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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.05.07 23:51:00 -
[1] - Quote
I'm not sure what you guys are doing, but MD is working fine for me. I have level 2 proficiency, and using the EC-3. Outside of the explosion effect that makes it hard to tell if you're hitting something or not, it feels more reliable now that splash damage is adjusted for elevation and incline. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
531
|
Posted - 2013.05.08 03:54:00 -
[2] - Quote
Anyone else notice everything except the AR got a damage nerf? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
581
|
Posted - 2013.05.09 06:52:00 -
[3] - Quote
Flanked some reds to fire a few EC-3 rounds into a crowd of assaults to herd them to my squad just like old times. Except this time they just turned around and gunned me down. I'd scare someone more if I fed the damn thing to them. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
587
|
Posted - 2013.05.09 08:08:00 -
[4] - Quote
Mr Gloo Gloo wrote:Hi all,
Juste read a few posts on the first page.
I'm MD lvl5 and proficiency lvl 4, on a Caldari logi suit.
MASS DRIVER ROCKs in this build !!! But I personnaly think that there is a too high penalty on shield damages. The answer to the Mass Driver is FLUX NADE !!!
And the most important : you barely can't play it by yourself, you need to play with a squad. It's not a lonewolf weapon.
Good training ;) !!! The issue isn't lonewolfing with the MD. It doesn't suppress like it's supposed to anymore. I ran with my static squad mates where my EC-3 used to shine. Most of our tactics involved me being the first to engage from a distance lobbing a few rounds in the enemy's general direction to pin them back while my squad rushed in. Now, when I try to do the same thing, they shrug off the damage and gun me down. I'm a logistics and I run support with the MD and it's not even good enough for a support weapon anymore because people can just shrug the damage off like it's nothing.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
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Posted - 2013.05.09 23:51:00 -
[5] - Quote
Doesn't the standard Flaylock pistol deal 200 damage on a direct hit? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
Posted - 2013.05.10 00:53:00 -
[6] - Quote
CLONE117 wrote:
the ar is not op
only the tac ar is op...
Every light weapon (and the HMG) took a damage nerf... except the AR. That makes it OP by default. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
|
Posted - 2013.05.10 02:16:00 -
[7] - Quote
CLONE117 wrote:Cosgar wrote:CLONE117 wrote:
the ar is not op
only the tac ar is op...
Every light weapon (and the HMG) took a damage nerf... except the AR. That makes it OP by default. the reg ar is fine right now the tac ar got a damage raise and hmgs did to much damage really fast anyways and they still do lots of damage. what u pl really should have been complaining about its damage mods.. they make every gun seem over powered.. if u got obliterated really fast and u have decent shields and armor u likely got killed by some1 with 20 stacked damage mods. ar never really needed damage mods as its effective enough as is. of course im using free miltia fits and im pwning but that's just cause I actually have skill... if u want to complain about op weps blame damage mods they make weps op... People have been complaining about damage mods since replication, but nobody listens. Damage mods on any weapon makes it OP. The way people gravitate to different weapons when one gets nerfed and another one becomes OP. Every weapon in the game can't be OP right? My suggestion on raising the CPU/PG requirements on them so you can't stack a ton of them went silent like all the other suggestions were. Hell, let assaults get a fitting reduction bonus for using them for all I care, but attack the problem at the head. Everything in this damn game is taking turns getting nerfed into the ground.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
620
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Posted - 2013.05.10 06:55:00 -
[8] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote:Been trying them on an alt... quite disappointing. Sure splash damage is a big advantage, but the range, firing arc, and low DPS compared to the AR (even with direct hits) balanced it. Now it seems like a pointless trinket for novelty, not something actually meant to be used for serious conflicts. And then there's the ammo, when a weapon takes ~4 rounds to kill and holds ~18 rounds it's useful life is very limited and supply dependent. The ammo limit was a great balancing aspect prior to the nerf, now it's more like insult to injury. And we haven't even talked about trying to fight an opponent who has any elevation advantage. I would like to hear CCP explain what battlefield role they see the Mass Driver filling and how this nerf properly supports that role while still keeping the weapon viable.... because quite frankly I don't see that it does either. 0.02 ISK Cross I'd like to see their intended repurpose on it too. At this point, the laser is turning out to be a better support weapon. Finally being able to get consistent kills is fun and all, but I had more fun trolling the AR tryhards. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
642
|
Posted - 2013.05.11 02:11:00 -
[9] - Quote
Smoky The Bear wrote:Because hes a fraud..
HIs MD skills are Garbage.. Dude as a fellow MD enthusiast, I want to like you. But you're acting like a spoiled 12 year old throwing a tantrum because his mom canceled his WoW account. Chill out, take a deep breath and help us figure out a solution instead of pouting.
Anyway, I've been screwing around with the MD and noticed how drastically straighter the trajectory is now. It seems like they're trying to make it into a slayer weapon when it shouldn't be. Instead of shooting from the hip, I've found with practice it's easier to actually ADS, aiming just a few degrees higher or lower depending on elevation and consistently landing direct hits. This could explain why they felt the need for the damage and radius nerf.
Before, we used to aim upward and lob rounds, making the larger blast radius and high damage almost a necessity. Now, it's much easier to hit your mark. After a while with the standards and assaults, I thought "what if..." Bingo! The breach is a freaking monster now! Seriously, take some time to get used to the more straight trajectory, focus on trick shooting at targets and get used to it. But even with all this said, I miss the awkward trajectory and larger blast radius from Chrome. Turning the MD into a slayer weapon when it wasn't being used as one was a bad move in my opinion.
Also, to add insult to injury, people are actually picking it up for the first time and getting kills easily and thinking that it really was a noob tube in Chromosome. It's making us all look bad.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
642
|
Posted - 2013.05.11 02:33:00 -
[10] - Quote
MASS DR1V3R wrote:Cosgar wrote:Smoky The Bear wrote:Because hes a fraud..
HIs MD skills are Garbage.. Dude as a fellow MD enthusiast, I want to like you. But you're acting like a spoiled 12 year old throwing a tantrum because his mom canceled his WoW account. Chill out, take a deep breath and help us figure out a solution instead of pouting. Anyway, I've been screwing around with the MD and noticed how drastically straighter the trajectory is now. It seems like they're trying to make it into a slayer weapon when it shouldn't be. Instead of shooting from the hip, I've found with practice it's easier to actually ADS, aiming just a few degrees higher or lower depending on elevation and consistently landing direct hits. This could explain why they felt the need for the damage and radius nerf. Before, we used to aim upward and lob rounds, making the larger blast radius and high damage almost a necessity. Now, it's much easier to hit your mark. After a while with the standards and assaults, I thought "what if..." Bingo! The breach is a freaking monster now! Seriously, take some time to get used to the more straight trajectory, focus on trick shooting at targets and get used to it. But even with all this said, I miss the awkward trajectory and larger blast radius from Chrome. Turning the MD into a slayer weapon when it wasn't being used as one was a bad move in my opinion. Also, to add insult to injury, people are actually picking it up for the first time and getting kills easily and thinking that it really was a noob tube in Chromosome. It's making us all look bad. Thank you. Finally something constructive. I've found that I do 10x better using the Freedom rather than the EX0. If you had read into my posts, you'd see that I've been saying this the whole time. Perhaps all of you should try builds with it rather than the EX0. I'm starting to think the Freedom has higher stats than it states. I promise it makes a drastic difference. Even with all these discoveries, I would trade those kills for the arcing trajectory and some of the damage and radius back. We probably don't need all of the radius since the terrain glitch is fixed, but we need a little more oomph in damage to be threatening and a little more blast radius for area denial. If I cared about kills, I'd be using a TAR right now. I picked the MD for tactics and utility. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
647
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Posted - 2013.05.11 03:12:00 -
[11] - Quote
Cross Atu wrote:I'll reiterate this basic point again as I have done in various threads regarding all sorts of weapons and game mechanics.
Balance needs to be derived from the average not the outliers. What this means in a general context is that if you are in the top 20% then you are not an appropriate case for balance assessments. Nefing things so the they "take skill" (i.e. are significantly more difficult to use) for those with the top gun game is bad game design. It's net effect is to take those few who are already excelling and give them an even greater advantage. This creates more pub stomps, red lines, and blow outs. Meaning that ultimately this creates a more boring play experience and diminishes the over all player population.
Not all weapons function the same, nor should they. Weapons, like any of the other gear, or indeed many of the skills in Dust ideally should fill a role and be evaluated with regards to the success in that role. At bear minimum evaluations need to be more complex than is "X weapon good/bad" and they certainly need more context then anecdotal debates between various players about their KDR in a smattering of matches (matches which often aren't even put in any sort of context).
Balance is about game health, not personal preference, a specific play style or a singular feature/role.
Consider this a request to for all concerned to provide detailed, sober feedback within explicit context, and hopefully to do so with a focus on the macro level of the game rather than simply on their own personal reactions.
0.02 ISK Cross This blanket statement just points out that all you did was read the OP and maybe just skimmed the rest of the fist page. The problem with the mass driver isn't because it's not this super OP weapon that got nerfed. The problem is the tactical aspects and utility of the weapon has been traded for the ability to slay. Please go further in the topic and read some of the more recent posts. We've been trying to find out the direction the Devs took the MD and why we disagree with it.
My 0.4 ISK
Cosgar |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
647
|
Posted - 2013.05.11 03:40:00 -
[12] - Quote
KA24DERT wrote:I don't understand what you all are saying regarding them making the MD a slayer weapon. How can a reduction of all relevant stats make it more effective at killing people?
It's doubtful that there was any rationale behind these changes aside from "Well, as long as we're tweaking values, let's adjust these too." This is just a thoughtless nerf. If it was some sort of holistic balance attempt, then the smoke trail wouldn't be following the old trajectory path. Because before, the trajectory had more of a falloff which required arcing the weapon upwards and lobbing rounds. The larger blast radius was necessary because aiming required more skill than just point, ADS, collect kill. Even with the awkwardness it brought on utility purposes with the larger blast radius. Also, back in Chromosome, splash damage was calculated on a 2-D plane for all splash damage weapons which made the MD rounds not register damage on a target that had so much of a pixel of incline or elevation. It was a skill based weapon with a high learning curve and very useful for squad tactics like pinning enemies down for heavies and scouts to close in or simply herding an enemy squad from a downed teammate for logistics to raise them.
Now, since the grenades fly straighter, it's much easier to land direct hits that you couldn't in Chromosome at the cost of the splash radius and damage (10% damage buff in hot fix helped) which causes the weapon to lose its finesse when used for a support role. Being able to land direct hits makes it much easier to kill with the MD meaning that it has been reverted to a slayer weapon at the cost to what made it special: area denial and support. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
650
|
Posted - 2013.05.11 04:32:00 -
[13] - Quote
MASS DR1V3R wrote:Okay I give in/don't care anymore. Give us the old MDs back. I killed with them then, and I kill with them now. If it makes the rest of my fellow MD users happy, then let's have it back the way it was. I just got tired of being called a noob tuber, people saying that I used a noob tube, or that the weapon took no skill to use because of the insane splash damage. But whatever, like I said, I don't care anymore. Yeah, here's the issue with the noob toob stigma. Back then you could argue that they go out and use it and see how much of a noob tube it is. They usually came back with their tail between their legs, realizing that the damn thing required skills and finesse. Now if you make that same argument, they'll go out and get freaking kills. It feels more like a slow ROF AR that just happens to shoot grenades and less like that niche support weapon I fell in love with back in January.
@Cross, I'll retract my statement, but I want to know something? If you have such strong views on the weapon and it's uses, why make that blanket statement in the first place? It really did give the impression that you just read the OP and commented without reading like most people usually do. I understand your statement, but it just felt out of place.
Also, OP needs to change the title so it just doesn't look like a complaint thread and give a more validating OP. Devs have been proven to respond more to articulate and constructive feedback than complaints. It will make it easier to open a possible dialogue with them.
-Explain what you feel the weapon's intended purpose was with the MD -Explain your discontent with the changes -Brainstorm solutions to make the MD better (with sacrifices)
There's a lot of good ideas in this thread (and many others) from MD enthusiasts and we need to put out a good impression if we want our weapon back.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
650
|
Posted - 2013.05.11 05:45:00 -
[14] - Quote
Ludvig Enraga wrote:Cosgar wrote:Cross Atu wrote:I'll reiterate this basic point again as I have done in various threads regarding all sorts of weapons and game mechanics.
Balance needs to be derived from the average not the outliers. What this means in a general context is that if you are in the top 20% then you are not an appropriate case for balance assessments. Nefing things so the they "take skill" (i.e. are significantly more difficult to use) for those with the top gun game is bad game design. It's net effect is to take those few who are already excelling and give them an even greater advantage. This creates more pub stomps, red lines, and blow outs. Meaning that ultimately this creates a more boring play experience and diminishes the over all player population.
Not all weapons function the same, nor should they. Weapons, like any of the other gear, or indeed many of the skills in Dust ideally should fill a role and be evaluated with regards to the success in that role. At bear minimum evaluations need to be more complex than is "X weapon good/bad" and they certainly need more context then anecdotal debates between various players about their KDR in a smattering of matches (matches which often aren't even put in any sort of context).
Balance is about game health, not personal preference, a specific play style or a singular feature/role.
Consider this a request to for all concerned to provide detailed, sober feedback within explicit context, and hopefully to do so with a focus on the macro level of the game rather than simply on their own personal reactions.
0.02 ISK Cross This blanket statement just points out that all you did was read the OP and maybe just skimmed the rest of the fist page. The problem with the mass driver isn't because it's not this super OP weapon that got nerfed. The problem is the tactical aspects and utility of the weapon has been traded for the ability to slay. Please go further in the topic and read some of the more recent posts. We've been trying to find out the direction the Devs took the MD and why we disagree with it. My 0.4 ISK Cosgar What 'ability to slay' stats got worse not better. It's not like direct damage was buffed and AoE got nerfed. MD took only nerf and no buff in any aspect. Please, clarify what you mean when you say that now it has turned from support to slayer weapon. All I see is that the 'slaying' is the same or worse (read, direct damage) and support got severely nerfed (read, AOE/Splash). Or maybe I did not understand what you meant. *puts dev hat on for a second*
With the new trajectory, rounds fly straighter, making it easier to land a direct hit. If it dealt the damage it did in Chrome, the MD would probably would be OP, so they nerfed it. By that same logic, since it flies straighter to its intended target, they decided to nerf the splash damage to compensate because we don't need the extra help with finding our targets anymore. So in a way, the Mass Driver is more like an RPG than a the M-32 it used to be. It's much easier to get kills, but at the cost of usefulness in its support role we all used it for.
Edit: @Cross: It takes a big man to make a decision, but a better man to own up to it. No worries man, we're cool. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
650
|
Posted - 2013.05.11 06:03:00 -
[15] - Quote
Smoky The Bear wrote:Cosgar wrote:Ludvig Enraga wrote:Cosgar wrote:Cross Atu wrote:I'll reiterate this basic point again as I have done in various threads regarding all sorts of weapons and game mechanics.
Balance needs to be derived from the average not the outliers. What this means in a general context is that if you are in the top 20% then you are not an appropriate case for balance assessments. Nefing things so the they "take skill" (i.e. are significantly more difficult to use) for those with the top gun game is bad game design. It's net effect is to take those few who are already excelling and give them an even greater advantage. This creates more pub stomps, red lines, and blow outs. Meaning that ultimately this creates a more boring play experience and diminishes the over all player population.
Not all weapons function the same, nor should they. Weapons, like any of the other gear, or indeed many of the skills in Dust ideally should fill a role and be evaluated with regards to the success in that role. At bear minimum evaluations need to be more complex than is "X weapon good/bad" and they certainly need more context then anecdotal debates between various players about their KDR in a smattering of matches (matches which often aren't even put in any sort of context).
Balance is about game health, not personal preference, a specific play style or a singular feature/role.
Consider this a request to for all concerned to provide detailed, sober feedback within explicit context, and hopefully to do so with a focus on the macro level of the game rather than simply on their own personal reactions.
0.02 ISK Cross This blanket statement just points out that all you did was read the OP and maybe just skimmed the rest of the fist page. The problem with the mass driver isn't because it's not this super OP weapon that got nerfed. The problem is the tactical aspects and utility of the weapon has been traded for the ability to slay. Please go further in the topic and read some of the more recent posts. We've been trying to find out the direction the Devs took the MD and why we disagree with it. My 0.4 ISK Cosgar What 'ability to slay' stats got worse not better. It's not like direct damage was buffed and AoE got nerfed. MD took only nerf and no buff in any aspect. Please, clarify what you mean when you say that now it has turned from support to slayer weapon. All I see is that the 'slaying' is the same or worse (read, direct damage) and support got severely nerfed (read, AOE/Splash). Or maybe I did not understand what you meant. *puts dev hat on for a second*With the new trajectory, rounds fly straighter, making it easier to land a direct hit. If it dealt the damage it did in Chrome, the MD would probably would be OP, so they nerfed it. By that same logic, since it flies straighter to its intended target, they decided to nerf the splash damage to compensate because we don't need the extra help with finding our targets anymore. So in a way, the Mass Driver is more like an RPG than a the M-32 it used to be. It's much easier to get kills, but at the cost of usefulness in its support role we all used it for. Edit: @Cross: It takes a big man to make a decision, but a better man to own up to it. No worries man, we're cool. Wait what? Rounds flying straighter does not make it easier to get kills.. quite the opposite on flat ground with no dropoff its hard as hell to hit their feet.. (picture yourself in an open flat field)..and the range nerf makes that a very low % shot... as well as when hitting the wall beside them.. no blast radius means the wall eats it.. and enemy walks away.. And as another poster just pointed out AGAIN.. how does an overall across the board nerf in any way change the role? or anything else that sounds nice? it is what it is.. Try aiming for the chest, neck, or head depending distance instead of the feet. It's much, much easier to land those direct hits we never used to because of the arc. That's why I've been using the breach now. Speaking of the breach, it feels like the devs were trying to make the breach more viable. CCP doesn't make changes without reasons, but those reasons are what usually causes problems. Anyway, I'm finding myself getting 10, 12, and even 17 kills a round because getting direct hits are so easy. Therefore, I believe they were trying to help us, but wound up fixing something that wasn't broken in the first place. It's a shame really. Out of all the things I was looking for in uprising, it was the splash damage calculation being on a 3-D plane, which was the only issue I had with the MD in chrome. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
651
|
Posted - 2013.05.11 07:00:00 -
[16] - Quote
Still blazn wrote:Are you absolutely positive that you are hitting people in the head and chest and their body is causing the grenade to explode? Maybe I need to go back and do some test games, but last time I checked they were still going THROUGH the enemy.. either way.. theres no way im going to be using a MD that becomes necessary to get a head shot with.. Takes a while to get used to the new trajectory and the new sight, well ADS with MD in general, but it's been changed to the point that you find yourself doing it consistently. Really, it feels like using an AR that shoots grenades.
Ever since they made point A easy to camp in ambush, we could really use the old trajectory right about now. Oh and I miss being near A or C in the complex and lobbing grenades through the windows to flush out people camping B.
*sigh*
Memories... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
651
|
Posted - 2013.05.11 08:10:00 -
[17] - Quote
Good news!
Remnant is looking into the Mass Driver:
CCP Remnant wrote:
To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
651
|
Posted - 2013.05.11 08:25:00 -
[18] - Quote
Smoky The Bear wrote:THANK GOD!!!!!! they looking into it.. But please I really must BEG you to re-balance it.. Give us the old ARC in trajectory,splash and 3d radius, and the range too.. The damage is the least of my concerns and lol.. side note.."half the office using it" .. great minds think alike.. OO pz give char names!! I sooo wanna PWN u... I've already compiled some suggestions from this topic in that thread. Let me know if I missed anything in my post and I'll go back to edit it. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
655
|
Posted - 2013.05.11 10:42:00 -
[19] - Quote
Smoky The Bear wrote:went back to see if things got better...
Umm no.. off the top of my head WOW the ar's are like 2 shotting me.. ffs.. Did heavys get a buff? they seem pretty damn powerful again.. maybe im totally off here.. even saw a couple snipers back on the BF (they saw me)
As far as MD goes.. I wanted to add this.. There seems to be a slight lag from trigger press to launch.. it just doesnt come out the barrel right.. sometimes looks ok.. mostly not.. so either very SLOW or Laggy.. not sure.. sometimes the grenades launches from where you were just standing if looks like...
Anyways.. real drag.. I guess since we dont have the #'s like the heavys (i have a heavy btw) we dont get the same consideration? Yeah, they did a blanket 10% damage boost to all weapons because the AR cryhards complained that they couldn't kill fast enough. All the other weapons got buffed back up to competitive levels, but the AR got a buff it didn't need. Damage for it was right in the sweet spot for damage and skill and outside of something to make it less effective inside its optimal range the TAR was finally balanced. Now, it's chromosome all over again with ARs praying and spraying outside their optimal range and beating people with range and damage mods instead of skill. Why must CCP keep catering to the AR? Hell, it's not even an AR, it needs to be renamed to Plasma Blaster. People see rifle and assume it's supposed to act like an assault rifle IRL when this variation is supposed to be short range, high damage. I'm getting off topic.... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
659
|
Posted - 2013.05.11 11:29:00 -
[20] - Quote
Medic 1879 wrote:Is anyone else experiencing a glitch of where the smoke lands when you fire and where the explosion happening being two different places? I haven't noticed. Does this occur at specific ranges? |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
696
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Posted - 2013.05.11 23:21:00 -
[21] - Quote
Ludvig Enraga wrote:
The truth of the matter is that MD should be both. When you want to play support - for example in PI when your corp relies on you and you need coordinated team play with specialization, I think AoE - regular or assault MD are excellent for crowd control. But when you are playing solo in a pub match and just want to hone your skills with MD, you should be able to use Breach MD for direct hits and slaying. It does not have to be either AoE crowd control or direct slaying.
Another point I want to make is that ppl tend to talk about Freedom MD mostly. And of all MD I think Freedom did come close to being OP. In general I against 'win buttons' in FPS. With Freedom you could both slay and crowd control - I think this kind of gameplay probably led CCP to nerf tho whole weapon class. I personally would be ok if they kept the regular MD nerfed but gave a buff to Breach and Assault to emphasize specialization. And if you remember there has always been terrible imbalance between different types of MD - the regular was staple and both assault and Breach were its gimp cousins that no one wanted to touch. So maybe now would be good time to fix this.
You're missing the big picture here: The MD was both support, and a slayer weapon when it needed to be in public matches. Taking a page out of Keyser's book, judging a weapon based on public matches is counterproductive. The Freedom is a prototype, of course it's going to deal more damage to lower tiered or poorly fitted suits in pubs. But in corp battles, the entire MD line couldn't be used as a slayer weapon when everyone ran higher quality gear. In CBs, it was a support, area denial weapon exclusively and not a slayer. The main problem is that the MD has lost its arcing trajectory, splash radius, and splash damage in exchange focus on the slayer role. Rounds fly straighter and the MD plays like a mid ranged, gimped, low ROF, inferior DPS, AR that just happens to shoot grenades. This change has made the breach more viable, because it's easier to make direct hits, but the whole MD line has taken an unnecessary blow in utility and tactical uses. The lower radius and superficial splash damage stripped away the weapon's intimidating properties that were necessary for scattering bunched up squads, flushing out campers, defending areas, or simply herding the enemy away from a downed teammate. The MD is not the support weapon it once was. If I wanted more kills, I would be using a TAR with stacked damage mods and a modded controller. I hear that's working wonders these days since the blanket 10% damage bonus on weapons. I do agree that the breach needed something to make it more viable. For months, I've been suggesting that it needed a straighter trajectory and/or a significantly faster flying projectile than its brothers to make landing direct hits easier. The entire MD line didn't need to change for this. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
700
|
Posted - 2013.05.12 01:28:00 -
[22] - Quote
Ludvig Enraga wrote:Cosgar wrote:Ludvig Enraga wrote:
The truth of the matter is that MD should be both. When you want to play support - for example in PI when your corp relies on you and you need coordinated team play with specialization, I think AoE - regular or assault MD are excellent for crowd control. But when you are playing solo in a pub match and just want to hone your skills with MD, you should be able to use Breach MD for direct hits and slaying. It does not have to be either AoE crowd control or direct slaying.
Another point I want to make is that ppl tend to talk about Freedom MD mostly. And of all MD I think Freedom did come close to being OP. In general I against 'win buttons' in FPS. With Freedom you could both slay and crowd control - I think this kind of gameplay probably led CCP to nerf tho whole weapon class. I personally would be ok if they kept the regular MD nerfed but gave a buff to Breach and Assault to emphasize specialization. And if you remember there has always been terrible imbalance between different types of MD - the regular was staple and both assault and Breach were its gimp cousins that no one wanted to touch. So maybe now would be good time to fix this.
You're missing the big picture here: The MD was both support, and a slayer weapon when it needed to be in public matches. Taking a page out of Keyser's book, judging a weapon based on public matches is counterproductive. The Freedom is a prototype, of course it's going to deal more damage to lower tiered or poorly fitted suits in pubs. But in corp battles, the entire MD line couldn't be used as a slayer weapon when everyone ran higher quality gear. In CBs, it was a support, area denial weapon exclusively and not a slayer. The main problem is that the MD has lost its arcing trajectory, splash radius, and splash damage in exchange focus on the slayer role. Rounds fly straighter and the MD plays like a mid ranged, gimped, low ROF, inferior DPS, AR that just happens to shoot grenades. This change has made the breach more viable, because it's easier to make direct hits, but the whole MD line has taken an unnecessary blow in utility and tactical uses. The lower radius and superficial splash damage stripped away the weapon's intimidating properties that were necessary for scattering bunched up squads, flushing out campers, defending areas, or simply herding the enemy away from a downed teammate. The MD is not the support weapon it once was. If I wanted more kills, I would be using a TAR with stacked damage mods and a modded controller. I hear that's working wonders these days since the blanket 10% damage bonus on weapons. I do agree that the breach needed something to make it more viable. For months, I've been suggesting that it needed a straighter trajectory and/or a significantly faster flying projectile than its brothers to make landing direct hits easier. The entire MD line didn't need to change for this. Well I think everything is relative. To me it felt that Freedom MD was something like Duvolle AR - an unnecessarily powerful weapon. Sure you could argue the opposite 'if there are weapons like Duvolle in AR world, there is gotta be an MD that's as dominant in the MD world'. But that's just a matter of your view of the game mechanics in Dust in general and not pertinent to MD discussion we are having right now as far as I am concerned. In the ideal world I would like to see that all proto weapons are weaker. Again, it's a matter of opinion and belongs in a different thread. Also I don't think I am arguing against your point at all. I say that different version of MD are for different things. I believe that the balance should be such that depending on your play style you should be able to as effectively use the regular MD for crowd control and Breach for slaying - the game is not suffering from having both, so long as they are not coming from a single weapon. As far as MD being gimped too much - I am glad CCP issued a statement that the game code for MD was broken accounting for its weakness in games. It seems to me CCP is promising that MD is actually balanced and that they will work first on fixing the code and second on adjusting stats if MD is still weak after the code is fixed. Maybe with the code fixed MD would regain its crown control ability - I know the stats argue against it but I am still hopeful. Third point: I think giving reg MD and breach different tragectories would be a mistake. It would be very hard to adjust from switching back and forth. A faster traveling round for breach - yes definitely. I would also say go back to 4 round drup for Breach but increase ROF since in CQC you would want to hit high burst damage rather than sustain steady DPS for longer. We're going to have to agree to disagree on the subject. But as far as the Freedom and Duvolle or any prototype for that matter goes, for all the time and SP investment I like how prototypes perform, officer weapons too. I've had the pleasure of using the Duvolle, which is actually inferior to the Allotek Burst mind you, Freedom, Balach's Gar-21, and Crederon Breach and was happy with the payout vs investment ratio. Upper tier weapons are made to be balanced to fittings within the same average level of their respective tier of meta level. Of course using a proto or officer on someone with lower tier fittings will seem OP, that's how the game wroks. But proto =/= win since someone with full proto and a weaker gun game can easily get outclassed by someone with a better gun game and inferior tech. It's all about balancing for skill and with the exception of the missile, sharpshooter, and viziam debacle, CCP has done a good job thus far. |
Cosgar
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Posted - 2013.05.12 05:34:00 -
[23] - Quote
Even our mortal enemy the heavies are voicing their discontent of the new MD:
Disturbingly Bored wrote:As a Heavy user who helped wage the numbers campaign to make CCP see the error of their ways:
I feel ya brother.
The players I affectionately refer to as "Massholes" were the bane of my heavy existence in the last build. Even as a nerfed HMG heavy at the start of uprising, it felt like Mass Drivers didn't have the teeth I used to remember them having.
From what I'm reading, MDs are something like a smaller Forge Gun now (you need perfect aim to get a brutal kill), when instead it should be the support area denial weapon others have referred to in this thread.
Hope they look into it for you guys. |
Cosgar
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Posted - 2013.05.12 10:00:00 -
[24] - Quote
MASS DR1V3R wrote:On another note, I think that some of the problems with the rounds have been happening well before Uprising, and the blast radius nerf just exacerbated the effects. Especially when it has to do with a round not exploding where it's intended. I also talked about the rounds going through people back in Chromosome. It was my first post on these forums: https://forums.dust514.com/default.aspx?g=posts&m=507802#post507802. Yeah, I remember reading about that in the archives. People had issues with rounds going through people and falling through the ground or walls during previous builds. But it wasn't just MD rounds but grenades also. Chrome seemingly fixed all of those issues and the only lingering problem was the damage calculations being applied on a 2-D plane. That's why if someone had so much as a pixel of elevation or incline, there wouldn't be any damage registered. Flux grenades were awkward to use at times because if this too. The discharge looks spherical so you would assume that everything in range of it, but there were times it wouldn't register. So it looks like whatever they did with the coding in uprising, the MD has in a way reverted back to previous builds. But my question is, why haven't grenades experienced the same glitch if the MD is acting up again? |
Cosgar
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Posted - 2013.05.13 03:01:00 -
[25] - Quote
From the other MD thread in general discussion:
Cosgar wrote:Beren Hurin wrote:Yet another issue to think about....at long range, when you have to shoo above them and train the leaf sight a full body's worth above your sight does not reveal their HP marker anymore. You now are unaware of the affect of your weapon. Yeah, I've been noticing that. Don't quote me on this but I think that could be attributed to the scanning and scanning precision nerf. Also, has anyone noticed that your rounds will occasionally not deplete your clip? I was doing some target practice today and started to realize that every once in a while there will be a "phantom round" that doesn't get counted. It still travels and detonates, but it doesn't count towards my ammunition. Pay more attention to how many shots you fire so I know I'm not crazy.
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Cosgar
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Posted - 2013.05.13 12:19:00 -
[26] - Quote
Buster Friently wrote:Azri Sarum wrote:I've seen that 'phantom round' effect multiple times this weekend. It seems to occur after a fresh spawn, with the first shot. At least thats where i noticed it. It was noticeable because i would fire a round and still be at 6. I'm not sure if its just a display bug with the ammo counter or if the ammo didn't get used. We can try and pay attention to the reload and see if that tells us. I haven't seen it recently, but when I experienced it it was a display issue - sortof. You would use the round, but the client wouldn't think so, which means you can't reload. Once you fire a second time, you will see that you've consumed 2 rounds, and can now reload. I've seen this on the MD many times, but it's a real ***** when you get it on the Breach Shotgun. Yeah, I remember that one. It was a pain to do ammo counts in your head while dancing around heavies. Great, now I gotta do it with the MD too. Does the ammo count get all wonky like the breach shotgun? |
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Posted - 2013.05.13 15:30:00 -
[27] - Quote
Smoky The Bear wrote:Ok I just heard they are rolling back all the MD' nerfs AND on top of that.. just as a show of gratitude for fighting so hard to keep DUST balanced for them.. ..... ....
THey are BUFFING the MD even beyond last patch.. AND are adding a whole new line OF MD"s that are all capable of 1 shot 1 kill .. after skilling into them ofc.. With HUGE splash damage.. omg .. THANK YOU SOO MUCH CCP!!1 Link PLZ! |
Cosgar
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Posted - 2013.05.13 22:45:00 -
[28] - Quote
Draco Dustflier wrote:its because people increas their shields so much that they will survive an entire clip most of the time. i got a HEADSHOT on a LOGISTICS with a freaking GRENADE LAUNCHER and he still had 352 armor. remove health increases or give sheild extenders a penalty. maybe reduced armor on complex extenders. The MD takes a 20% damage penalty against shields, so that's working as intended. But the shield buff in uprising compounded with the damage nerf to the MD and nanohive nerf has starved the weapon's already diminished battlefield longevity. Everything that wasn't an AR was nerfed to the levels of novelty compared to the AR and the shield buff only makes it worse. With the 10% damage increase on all weapons, including the AR (which didn't need it) everything else fares better, but the MD still suffers more because of clip size and base damage, limiting it to only being useful when paired with the flux grenade at times. |
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Posted - 2013.05.14 05:33:00 -
[29] - Quote
RedBleach LeSanglant wrote:I haven't tried out the MD yet. It would be interesting to experience to shoot a MD and have it not arc like it used to. I'm glad they're taking a look at it if what everyone is saying is true. The trajectory is okay, could use a severe dropoff after ~20m or so. If they need to change something to get back the splash radius and damage, I'm all for lowering the projectile speed by 15%. |
Cosgar
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Posted - 2013.05.17 12:34:00 -
[30] - Quote
I don't think I have anymore to add. We have 10 pages of people discussing yet another niche game mechanic that got watered down. My KDR is steadily on the verge of breaking even, but whoopdy ****ing do. The damn thing wasn't broke and therefore, didn't need fixing. I'd blame all the QQ circle jerk nerf threads, but this wasn't the case this time. At the same time, there's a weapon that truly is OP making the Viziam from last build look like a laser pointer and nothing is being done. I guess it's time to get that optional respec, a modded controller and spec into the TAR. Playing to win seems to take priority over playing with tactics. |
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Posted - 2013.05.17 18:54:00 -
[31] - Quote
The standard Flaylock out damages the Freedom MD. Not making a point, I just felt like mentioning that. |
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Posted - 2013.05.19 06:02:00 -
[32] - Quote
Jin Robot wrote:Smoky The Bear wrote:11 page and still NOTHING.. not even a freakin response? seriously? At this point.. im quitting the game completely.. My alts will not play...
My friends ALREADY quit.. ANd I'll make sure not to recommend this game to anyone ..
THE GAME AS IT IS= GARBAGE...
and I wont lower myself to play this crap if this kind of treatment is normal day to day business for CCP..
BYE and I hope you go bankrupt.. If I was CCP I wouldnt respond to this garbage either. threats and tears=low priority. Try sounding like something besides a spoiled child, might work out better for you. ^This!
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Cosgar
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Posted - 2013.05.20 05:02:00 -
[33] - Quote
Gyn Wallace wrote:I'll add my two cents.
I'm a mediocre player. I can lead in a match where none of the really good (top 15-20% or so) players show up. I thought the old Mass Driver was slightly OP. Sometimes, rarely, the old MD made me feel godly, which was awesome. (I suspect that it was those rare long range direct damage headshots that would one-shot kill somebody that lead to the cries that, "MD are OP!")
All it needed to be balanced was maybe a tiny nerf to damage, particularly direct damage. But, CCP achieved this slight nerf by buffing shields. Once CCP buffed shields, nerfed nanohives, and added side sprinting, they didn't need to do anything at all to the MD directly to balance it. They could bring back the old MD exactly as it was, and the other changes to the game effectively nerfed the old MD into a more balanced state.
If they test the old MD stats in the current build environment (weaker nanohives, stronger shields, side sprinting) and still feel it needs a nerf, do something modest. Cut the old MD's direct damage by 2 or 3 %, and cut its old splash area by 5 or 10%, but not 50%. That's not even remotely balanced.
I'm using an alt with a tac AR most of the time now. I encourage other MD fans to do the same. Our (particularly the OP's) complaints are less likely to really convince CCP that something is wrong with the MD, compared to the stats they gather, and now show us at the end of the matches. When they see that tac ARs are now doing 100x the damage MDs are doing, they'll hopefully restore the MD to some of its former usefulness.
All your points are valid and going on data collected in beta, the MD wouldn't have needed a nerf. But unfortunately they didn't base it on 8 months of beta and instead gave priority to how many people in the office were using it. If anything, the MD needed a splash damage buff at ADV and proto levels because they could barely compete with players using prototype in corp battles. There were a quite few MD users in chrome, but like any balanced weapon, the players skilled with it stood out as they should. Now, I can count on one hand how many people I see on average using it anymore when all you see are TARs on the kill feed. |
Cosgar
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Posted - 2013.05.21 07:26:00 -
[34] - Quote
Once the desynch issues are fixed, could you please just revert the MD back to how it was in Chromosome? There was absolutely nothing wrong with the weapon. It was balanced enough for players good with it to stand out and had a huge learning curve for anyone who would think it was an "I win button." |
Cosgar
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Posted - 2013.05.21 08:19:00 -
[35] - Quote
XxGhazbaranxX wrote:CCP Wolfman wrote:Cosgar wrote:Once the desynch issues are fixed, could you please just revert the MD back to how it was in Chromosome? There was absolutely nothing wrong with the weapon. It was balanced enough for players good with it to stand out and had a huge learning curve for anyone who would think it was an "I win button." The thing is, both those issues were also present in Chromosome. With the old values and these problems fixed I think we might have a monster on our hands That's why we'll be conducting tests to see what kind of impact the fixes have on the weapons performance before we make a decision on any changes. CCP Wolfman Prototype mass drivers Oh yes quite a monster with a splash radius of 4 meters and 100 splash damage on the prototype and that's the high damage low radius one or you mean a monster with 78 splash damage with 5 meter radius, cause no other weapon can deal so much damage right. On top of that you have to compensate for travel time of the projectile. Also They are very week against shields. Prototype AR Assault rifle prototype 78 direct damage and 700+ bullets per minute at 60+ meters for a total of 910 damage per second without including skills, small travel time on the projectile and almost no shield damage penalty is no monster of course. I hope you understand my sarcasm.TL;DR
Mass Drivers where fine in chromosome. ^This! If the MD is the potential monster you think it was, my KDR wouldn't have been crap back then. |
Cosgar
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Posted - 2013.05.21 21:18:00 -
[36] - Quote
Seems to be a lot of alts in here lately. |
Cosgar
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1089
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Posted - 2013.05.22 03:22:00 -
[37] - Quote
I just got back into REs and proximity mines after the respec. With all the death taxis rolling around, it's as easy as set it, forget it, and collect free kills and WP. Kind of sucks that they nerfed how many you can lay out at once. You used to have 6/6/6 for each tier, but now it's 4/5/6 |
Cosgar
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Posted - 2013.05.22 06:47:00 -
[38] - Quote
KA24DERT wrote:Also, am I crazy or did CCP add an obnoxious muzzle flash to the Mass Driver? I think they kicked up muzzle flare on everything. I've noticed it on HMGs and ARs too. |
Cosgar
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Posted - 2013.06.06 08:03:00 -
[39] - Quote
I'd like to thank everyone that has come together and shared their input on the MD, defended the weapon, mourned its nerf or simply posted about the good old days when we could troll AR users. But, I think it's time for me to throw in the towel and move on. Having a weapon that's literally broken and unreliable in a high stakes FPS and it not being a top priority has put a lot of things into perspective for me and has discouraged me from playing. I don't think I've hit my weekly cap, let alone, put a dent into it since Uprising and honestly, I don't care enough to anymore since all I'm going to do is get frustrated over that one MD that went through my target instead of killing him or reminiscing about how I used to be able to make my squad better players through the now gone tactical aspects of the weapon. So with that said, this will probably be my final post on the forums and I'm contemplating biomassing my toon to eliminate temptation to want to come back. It's not worth playing anymore if a broken weapon on a FPS isn't a #1 concern. Farewell fellow massholes, maybe we'll meet again in another game that can get the grenade launcher right.
PS: Yes you can have my stuff... once trading gets implemented. |
Cosgar
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Posted - 2013.06.07 06:39:00 -
[40] - Quote
IR Scifi wrote:Shady IceCream Truck wrote:Cosgar wrote:I'd like to thank everyone that has come together and shared their input on the MD, defended the weapon, mourned its nerf or simply posted about the good old days when we could troll AR users. But, I think it's time for me to throw in the towel and move on. Having a weapon that's literally broken and unreliable in a high stakes FPS and it not being a top priority has put a lot of things into perspective for me and has discouraged me from playing. I don't think I've hit my weekly cap, let alone, put a dent into it since Uprising and honestly, I don't care enough to anymore since all I'm going to do is get frustrated over that one MD that went through my target instead of killing him or reminiscing about how I used to be able to make my squad better players through the now gone tactical aspects of the weapon. So with that said, this will probably be my final post on the forums and I'm contemplating biomassing my toon to eliminate temptation to want to come back. It's not worth playing anymore if a broken weapon on a FPS isn't a #1 concern. Farewell fellow massholes, maybe we'll meet again in another game that can get the grenade launcher right.
PS: Yes you can have my stuff... once trading gets implemented. Dude as a fellow MD enthusiast, I want to like you. But you're acting like a spoiled 12 year old throwing a tantrum because his mom canceled his WoW account. Chill out, take a deep breath and help us figure out a solution instead of pouting. Have to agree, this is some serious "I'm taking my ball and going home" whining here. Despite the initial nerf CCP has acknowledged the problem and are working on a fix. The only thing holding it up appears to be the testing and deployment policy. I don't know how PSN handles things but I remember reading that XBLive's policy only allowed a set number of deployments a year. I couldn't imagine PSN operating much differently. Plus look how long the TAC nerf took, I think CCP may have learned their lesson and are finally moving ahead more cautiously as to not make things WORSE. Yeah, sorry about that. I literally just got finished rage quitting a skirmish where I was getting killed by militia ARs because of... what else? ghost rounds going through them. Adding insult to injury, it was my favorite map, the city where B is next to the CRU and I used to lob rounds in that little room and flush people out for my squad to deal with. Even with flux grenades, I was getting people down to slivers of armor, and just couldn't finish them off. Not because I have crappy aim, but because the hits just weren't registering. I didn't even see the news of the MD getting an expected fix and posted my laments like some spoiled brat. For that, I'm sorry. I wish the MD can get fixed sooner than Uprising 1.2, but I guess I need to Adapt or Die, or HTFU in the meantime, right? At the same time though, we still need to address the actual nerfing which has put the MD in just as worse shape as the laser. Rounds just don't deal enough damage to threaten anyone, it takes almost an entire clip to kill someone in a proto suit... with the Freedom, which deals around the same damage as the EXO-5 back in Chrome, splash radius is non-existent for area denial, the arcing trajectory ruins the tactical aspects of the weapon, and the nanohive nerf starves the MD more than any other weapon in the game. Something has to give to make people want to use this thing. Blob tactics are actually viable again with so many assaults in conga lines as if they're mocking us. We need some, if not all of what made the MD a proper area denial weapon back. And if I'm not mistaken, that those issues could be easily resolved with hotfixes similar to the TAC AR, right? |
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Cosgar
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Posted - 2013.06.08 14:03:00 -
[41] - Quote
WASTED MERC wrote:CCP Remnant wrote:To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
Half the people in the office? Do you make all your decisions based on how people play in the office? Cause back then most ppl who actually played for playing not for testing or developing the game were NOT using MDs Due to other annoying reasons I stopped playing several months ago I start playing again and hay presto, Im much better with the AR then I was before Cool lets use my earned skill points and go back to the MD After I used my skill points on MD and started using it again I was thinking OK you guys have stuffed the MD somehow and made the AR better. Way to go for variation, youve just decreased the ppl using MD from about 5% to about 1%. NEWFLASH CCP the MD was never a popular weapon before and its even less popular now This is another one of those illogical things, like hand held guns are more effective then vehicle or turret mounted guns. It's a bag @$$ gun mounted on a structure, a single round should kill or do serious damage I want to actually see what they were doing to make the MD so effective. It's a fun to use weapon and all, but I've never got my KDR above 1.5 in Chrome when I started using it full time. On top of that, I'd like to see a developer use the Freedom or Boundless, trying to break up a blob of assaults and see how dead the weapon is. Hell, throw some laser, ScR, and HMG footage in there too to see how all these weapons are just novelties now. All I see on the field are ARs and the occasional LAV kill streak with some thukker grenades thrown in for good measure. As a gift, I came up with an ad you guys can use to promote Dust 514. >>Click Me!<<< |
Cosgar
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Posted - 2013.06.08 20:21:00 -
[42] - Quote
Been kind of busy lately with some corp business, I'll try to get together with you guys sometime next week. |
Cosgar
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Posted - 2013.06.08 20:39:00 -
[43] - Quote
We know about the fix, but the reasoning behind the nerf is a major issue as well. |
Cosgar
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Posted - 2013.06.08 21:18:00 -
[44] - Quote
Also, how hard would it to be to work on rebalancing the splash radius, damage, trajectory, clip size and ammo capacity in the meantime. Even with the desynch, the MD is sub-par at best right now. I scare campers more by swinging the MD at them. |
Cosgar
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Posted - 2013.06.08 21:40:00 -
[45] - Quote
You do that too? Lol, I thought I was the only one.
If the weapon still worked as intended, people would be running away instead of charging at us. |
Cosgar
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Posted - 2013.06.11 00:00:00 -
[46] - Quote
Except for the fact that Sony practically disowned Dust 514 since they announced PS2 coming to the PS4... |
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Posted - 2013.06.11 19:20:00 -
[47] - Quote
I would love to get some game sin with the devs, Mass Drivers, Lasers, Scrambler Rifles, HMGs, Shotguns, the whole nine and we can all get wiped out by MLT ARs together laughing all the way. |
Cosgar
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Posted - 2013.06.12 22:07:00 -
[48] - Quote
It's sad that we have to deal with a weapon not being functional... in a FPS and I'm not even talking about the desynch issues. The MD took the biggest nerfs out of any other weapon in the game: Damage nerf + EHP buff, trajectory "nerf" and the nanohive nerf that starved a weapon that already had terrible battlefield longevity to begin with. All we need until the fix coming in 1.2 is for the MD to be rolled back to what it was before. Hell, we'll still be gimped thanks to the nanohive nerf and EHP buff.
Also, for the love of god, don't try to rebalance the MD from its nerfed state. Roll it back to the previous damage, splash and awkward trajectory and work from there. Rebalancing a broken weapon is like trying to put spinners on a Volkswagen Beetle. Roll it back, see if people actually complain about the thing and take action if (I severely doubt it) things get out of hand. This will actually work in favor to dealing with the crazy abundance of AR blob warfare. |
Cosgar
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Posted - 2013.06.12 22:20:00 -
[49] - Quote
Beeeees wrote:Pretty much the above.
The only way to counter an AR blob now is an AR blob. Another sign that the MD needs to be buffed is that we don't get the occasional "OMG1!! the nerf th N00b tube!" posts anymore. Those were good times too because people that were on both ends of the weapon would defend it. If people aren't complaining, something's wrong... |
Cosgar
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Posted - 2013.06.14 00:45:00 -
[50] - Quote
Please let this be true... Look at that blast radius and the smoke. |
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Posted - 2013.06.14 18:08:00 -
[51] - Quote
KA24DERT wrote:Maybe it's the power of suggestion, but I think it does look better. But why the lack of response? And why not just roll those tweaks out right now like they did with the TAR? Because they like to be magnificent bastards and in control?
Hell, I figured out something about the future of this game not to long ago and my posts got deleted. If they share this kind of information from the start, people would calm the **** down instead of posting Destiny footage and going in doom and gloom mode... |
Cosgar
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Posted - 2013.06.14 19:52:00 -
[52] - Quote
I wholeheartedly agree. +1
As for something else to do, I'd suggest playing Demoman in TF2. The grenade launcher in there isn't the area denial weapon the MD was, but at least it's fun to use and that's what it boils down to. |
Cosgar
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Posted - 2013.06.16 05:15:00 -
[53] - Quote
Beeeees wrote:So does CCP plan to troll us all by unf-Ścking the thing in a ninja fix, or do they plan to troll us by not unf-Ścking it at all? Depends on how many people in the office are using it in their next LAN party.... |
Cosgar
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Posted - 2013.06.16 14:25:00 -
[54] - Quote
They probably did fix and in-nerf it for 1.2 but I bet I'll log in with all my fittings invalid because Logis will be limited to sidearms. |
Cosgar
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Posted - 2013.06.16 14:36:00 -
[55] - Quote
No, it just does more damage. The Flaylock will never scare the **** out of campers or deny enemy access in a bottleneck or stop assaults from zerg rushing. It's just a rocket pistol, there to troll AR nerds. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1780
|
Posted - 2013.06.17 12:42:00 -
[56] - Quote
Can someone confirm this? I don't have Dust 514 installed anymore. I deleted it for Section 8 prejudice. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1809
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Posted - 2013.06.17 18:13:00 -
[57] - Quote
Cyrius Li-Moody wrote:D legendary hero wrote:MDs explode confetti That would explain a lot. Confetti Driver for FABULOUS crowd control So is this the Plasma Cannon and HMG? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1880
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Posted - 2013.06.17 23:45:00 -
[58] - Quote
Cyrius Li-Moody wrote:Cosgar wrote:Cyrius Li-Moody wrote:D legendary hero wrote:MDs explode confetti That would explain a lot. Confetti Driver for FABULOUS crowd control So is this the Plasma Cannon and HMG? Perfect. A motion to change all broken guns to confetti variants. Confetti Driver, confetti cannon, heavy confetti gun. Proximity Explosives will now be Glitter Bombs. Derpships should explode like a pinata full of tears and false hope
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2054
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Posted - 2013.06.23 15:39:00 -
[59] - Quote
I'd just be happy with the Chromosome values returned, bugs be damned. But like I said before, they better not just try to buff the MD from its current state. Heh, they'll probably roll back the MD but confine logis to sidearms just to troll the majority of us. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2060
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Posted - 2013.06.23 22:12:00 -
[60] - Quote
I'm starting to think that they "fixed" the firing arc which made the MD too effective in their little play tests. I can see how having the new trajectory with the old splash damage/radius could have made the weapon OP, but again, they tried to fix something that wasn't broken. I used to hate the slow firing grenades and the arc, but learned to appreciate the usefulness when flushing out campers. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2144
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Posted - 2013.07.02 17:42:00 -
[61] - Quote
Anyone try the MD in 1.2 yet? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2144
|
Posted - 2013.07.03 05:16:00 -
[62] - Quote
So I tried out the MD today. The blast radius is much better and the splash damage "fix" has made the weapon more reliable than it was in Chrome. Area denial actually works again as I was able to push back whole squads to revive teammates and flush people out of corners. I think a lot of people were caught off guard thinking the MD was still crap because I was racking up double, triple, and even quadruple kills on anyone dumb generous enough to blob together in CQC areas. Don't expect to win any 1 v 1 fights with anyone using a rifle, but you can disorient them enough to get away and regroup with your squad. Shotgunning scouts are easier to kill, but I'm pretty sure the problem is on their end. (They really need a speed buff.)
The new smoke animation was a big surprise. It doesn't linger around as long as the old smoke did in Chrome, but it's just enough to catch people off guard. Don't rely on it to keep you alive though, it dissipates surprisingly fast for such a large cloud. But judging bu the consistency of where it was landing, it looks like all the desynch issues are finally gone.
I would recommend sticking with the EXO-5 or EC-3 Assault. The Freedom and Boundless are way to expensive ISK and fitting wise for every day use based on how little of a damage boost you get compared to before. If you have the fitting flexibility and ISK to burn, knock yourself out. I don't have damage mods anymore since my respec, but they're not necessarily needed anymore, I'll probably spec back into them again during the upcoming 3x SP event since I don't need the high slots for shields, just to engage people mid/short range anymore.
Ammo is still a major issue, even more since the nanohive nerf and the new HP values in Uprising don't help either. I had to stay within proximity of a supply depot because of all the rounds I was going through. We're probably going to need an ammo capacity buff in the future, just to keep up with other weapons or just traversing larger maps. In the meantime, I've been running with 2 nanohives on my Mk.0 just to compensate. Battlefield longevity issues aside, the MD is back. Expect plenty of nerf topics in the future from AR nerds and CoDers alike.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2155
|
Posted - 2013.07.03 18:53:00 -
[63] - Quote
I'm pretty sure the canister has to be spun because it's spring loaded. That's pretty high tech for Minmatar lol. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2177
|
Posted - 2013.07.04 06:01:00 -
[64] - Quote
Idye Lotz wrote:Rugudorull Apophicyria wrote:The md is definately a threat now that they fixed the desync issues coupled with the slight radius buff. I'm having a blast by shelling targets at very long ranges Aside from the md fix has anyone notice more flaylock usage? Yes everyone seems to be using them makes me wonder the relevance on md I've come across quite a few Flaylockers tonight and won every encounter. MD > Flaylock because we have double the ammo capacity. Flaylocks are just around to troll AR nerds lol. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2180
|
Posted - 2013.07.04 07:17:00 -
[65] - Quote
D legendary hero wrote: wrote: Edit: And to keep the nerf QQ heat off of us apparently. Still haven't seen a n00b tube tropic after all the killing I've been doing. I'm rather disappointed.
thats because everyone is running around in caldari logistics suits so they dnt notice damage as much Any self respecting masshole will always have flux grenades on them.... especially since they kill more frequently too. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2182
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Posted - 2013.07.04 07:33:00 -
[66] - Quote
D legendary hero wrote:lolol flux kill now? thats great! i need to start running them again! They always did an initial explosion damage, but the radius was so small, kills were rare. I think it might be glitched again though, been seeing a lot of flux kills lately. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2194
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Posted - 2013.07.04 17:17:00 -
[67] - Quote
Son Down wrote:Cosgar wrote:Once the desynch issues are fixed, could you please just revert the MD back to how it was in Chromosome? There was absolutely nothing wrong with the weapon. It was balanced enough for players good with it to stand out and had a huge learning curve for anyone who would think it was an "I win button." "Huge learning curve".....it is every game's noob tube with rapid fire. "Jump"...."Shoot at feet"...."get kill". Yep.....lengthy learning curve indeed. How f*cking stupid do you think the devs are. Finally some MD QQ. I thought the Flaylock was going to hold everyone's attention. Now I know the MD is officially back now that it's been christened by Son Down's tears. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2202
|
Posted - 2013.07.04 18:50:00 -
[68] - Quote
That's been gone since closed beta. |
Cosgar
ParagonX
2216
|
Posted - 2013.07.05 15:17:00 -
[69] - Quote
WASTED MERC wrote:I may return to dust to test out the MD I read from CCP they fixed the injector, but could mean anything from, xmas cake to hot air ballons Injector works between than Chr |
Cosgar
ParagonX
2225
|
Posted - 2013.07.06 07:12:00 -
[70] - Quote
You know you're a real masshole when someone uses an orbital just to kill you. |
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Cosgar
ParagonX
2249
|
Posted - 2013.07.07 07:06:00 -
[71] - Quote
XxGhazbaranxX wrote:I'm not big on the exo or the freedom. even In chromosome I was using the high splash radius low damage variant and Am glad to say the I can once again flush people out of corners. CCP thanks for bringing that support aspect I was craving since it got nerfed. Now there is nowhere to Hide from us. No straglers can get left behind because they rounded a corner to get safe. Nowhere is safe now. THANK YOU CCP from the bottom of my explosion loving heart. I used to use the EC-3 and the Boundless in Crome, but something about the assaults seem off in Uprising, even after the buff. Maybe it's muscle memory or something, but I keep overshooting my targets. |
Cosgar
ParagonX
2250
|
Posted - 2013.07.07 07:38:00 -
[72] - Quote
XxGhazbaranxX wrote:I felt it too I think the path got tweak for more horizontal range with the distance rebalance in uprising 1.2 if you notice it flies a bit straighter. I aim a bit lower than pre uprising 1.2. You will have to find that sweet spot again, I'm still tweaking my aim. I also try to always be on higher ground than the enemy. When I'm even with them I tend to overshoot just like you mentioned. Ballistics physics have always been weird with the MD. There's dropoff when you aim ~30 degress upward, but anything more than that, the rounds get some crazy lift, flying across the map. Even with the new trajectory, even aiming down feels funny sometimes. It might be because the rounds travels faster? |
Cosgar
ParagonX
2334
|
Posted - 2013.07.08 22:19:00 -
[73] - Quote
Aquinarius Zoltanus wrote: No offense intended, but if you are still having difficulties, maybe the problem is you. Lately I have been owning with the Mass Driver, it is very much improved.
Seriously, people are doing well enough that we are actually starting to see QQ threads about the Mass Driver again. When was the last time that happened? Right before the release of Uprising and the MD nerf.
I think the MD is in a sweet spot right now, pretty good but not overpowered enough to deserve a nerf.
My only remaining gripe is the trajectory, which makes it very difficult to fight against either level or slightly elevated opponents. I would prefer they reverted to the Chromosome trajectory, which had a much steeper arc and made it less likely that you would overshoot your targets, like you often do now.
I agree with all of the above. The rounds always seem to get this crazy lift at times, but that's been around for as long as I can remember. I'd like to see some more dropoff to compensate for the faster velocity. I'd like to see a larger ammo capacity, but Remnant said he was working on the secondary skills being more weapon specific, so I'll wait and see. 2 rounds per level would be acceptable for such an SP investment. |
Cosgar
ParagonX
2334
|
Posted - 2013.07.08 22:30:00 -
[74] - Quote
reydient wrote:I have noticed a dramatic difference in the mass driver - it does fly a lot straighter- I have also notice that splash damage on the wall seems to still be a miss - This is my subjective opinion but it has made a step forward as area denial- It is also very usable ! Yeah, there's still some times where blasts don't fully register damage, but they're few and far between compared to before. I'm actually having more trouble with flux grenades. Either their blast radius is significantly smaller than the "sphere" of energy discharge, or the coding is still off at times. |
Cosgar
ParagonX
2550
|
Posted - 2013.07.10 02:09:00 -
[75] - Quote
Aaaand we have our first MD qq topic. Have at thee! |
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