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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
J Falcs
Bojo's School of the Trades
30
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Posted - 2013.05.08 20:05:00 -
[1] - Quote
I will sign simply to state that I think the MD needs to be looked at again.
Here are my thoughts:
SPLASH RADIUS AND KILLS PER "CLIP" The splash radius change is the biggest detriment to the MD. Where an MD player was able to "miss" a player, but still catch apply some of the damage, the MD player then had 5 or so rounds left to finish off the player (or leave, wait for backup, etc.). Now, with the reduced radius, little errors can be made, especially with the increased shielding of players. So, where other weapons are easily able to finish off a player or two within its effective range (not touching this aspect) while still missing a significant portion of its "bullets," the MD can rarely make two kills with one "clip."
AREA DENIAL The splash radius also compromised the area denial aspect of the MD. Shooting an enemy behind cover and having them move because of splash damage is as valid a playstyle as chucking a nade for the same effect.
DAMAGE REDUCTION AND INCREASE OF SHIELDS The damage nerf I feel was misplaced in light of the increased shielding of players. It has now made the MD intimately linked to the flux grenade. The biggest weakness to the MD in Chromosome was shields, now there are even more shields and the MD does less damages (because of a reduction in the weapon's damage and in the skills). It has led to what I hope are unintended consequences.
WORKAROUND I simply think that one nerf or the other should have first been applied. Really, I think a damage nerft would have been enough. But both at once I feel has compromised the weapon. |
J Falcs
Bojo's School of the Trades
59
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Posted - 2013.05.27 00:41:00 -
[2] - Quote
What is everyone's max kill range now on average, but often enough, I feel it is in the low to mid 20 meter range. It is not easy to suppress or deny anyone once they are that close. My average range however is probably closer to 7-10m
This is in reality a shotgun that requires a flux grenade for any opponent with over 250 shields, i.e., about 4 rounds to kill with an Exo and 1 complex damage mod (non-direct hit). |
J Falcs
Bojo's School of the Trades
60
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Posted - 2013.05.28 14:12:00 -
[3] - Quote
So contact grenades are now (or will be) an isk purchasable item. In all seriousness, do the new contact grenades better fill the role of the MD now? |
J Falcs
Bojo's School of the Trades
66
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Posted - 2013.05.29 12:19:00 -
[4] - Quote
About the contact nades:
Splash damage on all 6 shells of the Exo-5 (1 complex damage mod, prof 3) = 870 with a blast radius of 3.88.
Splash damage on all 6 shells of the Freedom (1 complex damage mod, prof 3) = 912 with a blast radius of 4.13.
Splash damage on all 3 contact grenades = 1200 with a blast radius of 6.00
Now I just need to figure out if I can pump out the 3 grenades faster than I can pump out the shells of my MD.
I know I don't have to go into skill requirements or fitting requirements for the above analysis, but needless to say, it's lopsided in favor of the nades.
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J Falcs
Bojo's School of the Trades
82
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Posted - 2013.06.01 22:48:00 -
[5] - Quote
One of the first MD videos I remember watching when I was deciding what weapon to spec into. Those explosions... I miss them. |
J Falcs
Bojo's School of the Trades
85
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Posted - 2013.06.04 20:30:00 -
[6] - Quote
Still hoping for change. |
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