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Thread Statistics | Show CCP posts - 0 post(s) |
Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2013.01.21 20:16:00 -
[1] - Quote
No, we don't all agree that it's a terrible thing. Don't assume your opinions are shared by all.
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Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2013.01.21 20:28:00 -
[2] - Quote
Omnipotent lilmamaj wrote:Skihids wrote:No, we don't all agree that it's a terrible thing. Don't assume your opinions are shared by all.
I'm sure we can all agree that sitting next to a supply depot spamming mass drivers and getting triple kills is quite unacceptable. What can we do to fix this problem? My suggestions: -nerf damage -nerf supply depot What do you guys think? Is this a problem at all? Suggestions? And good job with grenades by the way CCP. Your post is pointless and unappreciated.
1) Supply depots are designed to supply ammo to troops around it. If that's a problem for your team, then go take the depot for your side.
2) A solo MD user hanging out at a SD lobbing rounds is just screaming "Here I am, come and get me!", so just shoot him and he won't be a problem.
3) Spread out! How can he be constantly getting triple kills if your team isn't glued to each other at the hip? Or was this a one time lucky shot and not really a problem? |
Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2013.01.21 20:30:00 -
[3] - Quote
Ted Nugget wrote:If a missile launcher has to struggle to kill infantry a mass driver which is shooting smaller ammo. Should definately not be able to kll three people with one round. A missile launcher shoots them in volleys of four and you laugh at them when someone puts them on a tank. They do need a nerf!
That's not an argument to nerf MD rounds, it's an argument to buff rockets back to usability.
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Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2013.01.21 20:35:00 -
[4] - Quote
Volgair wrote:Looking at the light options for weapons, the AR is still far more powerful and adaptable then the MD. However the MD shouldn't keep you from being needled up the way a grenade or FG does.
A MD round IS a grenade.
My understanding is that excessive damage of any kind will prevent a revive. A merc who falls to an AR generally stops getting shot right after he takes the fatal round. A FG or grenade applies a much higher alpha which will result in significant damage taken over the amount needed to kill.
I've been told in game that if you continue to shoot a merc with an AR after he goes down he can't be revived, so it's a total damage thing, not weapon specific. |
Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2013.01.21 20:44:00 -
[5] - Quote
BMSTUBBY wrote:Tittle MD as a secondary weapon and give them only two rounds before they have to reload.
Yeah, let's just finish removing all indirect damage weapons from the game so it can be all AR's all the time.
Hit-scan for everyone! |
Skihids
Tritan-Industries Legacy Rising
968
|
Posted - 2013.01.21 21:00:00 -
[6] - Quote
Hit-scan: turn until your reticle turns red and pull the trigger for a guaranteed hit = Great skill
MD trajectory: Mentally calculate enemy movement, terrain features, and flight time to determine the best spot to land your round = Easy mode
Yeah, right...
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