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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
700
|
Posted - 2013.05.12 01:28:00 -
[151] - 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. |
Thor Odinson42
Planetary Response Organization
205
|
Posted - 2013.05.12 01:56:00 -
[152] - Quote
There's a nice discussion going on here so I hate to interrupt, but what I'm finding with the Freedom is a lack of consistency. Some matches I do well and others I feel like launching my controller through the TV.
There are times when dudes are down to nothing and they are still charging me. I'm putting them at their feet and it does nothing. I end up running out of ammo and having to run or die.
I've tried being much more careful, but I'm having to spam so many rounds its eating up my nano hives.
In the last build there were people always saying, that shot was badass. It's dumb luck if I kill anybody beyond 10 or 20 meters.
I really can't believe they haven't even commented on the nerf to the MD.
Overall it's making me a poor team player. As a logi the inability to consistently hit targets is effecting my logi work. I go into an "I'm gonna get you sucka" mode. Maybe I just suck, but there seems to be a inconsistency with the splash radius. Skilled up it should be around 10 feet for the Freedom. Nobody can suck bad enough to miss somebody with no HP left standing right in front of them.
I'll be on later tonight to test it out further on you SOBs. Take it easy on me, it seems like I'm lobbing non lethal rounds. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
721
|
Posted - 2013.05.12 05:34:00 -
[153] - 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. |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 06:06:00 -
[154] - Quote
Cosgar wrote: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).
Excellent news, thanks for linking (and I'm glad we cleared the air on that other matter).
Cheers, Cross
Addendum; I really do hope that they 'shift' the stats a bit on the MD so that the three variations are more unique. The AR line has diverse options within it why not the other weapons including our favorite tactical support launcher |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
179
|
Posted - 2013.05.12 06:33:00 -
[155] - Quote
Thor Odinson42 wrote:There's a nice discussion going on here so I hate to interrupt, but what I'm finding with the Freedom is a lack of consistency. Some matches I do well and others I feel like launching my controller through the TV.
There are times when dudes are down to nothing and they are still charging me. I'm putting them at their feet and it does nothing. I end up running out of ammo and having to run or die.
I've tried being much more careful, but I'm having to spam so many rounds its eating up my nano hives.
In the last build there were people always saying, that shot was badass. Now It's dumb luck if I kill anybody beyond 10 or 20 meters.
I really can't believe they haven't even commented on the nerf to the MD.
Overall it's making me a poor team player. As a logi the inability to consistently hit targets is effecting my logi work. I go into an "I'm gonna get you sucka" mode. Maybe I just suck, but there seems to be a inconsistency with the splash radius. Skilled up it should be around 10 feet for the Freedom. Nobody can suck bad enough to miss somebody with no HP left standing right in front of them.
I'll be on later tonight to test it out further on you SOBs. Take it easy on me, it seems like I'm lobbing non lethal rounds.
I think that obvious inconsistency in damage comes from the glitch MD got from Uprising that the dev posted about. They called it MD 'feeling smudgy' or something like that and it comes from the fact that client animations for MD explosions and the actual explosions that are taking place on the server are disconnected - e.g. you think your MD shell landed at their feet but it actually is somewhere else because of server lag or glitch or poor sync with your client (call it whatever you want I don't understand the actual computer science behind it). So basically inconsistency in MD damage right now is probably result of this glitch. |
Still blazn
Condotta Rouvenor Gallente Federation
12
|
Posted - 2013.05.12 07:29:00 -
[156] - Quote
You know I'm really done .. IT just not fun .. at all using this weapon.. ANd now I notice half the time you when you hit the trigger nothing happens.. Like you hit a bad round or something.. on TOP of all this other crap..
The more I think about it.. The entire game is so completely unbalanced and buggy, I dont see DUST making it..
And over 1400 views on this thread and a DEV cant grace us with one lousy post? Ive had it..fail game is fail.. |
MASS DR1V3R
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.12 07:38:00 -
[157] - Quote
Ludvig Enraga wrote: So, yes. And I am sure we ll have a lot of good games together. But what you are posting here is a different matter.
All I see is ppl run around spam Duvole TAR. I try to use breach MD and get tish for results and I used to do good with the weapon. And you are telling eveyone that MD is the same or even better than before. I don't know - maybe you figured out a way to use it in the new build. Obviously its mechanics have changed, so it's possible. But when you say that all of the ppl in this thread have no skill with the weapon and MD actually shines and is borderline OP and it's ppl's lack of skill that's to blame - you are actually talking to ppl who used MD as their primary weapon for a good while, so that's insulting to a lot of us. As support for your argument you are giving a link that's not working. So it's just not constructive at all.
Here is the link again: http://www.youtube.com/watch?v=HS1d6x72Cbg
I never said the MD was the same or even better than before. All I said was that the MD isn't as unplayable as Smokey premised it is. I never said that the MD is borderline OP, all I pointed out was that some of us are actually still doing quite well with it. I'm glad Remnant is working on the weapon still as I've posted about a glitch similar to what he talked about here: https://forums.dust514.com/default.aspx?g=posts&t=75449&find=unread.
As you can see Smokey decided to troll my thread. And I would like to point out that I never trolled anyone here. All I did was post my own opinions, which I thought was what forums were for. If you look at the OP, it still basically says Smokey can't get any kills with it. I pointed out that I regularly get plenty of kills with it, and he freaked out. I would think a forum troll would have more of a reputation for doing it before someone goes off the deep end as Smokey did. I've never trolled any threads on this forum, and I never trolled Smokey here. Yet, he decided to troll me.
137H4RGIC wrote:I wonder what Kill'em quick's policy on PR is... Mass Driver is doing KEQ wonders :)
I haven't said anything in this thread that wasn't my own opinion. I offended the OP because I stated an opinion that the MD still works as a weapon, which he says it does not. I'm still not exactly sure what all the hostility was about in the first place.
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MASS DR1V3R
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.12 08:24:00 -
[158] - Quote
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. |
Smoky The Bear
Intergalactic Cannibus Cartel
46
|
Posted - 2013.05.12 09:31:00 -
[159] - Quote
Wow we went 2 days with just MD discussion now back to more of this:
I thought you said you were done and not posting your troll crap anymore? Nobody gives a **** if you got 12 kills lol.. I get 12 kills with my elbow.. Im making a video right now to prove it.. lol
And i believe in your day 1 post you were saying **** like 24-0 18-1 ... im not even gonna look at ur dumb post to verify.. Just stay off the grownups thread plx.. thanks..
Bottom line is you came to an important MD thread to show us ur Epeen and try to make a name for yourself, at the expense of the MD community.. My suggestion go make ur own thread where you can show off ur peen as much as you want.. Just stay the hell off mine... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
738
|
Posted - 2013.05.12 10:00:00 -
[160] - 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? |
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Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 15:49:00 -
[161] - Quote
Cosgar wrote: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? There's another aspect of that which I've experienced/seen others experience both with nades and MD rounds and that's the round never detonating at all. This behavior seems less common in Uprising but not absent and is compounded by MD rounds more rapidly/frequently "ranging out" (tho the ranging out is linked to other things that CCP has already stated are going to be addressed with the range system iteration).
Uprising despite it's positive new features seems to have revivified a verity of our old bugs which we'd thought gone. Issues with the MD, and the broken state of the TAR being just a couple.
I'm very tempted to compile a list of the problems currently encountered when using the MD but it's hard to assess what is related to the issues raised by the Devs (pixel occlusion and sever/client de sync) or the lack of a 3d splash. With those three things fixed the use experience is likely to be substantially different so I'm hesitant to call for many other tweaks etc.
It is interesting to note however that in my testing thus far the boundless seems to provide the nearest play experience to the Freedom of last build. Preliminary observations show it provided more suppressive ability and more opportunities for tactical uses such as "banking" the rounds to soften targets around a corner/in light cover prior to a focused push the be the rest of the squad. Even with the boundless my ratio of kills to assists has changed. In Uprising it seems that if I can damage an opponent at all I can likely kill them outright, such behavior is fine in a Core variation MD but seems incorrect in a Boundless style weapon.
0.02 ISK Cross
EDIT: I almost forgot, here are a few use comparisons, they are anecdotal being based on my direct use but should hold some value in that they're all derived from my aim/gun game so they factor out the subjectivity of player skill to a degree.
Uprising
- Freedom effectiveness = Chromosome EX0
- Current Ex0 effectiveness (with heavy SP investment) = 'Exile' AR effectiveness without any SP invested.
- Boundless (nearest to Uprising Freedom use experience that I've found) <= Freedom from Uprising
All assessments are made across engagement ranges close/mid/long. Exclude considerations of ammunition depletion/clip size (the 'Exile' and Boundless win out there if anyones interested). Are derived from fittings which use zero damage mods (I'm attempting to assess the weapons not the fits). And are derived from several hours of play within multiple game modes attempting to focus on both "slayer" squad play and "support" squad play (attempting to run purely solo results on only the 'Exile" preforming reliably/consistently however I hesitate to draw firm conclusions from this due to the number of variables involved). |
MASS DR1V3R
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.12 16:07:00 -
[162] - Quote
Here is the thread where Smokey trolled me. If anyone else can test what I wrote about, I think it's part of the problem too. https://forums.dust514.com/default.aspx?g=posts&m=781115#post781115 Not sure why the other link didn't work. |
Smoky The Bear
Intergalactic Cannibus Cartel
48
|
Posted - 2013.05.12 16:38:00 -
[163] - Quote
and how did that make you feel? lol .. ur pathetic |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 17:23:00 -
[164] - Quote
MASS DR1V3R wrote:I've noticed this especially when firing from the high ground. If you fire past around 50 meters, the shells don't explode. They slide along the ground until they hit something else like a wall and then explode. Easiest way to test this is on Ashlands. Start at B and head towards D. When you get to the wall, fire a round down to the ground a little past halfway to D. The round won't explode but will slide in a straight line to the D outer frame.
I haven't noticed this as much when firing that far on level ground. But that may be because at that distance, it's just a little difficult to see. Interesting, I'll see if I can reproduce that and respond with my observations. |
wicked33d
Neanderthal Nation
0
|
Posted - 2013.05.12 17:51:00 -
[165] - Quote
Smoky The Bear wrote:I am fully speccd with proficiency and was using an Exo Mass..
I CANT KILL ANYONE PERIOD at ANY range ...
Takes like 6 direct hits to kill anyone .. AND IM TOP OF THE LINE MD..
NO splash damage at all..
This needs to be corrected ASAP.. I dont know what you did to the range.. IM not even going there yet.. BUT the damage and RADIUS is RIDICULOUS>. ABSOLUTELY UNPLAYABLE..
IF you have a different opinion you are WRONG.. bye
EDIT: I know thats not being very specific.. so here you go..
Ok look let me try to break this down a bit more in depth..
Problems in order from Worst to least
TRAJECTORY: If im standing in a perfectly flat open field with no walls/rocks etc.. and my target is directly in front of me, my only choice is to hit his feet... and i gotta be very accurate .. since the weapon now shoots straight forward this makes it very difficult to land accurately... *remember we are already at a huge disadvantage on terrain with hills whether we are looking up (impossible) or down ..even if we manage to snag a rock outcropping and make it close to him.. the texture bug usually eats it up..WE NEED OLD TRAJECTORY BACK
RADIUS: (width AND height) This is where most of my frustration sets in.. Ok so we know you don't aim AT the MAN.. because for some reason even if you directly hit him it goes THRU him .. So all MD users have to aim at a wall or the floor.. I think when I started to really excel at this weapon was when i became proficient at hitting these walls at just the right time etc.. BIG PROBLEM.. the blasts are not radiating out correctly (or have been nerfed so hard as to not work) .. EXAMPLE: theres a guy 10 feet away with his back to a wall .. I hit the wall and hes not injured.. Or BARELY injured ..where in the past that was a KILL/ huge dmg depending on suit/ shield etc.. Ive heard people saying its just a flat .. not 3D blast radius now.. that makes sense and is DRIVING ME NUTS...
RANGE: This gun at the top level needs to have waaay more range. A MD cannot effectively deny an area if they cant shoot more than 50 feet.. Ive had my shots "fading" into the distance at very close ranges.. the range was fine before..
DAMAGE: Ok Ive been thinking about this alot and.. I (holding with the last builds balance) This gun needs to
1. Be effective at lower levels
2. At the level 5 Proficiency with dmg mods this gun needs to have ability for 1 shot 1 kill on the "weaker" builds, this enables people at lower levels to be able to perform area denial with some success.. (this is why i loved this gun, because even when I was 1milllion SP's I could do some WORK) this got me hooked and kept me in the game.. then the payoff came when I was able to get Proficiency up with Dmg mods..
CONCLUSION This weapon was pretty much perfect as it was conceived originally.. (kudos to the guy who invented the mechanics of this gun because it WAS original and DAMN fun) .. And im sure he felt a slight twinge when 50% arbitrary reduction nerfs completely ruined his VERY precise and balanced stats... I dont know how hard it would be to just copy and paste the exact stats from previous build and hit APPLY would be.. but thats the solution to this WEAPON ending patch..
Thank you and goodnight..
* I really could go on and on about all the bugs and stuff that I didnt even cover, but this is just what comes to mind ATM
How Bout u stop using a noob toob and run a differnt weapon |
Smoky The Bear
Intergalactic Cannibus Cartel
48
|
Posted - 2013.05.12 17:53:00 -
[166] - Quote
Because I love you too much MASS DR1V3R... |
OG- Kush
Intergalactic Cannibus Cartel
10
|
Posted - 2013.05.12 18:00:00 -
[167] - Quote
Smoky The Bear wrote:Because I love you too much MASS DR1V3R...
how bout you have the balls to use your real name? |
Smoky The Bear
Intergalactic Cannibus Cartel
48
|
Posted - 2013.05.12 18:04:00 -
[168] - Quote
So this is how you prove your not a troll? by trolling more? KillemQuick must LOVE you ...
Shouldnt have used the "noobtoob" in your trolling attempt.. its the same word you were using earlier when you explained why you had to troll us MD's .. You were so tired of everyone calling you "noobtoob"...lol
BUSTED.. again.. keep trying.. |
Kaughst
THE NORTH WATCH
3
|
Posted - 2013.05.12 19:01:00 -
[169] - Quote
I found the MD interesting this build. Basically last build the end game was if I went against a AR proto shield assault suit close to mid range I would be out DPS'd and would take me my whole 6 shots to break his shields. Which was fine because it isn't suppose to be good against shields.
The only difference I noticed in this build is that you have rely on making your shots tighter with the standard MD i.e Freedom, and resort to the Assault MD when you want to attacking crowds on urban areas. This is kind of nice because it fleshes out the role of the MD, although I think the blast radius should be improved on the Assault MD in that respect as it does not seem to be having the crowd control effect anymore.
The problem is where the AOE starts and the capability of this weapon to kill someone begins. A few things could happen with the MD (I am not really suggesting but stating what might help as I do not think that the MD is wholey balanced yet). This could be a blanket improvement across all MDs. Increase the radius and keep the splash damage down where it is. Increase the splash damage, the problem with increasing the splash damage is that I want it mainly to do good against armor but not off set what could in turn do the same amount of damage to shields. Or just increase the armour damage and lessening the shield damage and increasing the blast radius.
I saw the dev post explaining the bugs and playtests of the MD. The reference to the MD being used extensively was not a day to day reality for me but I understand that I was doing good enough with the MD last build that hurting people was not a problem and the splash damage nerf was probably related to what I said about it offsetting the amount of dam. it should be doing against shields but than again I dont know hard numbers and I dont look at them so I could be wrong in that regard.
A work around might be just having some type of fall off of damage, having the center do more damage and than the outer areas have a smaller effect of damage much like a AR has on its range. I think that the bugs are probably the major issue at the moment but I really like the idea of damage falling off as it gets away from the center.
One thing is for certain....The Massdriver is not balanced at the moment and has a tough time fuffilling a role not everyone sees.
Edit: I am not going to reply to forum warriors. |
MASS DR1V3R
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.12 23:19:00 -
[170] - Quote
I was gone all day after my comment and have no idea what you're talking about. I have 2 alts that I never use named Bracka Bracka and Billy the Fink. Other than that, I don't have time to get on the computer in the sole attempt to mess with people. This is my main and the only character I play with or get onto forums with. |
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MASS DR1V3R
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.12 23:27:00 -
[171] - Quote
I was gone all day after my comment and have no idea what you're talking about. I have 2 alts that I never use named Bracka Bracka and Billy the Fink. Other than that, I don't have time to get on the computer in the sole attempt to mess with people. This is my main and the only character I play with or get onto forums with.
Edit: And it seems OG- Kush is calling you out for not using your real name since he quoted you.
wicked33d wrote: How Bout u stop using a noob toob and run a differnt weapon
^^I wouldn't spell different that way. I wouldn't have capitalized that B. And I believe I said people were calling it a noob tube not noob toob. I also would have ended the statement with punctuation.
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Smoky The Bear
Intergalactic Cannibus Cartel
48
|
Posted - 2013.05.13 02:10:00 -
[172] - Quote
SO why did you delete the post Billy??? U funny..there used to be a post calling me "noobtoob" and I should learn to shoot.from some alt with 0 posts. its real clear you saw how obvious it was and deleted it.. now GTFO my thread bish.. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
789
|
Posted - 2013.05.13 03:01:00 -
[173] - 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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Azri Sarum
DUST University Ivy League
3
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Posted - 2013.05.13 06:04:00 -
[174] - Quote
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. |
Buster Friently
Rosen Association
414
|
Posted - 2013.05.13 06:23:00 -
[175] - Quote
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. |
Shady IceCream Truck
Krullefor Organization Minmatar Republic
0
|
Posted - 2013.05.13 11:32:00 -
[176] - Quote
Hopefully tommorrow they will FIX the Mass Driver!!! |
shade emry3
Conspiratus Immortalis League of Infamy
29
|
Posted - 2013.05.13 11:39:00 -
[177] - Quote
Smoky The Bear wrote:I am fully speccd with proficiency and was using an Exo Mass..
I CANT KILL ANYONE PERIOD at ANY range ...
Takes like 6 direct hits to kill anyone .. AND IM TOP OF THE LINE MD..
NO splash damage at all..
This needs to be corrected ASAP.. I dont know what you did to the range.. IM not even going there yet.. BUT the damage and RADIUS is RIDICULOUS>. ABSOLUTELY UNPLAYABLE..
IF you have a different opinion you are WRONG.. bye
EDIT: I know thats not being very specific.. so here you go..
Ok look let me try to break this down a bit more in depth..
Problems in order from Worst to least
TRAJECTORY: If im standing in a perfectly flat open field with no walls/rocks etc.. and my target is directly in front of me, my only choice is to hit his feet... and i gotta be very accurate .. since the weapon now shoots straight forward this makes it very difficult to land accurately... *remember we are already at a huge disadvantage on terrain with hills whether we are looking up (impossible) or down ..even if we manage to snag a rock outcropping and make it close to him.. the texture bug usually eats it up..WE NEED OLD TRAJECTORY BACK
RADIUS: (width AND height) This is where most of my frustration sets in.. Ok so we know you don't aim AT the MAN.. because for some reason even if you directly hit him it goes THRU him .. So all MD users have to aim at a wall or the floor.. I think when I started to really excel at this weapon was when i became proficient at hitting these walls at just the right time etc.. BIG PROBLEM.. the blasts are not radiating out correctly (or have been nerfed so hard as to not work) .. EXAMPLE: theres a guy 10 feet away with his back to a wall .. I hit the wall and hes not injured.. Or BARELY injured ..where in the past that was a KILL/ huge dmg depending on suit/ shield etc.. Ive heard people saying its just a flat .. not 3D blast radius now.. that makes sense and is DRIVING ME NUTS...
RANGE: This gun at the top level needs to have waaay more range. A MD cannot effectively deny an area if they cant shoot more than 50 feet.. Ive had my shots "fading" into the distance at very close ranges.. the range was fine before..
DAMAGE: Ok Ive been thinking about this alot and.. I (holding with the last builds balance) This gun needs to
1. Be effective at lower levels
2. At the level 5 Proficiency with dmg mods this gun needs to have ability for 1 shot 1 kill on the "weaker" builds, this enables people at lower levels to be able to perform area denial with some success.. (this is why i loved this gun, because even when I was 1milllion SP's I could do some WORK) this got me hooked and kept me in the game.. then the payoff came when I was able to get Proficiency up with Dmg mods..
CONCLUSION This weapon was pretty much perfect as it was conceived originally.. (kudos to the guy who invented the mechanics of this gun because it WAS original and DAMN fun) .. And im sure he felt a slight twinge when 50% arbitrary reduction nerfs completely ruined his VERY precise and balanced stats... I dont know how hard it would be to just copy and paste the exact stats from previous build and hit APPLY would be.. but thats the solution to this WEAPON ending patch..
Thank you and goodnight..
* I really could go on and on about all the bugs and stuff that I didnt even cover, but this is just what comes to mind ATM
i identified that occasionally if your bunny hopping against a mass, you most likely will not be affected by it, unless directly hit.. this is coming from a mass driver user as well..
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
815
|
Posted - 2013.05.13 12:19:00 -
[178] - 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? |
Smoky The Bear
Intergalactic Cannibus Cartel
51
|
Posted - 2013.05.13 15:28:00 -
[179] - Quote
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 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
827
|
Posted - 2013.05.13 15:30:00 -
[180] - 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! |
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