. |
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