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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
8
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Posted - 2013.05.11 08:55:00 -
[1] - Quote
Hello,
Prior to uprising I had mass drivers up to five and the spec to three. Mass drivers had great effect and they had two variants. Tight blast radius high damage or great blast radius but low damage. Considering these guns are not the average point and shoot variety in which bullet goes in straight line and hits target next to immediately it was considers a good thing that it had the blast radius.
Good shots with it where rewarded whit Nice chunks of HP taken away from the opponent when they used the high damage variety and poor shots could benefit from the low damage variety as a sort of support damage/ area of denial type of thing to help the team out as well as get in some war points.
As it stands in uprising, I skilled my mass drivers up to 5 and spec to 2. I knew they had been nerfed before putting my skill points there but hey, I'm not the best shot and prefer the area of effect aspect even if it was halved. As it stands, the high damage models keep being that High damage tight radius but the low damage ones are too far into the tighter range than should have been made.
One shot of the low damage high Explosion radius of the mass driver does 70 base splash damage. Considering it is a grenade launcher one would expect these explosions to be at least as wide as the grenades we throw. It's now game breaking in the sense that it does almost 1 tenth of what an actual grenade would do taking ten shots to get anything done with splash damage.
If you also factor in damage reduction to shield, you have a weapon that does less than 1 tenth the damage to any group of people than a grenade would do.
Bring back old radius, it was not bad. Lower Splash damage or direct damage if needed, as it stands it is not an area of denial weapon as much as a water balloon thrower, mind you i get kills with it, but it's not effective at it's role. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
39
|
Posted - 2013.05.21 07:52:00 -
[2] - Quote
CCP Wolfman wrote:Hi guys,
We have been looking in to the Mass Driver and we have identified two technical issues that are causing problems for it. Firstly we found that the way we check for splash damage is prone to GÇ£missingGÇ¥ partially occluded targets. We have now improved the system to solve this problem (literally yesterday). We will be testing it internally to make sure it causes no new issues and to see if it requires any rebalance on the weapon.
We have also found issues with the Mass Driver projectile and client/server de-sync. In poor network conditions the projectile can GÇ£miss the markGÇ¥ making the weapon feel unreliable. We are looking in to this issue as well.
We are considering increasing the splash radius but we are hesitant to make significant changes to the weapons balance whilst we are still encountering technical issues with its performance. WeGÇÖll keep you informed on how the new splash fix works out.
Cheers
CCP Wolfman
Wasn't this already posted once? |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
41
|
Posted - 2013.05.21 18:28:00 -
[3] - Quote
martinofski wrote: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. Edit: They also have maximum of 8 rounds in the chamber for the high radius low damage variety vs the assault rifle that gets dozens of rounds. 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. At the same time I see perfectly your sarcasm, I do also feel you are comparing only the basics and making the TAR shine a little bit to much. With the Chromosome MD, you could (which can't be done with a AR: - Direct hit people, not only dealing splash damages - Damage people getting covered - Damage people on the other side of a corner. - Damage more than 1 people in a single shot, Direct hit on one, splash on others. I am definitely not saying the TAR ins't ok as is, but I don't think you can just say bring it back as it was when CCP is telling you they are fixing performances bugs in it and they rebalancing it. I would definately prefer seeing a reliable MD, which hit the guy when I was dead on target, than a powerful MD which misses shots half the time, dealing splash dmg when it should have been direct, and no dmg when it should have been splash. TL;DR Wait and see before asking for things you aren't sure of the impact after CCP's changes.
The Post was directed at the mass driver being called a possible monster after they fix the collision issues when there is already a monster out there they should be worried about. Also They broke the mass driver on the premise that their office buddies where using it too much instead of months of open beta testing which proved that it was an effective weapon at it's role making the nerf uncalled for and unjust . They nerfed the stats and have the audacity of calling it a possible monster when there are guns out there that are completely unbalanced and monstrous.
Mass Drivers where fine in chromosome and I find i insulting that they are looking into "this monster" when assault rifles haven't been called into question. Yes they are only line of sight, but guess what they only need to see you for a short period to take your skin off.I have seen them being used from the top of buildings which is baffling when you think it's a sniper but then the kill says it was an AR at 83 meters. Mass driver with the small damage it does to the shield cannot effectively kill half as fast at half the range. Saying it could possibly be a monster is an insult.
Even if the fix makes the damage done more consistent, which is what it intends to do; Its role as an area of denial weapon is still void. When you take into account that the slowest suit can run faster than 5 meters (The largest radius at the prototype level) per second you have a weapon that is easily avoided, does mediocre damage to shields and does not deny any area to anyone. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
45
|
Posted - 2013.05.23 18:23:00 -
[4] - Quote
Hit detection is not the issue.... If a grenade launcher splashes with a radius of a firecracker it's not a grenade launcher. Splash radius makes a grenade launcher just that; a grenade launcher. Anyone saying the splash radius is ok is using the weapon wrong and are using it as a direct hit weapon in which case they are better off using assault rifles or any other direct hit weapon. Mass Drivers throw grenades and grenades explode. If you consider the mass driver doing doing just over 1 tenth the damage of a grenade in slash damage we have a weapon that makes no sense when it does not even have that splash radius necessary to emulate at least the effect of a grenade. A direct damage grenade launcher is no grenade launcher.
Those of you who only use the Freedom variant have no clue of what crowd control or area of denial means no matter how much you say you do. 3.3 meters is not a large area, and unless you have a nearly direct hit no damage will be applied to suits that have a minimum movement speed of 3.6 meters (heavy militia suit) and a sprint speed of 5.1m/s minimum (militia heavy ).
I'm not saying, and it's been said many times in this thread, that the Mass Driver is not a useful or handy weapon, I'm saying it's role as an area of denial weapon ( as per description of the weapon ) is not fulfilled. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
45
|
Posted - 2013.05.23 22:04:00 -
[5] - Quote
Thor Odinson42 wrote:
The DEV in this thread said as much. Be happy, they are fixing it.
I've been playing eve far too long to be happy they are fixing a problem in dust. This will be the only thing they will try to fix it, and that is based on experience with the company. They don't roll back changes and I'm sure that since DUST is out of beta they would prefer to make more variants with higher blast radius that need spec 5 than actually fix what they broke that wasn't broken to begin with. They usually prefer to make complicated changes before admitting they were wrong. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
45
|
Posted - 2013.05.23 23:24:00 -
[6] - Quote
NaglfarBP wrote:CCP any word on a fix for the MD issues? Pardon my impatience.
There was a small post about desync issues and that they where going to look up on that,but nothing about actually fixing any of the Mass drivers stats. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
45
|
Posted - 2013.05.26 04:41:00 -
[7] - Quote
CCP Wolfman wrote:Hi guys,
We have been looking in to the Mass Driver and we have identified two technical issues that are causing problems for it. Firstly we found that the way we check for splash damage is prone to GÇ£missingGÇ¥ partially occluded targets. We have now improved the system to solve this problem (literally yesterday). We will be testing it internally to make sure it causes no new issues and to see if it requires any rebalance on the weapon.
We have also found issues with the Mass Driver projectile and client/server de-sync. In poor network conditions the projectile can GÇ£miss the markGÇ¥ making the weapon feel unreliable. We are looking in to this issue as well.
We are considering increasing the splash radius but we are hesitant to make significant changes to the weapons balance whilst we are still encountering technical issues with its performance. WeGÇÖll keep you informed on how the new splash fix works out.
Cheers
CCP Wolfman
TL;DR
CCP Wolfman wrote:Hi guys, ... We are considering increasing the splash radius but we are hesitant to make significant changes to the weapons balance...
CCP Wolfman
I don't know if you've been told CCP but i think you mean you are hesitant to make any changes to the weapons unbalance you created.
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XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
46
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Posted - 2013.05.27 00:07:00 -
[8] - Quote
KA24DERT wrote:I'm seeing way too many people in this thread asking for half measures.
The two bugs that Wolfman outlined do not negate the radius and damage nerfs the weapon has received. Yes I was aware that sometimes a little bump, staircase or box could prevent an enemy from getting splashed, I don't care. Yes, there's a desynch issue with where the projectile lands. I don't care.
When the round does land, and when it does apply damage, it is pathetic.
I tried running the EXO-5 again with a single damage mod and it was terrible. The only reason I can stomach the game right now is that I run a Freedom with 2x damage mods.
Enough with these silly compromises you traitors are asking for, give us back the old Chromosome mass driver.
There you go CCP, No half measures. Will you OWN up to your mistake and do a rollback or will you say you are hesitant to damage the so called balance you made to the mass driver.
It's been said many times that the the office lan party where the ones that made the mass driver look OP as per the post. We also know that months of open beta where not taken into consideration when this unbalancing was done.. We know there are bigger things out there to be balanced "cough... TACS... Cough" which are currently OP. We also know that mass drivers are now laughed at. We know this thread has been alive for some time now. We know you did a quick fix to the HMG's when they asked for it. It's our time CCP. Own up to your mistakes. Make this weapon what it was, a good, reliable piece of equipment. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
46
|
Posted - 2013.05.27 08:16:00 -
[9] - Quote
Dear CCP
We are not going away. Our mass drivers need to be unnerfed. I literally have nothing else to say. This thread says it all. CCP EAT A SNICKERS... |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
48
|
Posted - 2013.05.27 17:35:00 -
[10] - Quote
Jenova's Witness wrote:XxGhazbaranxX wrote:KA24DERT wrote:I'm seeing way too many people in this thread asking for half measures.
The two bugs that Wolfman outlined do not negate the radius and damage nerfs the weapon has received. Yes I was aware that sometimes a little bump, staircase or box could prevent an enemy from getting splashed, I don't care. Yes, there's a desynch issue with where the projectile lands. I don't care.
When the round does land, and when it does apply damage, it is pathetic.
I tried running the EXO-5 again with a single damage mod and it was terrible. The only reason I can stomach the game right now is that I run a Freedom with 2x damage mods.
Enough with these silly compromises you traitors are asking for, give us back the old Chromosome mass driver. There you go CCP, No half measures. Will you OWN up to your mistake and do a rollback or will you say you are hesitant to damage the so called balance you made to the mass driver. It's been said many times that the the office lan party where the ones that made the mass driver look OP as per the post. We also know that months of open beta where not taken into consideration when this unbalancing was done.. We know there are bigger things out there to be balanced "cough... TACS... Cough" which are currently OP. We also know that mass drivers are now laughed at. We know this thread has been alive for some time now. We know you did a quick fix to the HMG's when they asked for it. It's our time CCP. Own up to your mistakes. Make this weapon what it was, a good, reliable piece of equipment. Wait, what? They nerfed it because of an office LAN party? If true, that's pretty unprofessional. I'm not going to pull punches on that either, it's down right selfish and unfair to those few who took interest in the weapon. It also makes me wonder how many other game mechanics have been nerfed out of personal gains and in reality discourages me from wanting to spend money on the game. Did my beloved HMG fall under the nerf bat too? When is a dev going to get butt hurt over **** **** strictly using the DTAR with modded controllers.
Yes if you go through the posts you'll ind the post sooner or later. I have to go soon so I can't find it for you.
STILL HERE CCP ^^ |
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XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
48
|
Posted - 2013.05.28 05:54:00 -
[11] - Quote
I just hope they actually make the guns as balanced as they where in chromosome. Somehow the managed to polish graphics and break gameplay. Our mass driver is just one example. HMG is another. Even the vehicles HP' av grenade fiasco.
Go home CCP your drunk. |
XxGhazbaranxX
The Unholy Legion of Darkstar DARKSTAR ARMY
51
|
Posted - 2013.05.28 12:59:00 -
[12] - Quote
Jenova's Witness wrote:XxGhazbaranxX wrote:I just hope they actually make the guns as balanced as they where in chromosome. Somehow the managed to polish graphics and break gameplay. Our mass driver is just one example. HMG is another. Even the vehicles HP' av grenade fiasco.
Go home CCP your drunk. All the above can be attributed to rushing the product out for that 5/14 date. Uprising was way behind schedule and they made as many changes as possible, ignoring any and all meaningful feedback, eliminating the purpose behind having a damn beta. Just look at the patch notes, there's more holes in there than plot holes in a Quentin Tarantino movie trying to be avant garde. No matter how you look it it, Dust 514 could have used at least another 3 months of beta for bugs/fixes and a year at most to get all available content ready like the missing weapons and dropsuits.
The date was one of the only things they did right, just for the sake of being an interesting release date coinciding with the game name, although like you said, the game was not ready by it. Most of us expected shiny new graphics and new content, then we got slapped in the face with a Nerf frenzy. CCP should reflect on how they misjudged the changes. As we speak they are still doing internal testing which does not reflect real player experience and will only lead to more mistakes. Taking dust out of beta only made it less possible for them to openly tinker with changes in the wild and be open to more mistakes like the changes made to the mass driver because of internal testing and not months of beta. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.05.30 01:00:00 -
[13] - Quote
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).
Since CCP is not responding anymore to our thread let us remind them of their own words. From now on, everyone copy the quote above from CCP Remnant so they do not forget that months of beta where ignored. This must not be tolerated ever again. CCP must take into account how the systems work in the wild even if it works differently with their uber no lag awesome hit detection hardware. This is the internetz and internal platesting has no power here. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.05.30 04:25:00 -
[14] - Quote
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).
Please remember to add the quote above every post you make. This should never be forgotten and any troll out there that tries to demean our situation will have a CCP staff member acknowledging the problem and being "Baffled" by it on every post. If you support rollback on changes done to the mass drivers or even if you support a rebalance to radius, add CCP Remnant's quote to your post.
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.05.30 23:09:00 -
[15] - Quote
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).
Because I feel The need to remind CCP at least once on each of these pages that this nerf was bogus and not based on months of beta, here's the quote again.
I will be here every day until I manage to help this community get the mass driver back to what it should be. I have used logic and numbers in my posts and so have many people who actually care about what happens to their weapon without any other response from CCP.
CCP. Respect the community and not some sad little programmer who got OWNED by a mass driver and emorage nerfed it.
CCP. Tell your programmers to play the game from their homes instead of in the office among themselves at least one hour a day as a study on how the game works in the wild.
CCP. Stop making ninja changes. Make the updates window include ALL changes, not just the ones you want people to know.
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
55
|
Posted - 2013.05.31 19:03:00 -
[16] - Quote
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).
Hello just reminding CCP and The community of their words. I don't feel the need to say anything else. I will try to have this in every page so everyone can see it. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
57
|
Posted - 2013.06.01 03:50:00 -
[17] - Quote
No mass driver changes mentioned this week in Weekly updates on dust 514
Discussed this week was:
- "Hover mode" on assault dropships
- Restock options and net gain/loss info
- Timestamps in chat
- Multiple grenade slots: ---> Really sad this is even being considered
- Stick deflection vs rotation speed
Looking through past and present things that where discussed it makes me think they are purposefully not taking mass drivers into consideration and that we might have actually made some dev feel either pissed or angry enough to ignore us completely. Most of the things discussed have not even been on the first page for more than a couple of days and are actually being discussed. I feel very sorry that the same company behind EVE online is making such a big mistake as this one. I honestly think they are ignoring or not comenting on this problem on purpose.
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).
As promised here is the famous quote. I will have it on every of my posts and so should you. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
57
|
Posted - 2013.06.01 04:14:00 -
[18] - Quote
No mass driver changes mentioned this week in Weekly updates on dust 514
Discussed this week was:
- "Hover mode" on assault dropships
- Restock options and net gain/loss info
- Timestamps in chat
- Multiple grenade slots: ---> Really sad this is even being considered
- Stick deflection vs rotation speed
Looking through past and present things that where discussed it makes me think they are purposefully not taking mass drivers into consideration and that we might have actually made some dev feel either pissed or angry enough to ignore us completely. Most of the things discussed have not even been on the first page for more than a couple of days and are actually being discussed. I feel very sorry that the same company behind EVE online is making such a big mistake as this one. I honestly think they are ignoring or not comenting on this problem on purpose.
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).
As promised here is the famous quote. I will have it on every of my posts and so should you.
Sorry to double post this but i feel the need have these facts on every single page. so it's always visible. I will try to have the weekly update included to my posts now so people are up to date on what is being discussed that they feel is more important than the mass driver nerf.
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
62
|
Posted - 2013.06.05 08:12:00 -
[19] - Quote
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).
This quote is not being lost. every page will have it and All my posts too.
CCP, fix what you broke, blah blah blah, I already said it too much. Only reason we are still here is because Dust is a great game but fix the mass driver already |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
64
|
Posted - 2013.06.07 14:44:00 -
[20] - Quote
First off I'd like to apologize for not being as active as I used to be, went on vacation and then returned and needed to have my fix of dust. But i'm back now and that's what matters. With me I bring the weekly update news they have in the link below for those of you who don't have the time or don't want to dig too deep.
WEEKLY UPDATE SECTION
No mass driver mentioned this week in the weakly update section either. Weekly updates on dust 514
Discussed this week:
- Templar Manhunt Event
Update: The community team and the CPM were discussing this event in general and we are looking into improving this further.
- Adjusting the low-value secondary weapon skills
Update: Great info from the player base, we are reviewing this and working on fixes to address this.
- Shield > Armor and detailed explanation why
Update: New armor modules being introduced in the next patch should address this issue.
- Planetary Conquest
Update: New armor modules being introduced in the next patch should address this issue.
- Laser Rifles in Uprising
Update: There are more laser rifle variants coming, and we are working on fixing ADS issues.
- LAV "death taxis"
Update: We are working on resolving this issue.
- Suns and moons
Update: Soon! The community team will ask the dev working on this feature to comment on the forums.
Still no word on the mass driver or any evidence of our Thread being fully acknowledged as REAL ISSUE apart from what we already know. Seeing things said about the MASS DRIVER in other threads that are not nearly as long as this one, have not been half the time in the first page as this one has nor directly related to MASS DRIVERS, I can't help but think that we might never get a solid answer apart from the ones we already have. Even if they manage to fix desync issues and what not, I worry that that's as far as the fix is going to get and we will continue to get the silent treatment afterword and a nice "look here's a bone go play with it before it goes to the garbage again".
PERTINENT QUOTE SECTION
For those of you new or fairly new to this thread this quote is an outright acceptance of how unnecessarily the mass driver was nerfed. This quote shows puzzlement over it being nerfed in the first place and acknowledgment that it was nerfed due to internal testing. This has a angered the mass driver community simply because months of beta testing were not taken into account, instead internal play testing was used, which did not reflect how the mass driver was used nor the very small number of people that used it.
** The quote below is linked in red letters as the pertinent quote section title
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).
NEW SECTION: OLD VERSUS NEW STATS
In this section I will post only the changed stats of the weapons which are area of effect and damage. Please note that I am not aware if the page rearranges text if viewed on devices such as tablets of phones so if it does the following pseudo table will not view correctly.
ODD = Old direct damage NDD = New direct damage
OSD = Old Splash damage NSD = New Splash damage
OSR = Old Splash radius NSR = New Splash Radius
STATS--MASS DRIVER--"TSUNAMI"--BREACH---EXO-5---"CYCONE"---EC-3---EK-A2---FReeDOM---BOUNDLESS--CORE
ODD-------- 225 ------------ 247.5 ------- 315 ------ 247.5 ------ 270 ----- 148.5 ---- 346.5 ------ 270 -------- 162 -------- 378 NDD-------- 242 ------------ 242.0 ------- 338 ------- 254 ------- 254 ----- 152.5 ----- 355 -------- 266 -------- 159 -------- 372
OSD-------- 115 ------------ 126.0 ------- 80.5 ----- 126.5 ------ 138 ------- 75 ------ 88.6 ------- 138.0 ------- 82.8 ------- 96.6 NSD-------- 116 ------------ 116.0 ------- 81.0 ----- 121.8 ----- 121.8 ----- 73.1 ----- 85.3 ------- 127.6 ------- 76.6 ------- 89.3
OSR--------- 4 --------------- 4.4 --------- 3.0 -------- 4.4 -------- 4.8 ------- 6.6 ------ 3.3 --------- 4.8 ---------- 7.2 --------- 3.6 NSR--------- 3 --------------- 3.0 --------- 2.2 -------- 3.1 -------- 3.1 ------- 4.7 ------ 2.4 --------- 3.3 ----------- 5 ----------- 2.5
As we can see by the information above, the nerf of up to 39% splash radius of some of these, the reduction to splash damage of all but the original MASS DRIVER, the shield buff to most dropsiuts and the reduced efficiency this weapon has against shields has made it obsolete for the battlefield. |
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
64
|
Posted - 2013.06.07 15:02:00 -
[21] - Quote
Shady IceCream Truck wrote:
you should go back a few pages and read the newest development.. they wont touch it.. wait for the next update
There has been no new development. This we know. This we know to be wrong. They want to fix desync issues because they don't want to admit they did something wrong. Like I've said before. they prefer doing something more complex instead of actually accepting that they are wrong. That means making changes to how the server and client communicate in next patxh instead of making a simple tweak to the stats the fubar'd. CCP has this reputation. Make a change, it suck,,, then make a complicated solution just so they don't end up loyoking bad.
If i where to make a wheel for a car which is supposed to be round, then decide i prefer making that wheel square. After that someone tells me that it's not working. I don't want to be wrong so I just add a couple of more sides to the square and make a hexagon. This hexagon doesn't function quite as well as the wheel but it roles better than the square. I don't get to say i'm wrong because I told the person i fixed it and now this pseudo wheel roles somewhat but the problem is not fixed. It was just me trying to not be wrong.
his is classic CCP behavior and to be redundant... They break it, then make a complex solution just to say they weren't wrong.
And just to be clear, I have been following this thread. My last post before this the one you commented on was in page 21. So no. There is no new development That i don't know of. The post was to be thorough and to show all the info that has not been presented in a tangible and digested manner in all the time we have been in this thread. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
64
|
Posted - 2013.06.07 15:23:00 -
[22] - Quote
No big issue, I just don't like what's happened to the mass driver and get a bit passionate about it. Apologies if it came out as me being a but rough |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
66
|
Posted - 2013.06.07 21:14:00 -
[23] - Quote
New Development. In the fight against the mass Driver Nerf Massholes has United for a first 4 man Mass driver Team. We Owned everything; Wait no that was a dream. We did go out, four of us mind you, using high end mass drivers and guess what. Nothing... Enemies where not scared, I mean 4 guys throwing down on them and not even a tickle. Yes we got kills. Yes we had fun, but at the end of the day it takes about half a dozen shots to kill one guy who kills half your squad.
WEEKLY UPDATE SECTION
No mass driver mentioned this week in the weakly update section either. Weekly updates on dust 514
Discussed this week:
- Templar Manhunt Event
Update: The community team and the CPM were discussing this event in general and we are looking into improving this further.
- Adjusting the low-value secondary weapon skills
Update: Great info from the player base, we are reviewing this and working on fixes to address this.
- Shield > Armor and detailed explanation why
Update: New armor modules being introduced in the next patch should address this issue.
- Planetary Conquest
Update: New armor modules being introduced in the next patch should address this issue.
- Laser Rifles in Uprising
Update: There are more laser rifle variants coming, and we are working on fixing ADS issues.
- LAV "death taxis"
Update: We are working on resolving this issue.
- Suns and moons
Update: Soon! The community team will ask the dev working on this feature to comment on the forums.
Still no word on the mass driver or any evidence of our Thread being fully acknowledged as REAL ISSUE apart from what we already know. Seeing things said about the MASS DRIVER in other threads that are not nearly as long as this one, have not been half the time in the first page as this one has nor directly related to MASS DRIVERS, I can't help but think that we might never get a solid answer apart from the ones we already have. Even if they manage to fix desync issues and what not, I worry that that's as far as the fix is going to get and we will continue to get the silent treatment afterword and a nice "look here's a bone go play with it before it goes to the garbage again".
PERTINENT QUOTE SECTION
For those of you new or fairly new to this thread this quote is an outright acceptance of how unnecessarily the mass driver was nerfed. This quote shows puzzlement over it being nerfed in the first place and acknowledgment that it was nerfed due to internal testing. This has a angered the mass driver community simply because months of beta testing were not taken into account, instead internal play testing was used, which did not reflect how the mass driver was used nor the very small number of people that used it.
** The quote below is linked in red letters as the pertinent quote section title
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).
NEW SECTION: OLD VERSUS NEW STATS
In this section I will post only the changed stats of the weapons which are area of effect and damage. Please note that I am not aware if the page rearranges text if viewed on devices such as tablets of phones so if it does the following pseudo table will not view correctly.
ODD = Old direct damage NDD = New direct damage
OSD = Old Splash damage NSD = New Splash damage
OSR = Old Splash radius NSR = New Splash Radius
STATS--MASSDRVR--"TSUNAMI"--BREACH---EXO-5---"CYCONE"---EC-3---EK-A2---FReeDOM---BOUNDLESS--CORE
ODD-------- 225 ------------ 247.5 -------- 315 -------- 247.5 ------ 270 ------- 148.5 ---- 346.5 ------ 270 -------- 162 -------- 378 NDD-------- 242 ------------ 242.0 -------- 338 --------- 254 -------- 254 ------- 152.5 ----- 355 -------- 266 -------- 159 -------- 372
OSD-------- 115 ------------ 126.0 -------- 80.5 ------- 126.5 ------ 138 --------- 75 ------ 88.6 ------- 138.0 ------- 82.8 ------- 96.6 NSD-------- 116 ------------ 116.0 -------- 81.0 ------- 121.8 ----- 121.8 ------- 73.1 ----- 85.3 ------- 127.6 ------- 76.6 ------- 89.3
OSR--------- 4 --------------- 4.4 ---------- 3.0 ---------- 4.4 --------- 4.8 --------- 6.6 ------ 3.3 --------- 4.8 ---------- 7.2 --------- 3.6 NSR--------- 3 --------------- 3.0 ---------- 2.2 ---------- 3.1 --------- 3.1 --------- 4.7 ------ 2.4 --------- 3.3 ----------- 5 ----------- 2.5
As we can see by the information above, the nerf of up to 39% splash radius of some of these, the reduction to splash damage of all but the original MASS DRIVER, the shield buff to most dropsiuts and the reduced efficiency this weapon has against shields has made it obsolete for the battlefield.
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
67
|
Posted - 2013.06.08 20:03:00 -
[24] - Quote
To use the mass driver in a way thats actually worth using join the Massholes channel. This channel started In this thread by mass driver users for mass driver user to be in quad together. The most people I've been with is 5 and has been a blast. It has also made me very sad that we need 5 people, one of them using proto with 2 complex damage mods to reach the effectiveness of the old high end mass drivers. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
67
|
Posted - 2013.06.08 20:46:00 -
[25] - Quote
Yes. We as a community are not happy about the reasons for the nerf. We are also happy that we have finally been addressed directly and would like to thank you for it. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
68
|
Posted - 2013.06.08 21:15:00 -
[26] - Quote
We as a community also hope CCP is willing to admit their mistake if this fix does not address how underwhelming this weapon is in its current form.So much so that people prefer the flaylock for it,s higher damage more consistent damage even when it,s a difficult to aim. After the bug fix mention I still see the flaylock being the better choice because of its high blast damage.
By admit I mean bring back chromosome stats |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
68
|
Posted - 2013.06.08 21:34:00 -
[27] - Quote
Cosgar wrote: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.
When people are more afraid of melee than the weapon your are using, you know something is wrong. I've actually ran at people when I'm out mass rounds and have had better results than shooting at them. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
70
|
Posted - 2013.06.09 02:56:00 -
[28] - Quote
Hello, It's a new page and a new opportunity to have all the facts out there for new readers. We have interesting and, I might point out, mixed news, a CPM posted in our thread. Although i had mixed emotion, good and bad, I must point out that there was a bit of ignorance in his statement : LINK
Iron Wolf Saber wrote:You guys do realize there has been a projectile bug fix already made but its waiting for a code deployment? Now I have said that I am happy or grateful that they answered, but further reflection on the commentshas left a sour taste in my mouth. First of all, it shows ignorance because this topic has been on the first pages frequently and I have made it my personal agenda to try and put it there any chance I get. Second; This thread is the largest thread that directly deals with problems with the mass driver and as such any information about it should have been posted here by the devs. Thirdly CPM did not in any way try to help us out nor try to communicate any information on it when the Mass Driver community, even if it is a small one, albeit smaller because of the nerf, needed representation. They did not give us a voice and as of yet still don't. The comment was an under educated one that was done without even reading half the thread.
WEEKLY UPDATE SECTION
Eliminated for lack of space in this post still no mass driver mentioned LINK
PERTINENT QUOTE SECTION
For those of you new or fairly new to this thread this quote is an outright acceptance of how unnecessarily the mass driver was nerfed. This quote shows puzzlement over it being nerfed in the first place and acknowledgment that it was nerfed due to internal testing. This has a angered the mass driver community simply because months of beta testing were not taken into account, instead internal play testing was used, which did not reflect how the mass driver was used nor the very small number of people that used it.
** The quote below is linked in red letters as the pertinent quote section title
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).
NEW SECTION: OLD VERSUS NEW STATS
In this section I will post only the changed stats of the weapons which are area of effect and damage. Please note that I am not aware if the page rearranges text if viewed on devices such as tablets of phones so if it does the following pseudo table will not view correctly.
ODD = Old direct damage NDD = New direct damage
OSD = Old Splash damage NSD = New Splash damage
OSR = Old Splash radius NSR = New Splash Radius
STATS--MASSDRVR--"TSUNAMI"--BREACH---EXO-5---"CYCONE"---EC-3---EK-A2---FReeDOM---BOUNDLESS--CORE
ODD-------- 225 ------------ 247.5 -------- 315 -------- 247.5 ------ 270 ------- 148.5 ---- 346.5 ------ 270 -------- 162 -------- 378 NDD-------- 242 ------------ 242.0 -------- 338 --------- 254 -------- 254 ------- 152.5 ----- 355 -------- 266 -------- 159 -------- 372
OSD-------- 115 ------------ 126.0 -------- 80.5 ------- 126.5 ------ 138 --------- 75 ------ 88.6 ------- 138.0 ------- 82.8 ------- 96.6 NSD-------- 116 ------------ 116.0 -------- 81.0 ------- 121.8 ----- 121.8 ------- 73.1 ----- 85.3 ------- 127.6 ------- 76.6 ------- 89.3
OSR--------- 4 --------------- 4.4 ---------- 3.0 ---------- 4.4 --------- 4.8 --------- 6.6 ------ 3.3 --------- 4.8 ---------- 7.2 --------- 3.6 NSR--------- 3 --------------- 3.0 ---------- 2.2 ---------- 3.1 --------- 3.1 --------- 4.7 ------ 2.4 --------- 3.3 ----------- 5 ----------- 2.5
As we can see by the information above, the nerf of up to 39% splash radius of some of these, the reduction to splash damage of all but the original MASS DRIVER, the shield buff to most dropsiuts and the reduced efficiency this weapon has against shields has made it obsolete for the battlefield. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
72
|
Posted - 2013.06.11 19:15:00 -
[29] - Quote
Hello CCP. We are still here and apart from a half baked and ignorant comment from a CPM we still await your true attention. Now more than ever you need to get this game straightened out because of the tough competition ahead. As it stands the game is getting stale and the fixes are coming slower than they should be coming out. My mass driver is still sub par and no hit detection will change that. The splash radius and damage have suffered so bad That the community has to damage one target at a time, even with the so-called high splash radius ones. Why should we have to choose a target with a weapon that is described as area of denial. More so. Why do we have a weapon that consistently deals more damage at a similar radius, I'm talking about the flaylock. As it stands, the flaylock should be it's younger brother and not it's steroid abusing twin. I'm getting real tired CCP. Tired of having a weapon that does so little, even in a 5 player squad all using mass drivers. Tired of people telling me to get another weapon or that I don't know how to use mine. Well i'll tell you what CCP. I have a challenge for the DEVS. Why don't they Join Massholes channel. Play with us in a squad for a little bit with real skills on a skilled up character, not one they just made, modded and put full proto gear on, and tell us how balanced they think it is when you have people using militia AR's in militia suits laughing at your laughable damage while they skull **** your soul before you get the third shot in.
WEEKLY UPDATE SECTION
Eliminated for lack of space in this post still no mass driver mentioned LINK
PERTINENT QUOTE SECTION
For those of you new or fairly new to this thread this quote is an outright acceptance of how unnecessarily the mass driver was nerfed. This quote shows puzzlement over it being nerfed in the first place and acknowledgment that it was nerfed due to internal testing. This has a angered the mass driver community simply because months of beta testing were not taken into account, instead internal play testing was used, which did not reflect how the mass driver was used nor the very small number of people that used it.
** The quote below is linked in red letters as the pertinent quote section title
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).
LINK
Iron Wolf Saber wrote:You guys do realize there has been a projectile bug fix already made but its waiting for a code deployment?
Real ignorant response by Iron Wolf saber. Please look into the problem a bit more before commenting. You will see hit detection is not all that's wrong with the mass driver.
NEW SECTION: OLD VERSUS NEW STATS
In this section I will post only the changed stats of the weapons which are area of effect and damage. Please note that I am not aware if the page rearranges text if viewed on devices such as tablets of phones so if it does the following pseudo table will not view correctly.
ODD = Old direct damage NDD = New direct damage
OSD = Old Splash damage NSD = New Splash damage
OSR = Old Splash radius NSR = New Splash Radius
STATS--MASSDRVR--"TSUNAMI"--BREACH---EXO-5---"CYCONE"---EC-3---EK-A2---FReeDOM---BOUNDLESS--CORE
ODD-------- 225 ------------ 247.5 -------- 315 -------- 247.5 ------ 270 ------- 148.5 ---- 346.5 ------ 270 -------- 162 -------- 378 NDD-------- 242 ------------ 242.0 -------- 338 --------- 254 -------- 254 ------- 152.5 ----- 355 -------- 266 -------- 159 -------- 372
OSD-------- 115 ------------ 126.0 -------- 80.5 ------- 126.5 ------ 138 --------- 75 ------ 88.6 ------- 138.0 ------- 82.8 ------- 96.6 NSD-------- 116 ------------ 116.0 -------- 81.0 ------- 121.8 ----- 121.8 ------- 73.1 ----- 85.3 ------- 127.6 ------- 76.6 ------- 89.3
OSR--------- 4 --------------- 4.4 ---------- 3.0 ---------- 4.4 --------- 4.8 --------- 6.6 ------ 3.3 --------- 4.8 ---------- 7.2 --------- 3.6 NSR--------- 3 --------------- 3.0 ---------- 2.2 ---------- 3.1 --------- 3.1 --------- 4.7 ------ 2.4 --------- 3.3 ----------- 5 ----------- 2.5
As we can see by the information above, the nerf of up to 39% splash radius of some of these, the reduction to splash damage of all but the original MASS DRIVER, the shield buff to most dropsiuts and the reduced efficiency this weapon has against shields has made it obsolete for the battlefield. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
77
|
Posted - 2013.06.21 12:05:00 -
[30] - Quote
Hello guys, sorry to be terribly absent as of late but I hit a little bit of a rough patch with my mass driver love affair and was internally raging, so instead of raging here I just took a hiatus. Here I bring the usual; stat changes, the weekly update and weekly update link, and a bit of my personal opinions. I hope this thread stays Alive and healthy. Fingers crossed that CCP will fix this aberration.
Cheers CCP on an awesome game but a horrible choice.
WEEKLY UPDATE SECTION
Can't believe mass drivers are yet to be included in the weekly updates section. To add insult to injury "not recovering stamina while falling" has become such an issue that they felt the need to make a post and include that they where looking into it. God forbid your stamina gets you killed out of all the other things. I guess they need that stamina to run away from militia assault rifles weekly updates
PERTINENT QUOTE SECTION
For those of you new or fairly new to this thread this quote is an outright acceptance of how unnecessarily the mass driver was nerfed. This quote shows puzzlement over it being nerfed in the first place and acknowledgment that it was nerfed due to internal testing. This has a angered the mass driver community simply because months of beta testing were not taken into account, instead internal play testing was used, which did not reflect how the mass driver was used nor the very small number of people that used it.
** The quote below is linked in red letters as the pertinent quote section title
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).
NEW SECTION: OLD VERSUS NEW STATS
In this section I will post only the changed stats of the weapons which are area of effect and damage. Please note that I am not aware if the page rearranges text if viewed on devices such as tablets of phones so if it does the following pseudo table will not view correctly.
ODD = Old direct damage NDD = New direct damage
OSD = Old Splash damage NSD = New Splash damage
OSR = Old Splash radius NSR = New Splash Radius
STATS--MASSDRVR--"TSUNAMI"--BREACH---EXO-5---"CYCONE"---EC-3---EK-A2---FReeDOM---BOUNDLESS--CORE
ODD-------- 225 ------------ 247.5 -------- 315 -------- 247.5 ------ 270 ------- 148.5 ---- 346.5 ------ 270 -------- 162 -------- 378 NDD-------- 242 ------------ 242.0 -------- 338 --------- 254 -------- 254 ------- 152.5 ----- 355 -------- 266 -------- 159 -------- 372
OSD-------- 115 ------------ 126.0 -------- 80.5 ------- 126.5 ------ 138 --------- 75 ------ 88.6 ------- 138.0 ------- 82.8 ------- 96.6 NSD-------- 116 ------------ 116.0 -------- 81.0 ------- 121.8 ----- 121.8 ------- 73.1 ----- 85.3 ------- 127.6 ------- 76.6 ------- 89.3
OSR--------- 4 --------------- 4.4 ---------- 3.0 ---------- 4.4 --------- 4.8 --------- 6.6 ------ 3.3 --------- 4.8 ---------- 7.2 --------- 3.6 NSR--------- 3 --------------- 3.0 ---------- 2.2 ---------- 3.1 --------- 3.1 --------- 4.7 ------ 2.4 --------- 3.3 ----------- 5 ----------- 2.5
As we can see by the information above, the nerf of up to 39% splash radius of some of these, the reduction to splash damage of all but the original MASS DRIVER, the shield buff to most dropsiuts and the reduced efficiency this weapon has against shields has made it obsolete for the battlefield. |
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
84
|
Posted - 2013.07.02 21:09:00 -
[31] - Quote
OMG I am so excited. Still can't play since my wife is playing borderlands with here sister and then I have to download the update :S. I hope we made a difference, Please someone confirm new stats if any or confirm it being more reliable :O |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
84
|
Posted - 2013.07.02 21:22:00 -
[32] - Quote
I wrote that with enthusiasm but I still havent played. Cross your fingers, they might fix yours too. They kind of let loose with the nerfs and nerfed almost everything too harshly and now they have to fix it little by little.
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
88
|
Posted - 2013.07.04 01:05:00 -
[33] - Quote
Hello guys,
Even Though CCP did not state it directly in the patch notes the mass driver has been fixed. They have been given a splash radius buff and the damage application is now more consistent. Even though CCP abstained from contacting us directly, the mass driver community, It is that Time. That time to Say THANK YOU CCP because, even though you did it through gritted teeth, and gave us the silent treatment, you swallowed your pride and listened to the community. So thank you again and I hope the sour taste of this thread does not stay long in your hearts... |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
94
|
Posted - 2013.07.04 19:21:00 -
[34] - Quote
Buster Friently wrote:Waruiko DUST wrote:Did they remove the aim disruption that being hit use to give? Feels like I'm not shaking my targets like I used to. Someone correct me if I'm wrong, but I think that was removed in Uprising.
They Did remove this in Uprising |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
98
|
Posted - 2013.07.06 23:03:00 -
[35] - Quote
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. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
98
|
Posted - 2013.07.07 07:33:00 -
[36] - Quote
Cosgar wrote: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.
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. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
98
|
Posted - 2013.07.07 07:43:00 -
[37] - Quote
Cosgar wrote: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?
That could be it. The speed of the rounds, who know but you are not alone in that overshoot problem
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