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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
601
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Posted - 2013.05.09 22:42:00 -
[61] - Quote
If they were worried about the MD being overpowered, it wasn't. 3~4 hits on someone for a kill was a good balance compared to other weapons. The biggest hit though was to the splash radius. I can't even perform the same successful tactics I did last week with my squad. My role in combat was to herd the enemy in the direction of my squad from a flanking position or hold them down in a choke point so that heavies and scouts can get close enough to unload. Another tactic was to push back enemy squads so I could revive a downed team mate. I never got many kills or topped the leader boards, but I was always the squad MVP for enhancing their potential. Now, my damage isn't threatening enough and with the splash radius gimped, there are no tactics. Thanks to the splash damage fix I get more kills, but I would trade those kills just to be able to take advantage of the mass driver's utility and tactical aspects. |
Wonko218
OSG Planetary Operations Covert Intervention
1
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Posted - 2013.05.09 22:52:00 -
[62] - Quote
I'm using the freedom with just enough points in it to get that far, mass driver lvl 4 I think. No points in proficiency. I'm sad they nerfed it a bit but I'm not having any trouble with it. Flux the shield tankers. Also it seems like they flattened the trajectory. I'm getting a lot more direct hits that are vaporizing the enemies. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
10
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Posted - 2013.05.09 23:03:00 -
[63] - Quote
Keyser Soze VerbalKint wrote:Lordbraveheart1 wrote:So, Mass drivers got a nerf. I'm at Mass Drivers L5, I can kill people, but it's really irritating when you think for sure that that round should hit/finish off the red dot, and doesn't. Why such a huge (Near 50%) nerf to the blast radius?
I'm reaching out to you, fellow Mass Driver users, particularly those who have put a lot of points into the tree. Are they still worth using? Do they become a lot better after those point?
(I will commend uprising on it's hit detection for direct hits with Mass Drivers, tons better now than before.) Mass drivers werent that great in Chromosome once you began to encounter proto suits and shield tankers. They are needlessly nerfed and i gather much of the MD data comes from how they performed against all the ppl running militia gear in pubs during beta. Perhaps with proficiency all these weapons become their ultiamate form.
I'll just make one statement about this. I do not care if I do 50 damage per hit. I just want to actually HIT something. I'm sick and tired of wasting 2 clips on a scout with 15 armor left and I run out of ammo because none of my shots actually hit. I know I'm not a bad shot, but seriously this blast radius thing has to be fixed. |
Belzeebub Santana
SVER True Blood Unclaimed.
473
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Posted - 2013.05.09 23:12:00 -
[64] - Quote
Sad thing is scrambler rifle and flaylock are gone be better than flux + MD. Easily shoot threw any shields and completely destroy what ever armor they have with a sidearm that has same blast radius but twice the splash as a Freedom. |
NewOldMan
KILL-EM-QUICK RISE of LEGION
29
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Posted - 2013.05.09 23:22:00 -
[65] - Quote
To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
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Posted - 2013.05.09 23:29:00 -
[66] - Quote
NewOldMan wrote:To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
The splash damage application is fixed, I can attest to that. Many of those dud shots have been turned into easy kills. But the splash radius and damage has to be increased to give it the area denial capabilities it once had.
One problem that seems to be the elephant in the room is damage mods. I'm starting to wonder if it's just the damage mods making weapons seem OP when they really aren't. Maybe if they increase the CPU/PG fitting requirements on them so players can't equip so many at once, we can have more accurate information on what weapons out damage others. As of right now, stacking damage mods on any weapon can make it OP. (Looking at Duvolle TAR) |
Thog A Kuma
Planetary Response Organisation
76
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Posted - 2013.05.09 23:40:00 -
[67] - Quote
NewOldMan wrote:To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
You can say it was rather easy to kill 2-3 people grouped up, of course those people could always decide to separate themselves, and then you couldn't. grouping up was their choice and grouping was not smart against a MD..you can still kill 2-3 people that are grouped up with a grenade..grenades do far more damage. Now you cannot kill 2-3 people with a MD Why shouldn't we be able to? Isn't this our wheelhouse? isn't this our function? to disrupt the enemy, make them move disrupt their visibility? when faced with a MD driver, grouping up should be contra-indicated, now nobody cares.
MD shouldn't be a forge gun depending on direct hits to kill. right now we have to aim so close that I'm getting a lot more direct hits (Wee I'm an arcing AR with a 4 second reload, 6 shots a clip) Joy.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
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Posted - 2013.05.09 23:45:00 -
[68] - Quote
Thog A Kuma wrote:NewOldMan wrote:To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
You can say it was rather easy to kill 2-3 people grouped up, of course those people could always decide to separate themselves, and then you couldn't. grouping up was their choice and grouping was not smart against a MD..you can still kill 2-3 people that are grouped up with a grenade..grenades do far more damage. Now you cannot kill 2-3 people with a MD Why shouldn't we be able to? Isn't this our wheelhouse? isn't this our function? to disrupt the enemy, make them move disrupt their visibility? when faced with a MD driver, grouping up should be contra-indicated, now nobody cares. MD shouldn't be a forge gun depending on direct hits to kill. right now we have to aim so close that I'm getting a lot more direct hits (Wee I'm an arcing AR with a 4 second reload, 6 shots a clip) Joy. This is the tactical aspect of the weapon that never gets taken into account. Having a weapon that can harass and disorient the enemy adds a breath of fresh air to battles that you don't get from 48 ARs and zerg tactics. |
Fiddlestaxp
TeamPlayers EoN.
56
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Posted - 2013.05.10 02:12:00 -
[69] - Quote
Lets compare the exo-5 and the freedom splash damage. Direct impacts are great and all, but most effective against heavies... And do they even count at this point? Exo-5 51 CPU 7 PG 3.1m radius 110.2 HP splash damage 6 round clip -- 1 shot a second 4 second reload.
Freedom 93 CPU 14 PG 3.3m radius 115.5 Splash damage 6 round clip 1-- 1 shot a second 4 second reload.
So for 42 CPU and 7 PG you get... ~6.5% accuracy bonus ~31.8 damage a clip Over the 10 second Fire/reload cycle that equals about 3.1 DPS difference... for double PG and 42 CPU
Furthermore, if every shot is a direct impact, the damage per 10 second reload cycle only increases to about 60 a clip.
Compare this with the 90 damage a clip for Gek vs Duvall |
Belzeebub Santana
SVER True Blood Unclaimed.
473
|
Posted - 2013.05.10 02:42:00 -
[70] - Quote
NewOldMan wrote:To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
Sounds like you like this blob warfare...
"Everyone huddle up and move as a flock, no worries about ANY AoE because we have to be piggybacking each other for them to hit more than one of us!" Game has gone from stale to broken, not happy about it either.
CCP needs full disclosure on what they want to tweak going forwards, they have proven time and again they can't balance without breaking 5 things for every 1 they get right. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
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Posted - 2013.05.10 02:59:00 -
[71] - Quote
Belzeebub Santana wrote:NewOldMan wrote:To me Mass Drivers were expecting the nerf, as it made it rather easy to kill 2-3 grouped up people with a freedom last build. This time it takes much more skill (which I like).
They just need to fix the damage application. Because jumping (which isn't 3 meters high) completely negates most of the damage, as well as being on some sort of incline, even though you are well within the blast radius.
Sounds like you like this blob warfare... "Everyone huddle up and move as a flock, no worries about ANY AoE because we have to be piggybacking each other for them to hit more than one of us!" Game has gone from stale to broken, not happy about it either. CCP needs full disclosure on what they want to tweak going forwards, they have proven time and again they can't balance without breaking 5 things for every 1 they get right. Yeah, those patch notes had a lot of holes in them. If I had an assignment at my job that I needed to finish before going on vacation and I put in that amount of effort, I'd have to look for a new job when I got back. Just sayin' |
Mark0h
SVER True Blood Unclaimed.
17
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Posted - 2013.05.10 03:00:00 -
[72] - Quote
Fiddlestaxp wrote:Lets compare the exo-5 and the freedom splash damage. Direct impacts are great and all, but most effective against heavies... And do they even count at this point? Exo-5 51 CPU 7 PG 3.1m radius 110.2 HP splash damage 6 round clip -- 1 shot a second 4 second reload.
Freedom 93 CPU 14 PG 3.3m radius 115.5 Splash damage 6 round clip 1-- 1 shot a second 4 second reload.
So for 42 CPU and 7 PG you get... ~6.5% accuracy bonus ~31.8 damage a clip Over the 10 second Fire/reload cycle that equals about 3.1 DPS difference... for double PG and 42 CPU
Furthermore, if every shot is a direct impact, the damage per 10 second reload cycle only increases to about 60 a clip.
Compare this with the 90 damage a clip for Gek vs Duvall... And the higher time spent firing (Basic AR clips last about 5 seconds w/ a 3 second reload. 4.8/7.8 VS. MD's 6/10)... Did I mention that the accuracy bonus between those two is also about 10% as well? For 1 more CPU and the same amount of PG....
Oh and ARs have another 3X multiplier skill that makes their shots more accurate as well... Scale better much?
Just using an AR as an example... Not trying to say that the MD should do the same amount of damage as the AR, just saying that it doesn't scale well enough right now.
But if I WAS trying to make that arguement....
Duv DMG per clip (every shot hitting) 2040. Freedom DMG per clip (Direct impacts every time!) 1452.
Ill leave it to the viewer to decide which of the two events are less likely... direct impacts every time -- or hitting with the AR. Never mind the TAC duv... ^ man what a sexy post. +1 Should add the splash damage total just for more salt in the wound :( |
Fiddlestaxp
TeamPlayers EoN.
57
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Posted - 2013.05.10 16:22:00 -
[73] - Quote
Guys the MD got a 10% buff. Rejoice! They fixed it!
Exo-5 is still better than freedom though... |
Smoky The Bear
Intergalactic Cannibus Cartel
40
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Posted - 2013.05.10 16:36:00 -
[74] - Quote
and the splash? although its a step in the right direction.. its not what im looking for.. |
Fiddlestaxp
TeamPlayers EoN.
57
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Posted - 2013.05.10 16:40:00 -
[75] - Quote
Don't mind the splash. They balanced the gun against getting head shot direct impacts against armor every time. |
Smoky The Bear
Intergalactic Cannibus Cartel
42
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Posted - 2013.05.11 01:34:00 -
[76] - Quote
seriously? |
Fiddlestaxp
TeamPlayers EoN.
57
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Posted - 2013.05.11 02:57:00 -
[77] - Quote
No, I am being a butthurt *******. The gun only makes sense if I can make people not want to charge across an open field. Now it mostly useful for spamming flux gernades hard (ALL GERNADES NEED A NERF?) and smoking these guys trying to nova knife. |
Medic 1879
The Tritan Industries RISE of LEGION
277
|
Posted - 2013.05.11 11:00:00 -
[78] - Quote
I think the MD is ok apart from one thing the fact that at longer ranges where the grenade lands and where the explosion happens are 2 different places throwing off longer range aiming fix this and I'l be happy. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
658
|
Posted - 2013.05.11 11:12:00 -
[79] - Quote
Looks like they tried to fix a weapon that wasn't broken to begin with:
CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
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Thog A Kuma
Planetary Response Organisation
90
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Posted - 2013.05.11 14:25:00 -
[80] - Quote
Cosgar wrote:Looks like they tried to fix a weapon that wasn't broken to begin with: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).
it's too bad you feel the need to break something your office enjoys, I hope you got them back in line and playing the way you intend.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
672
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Posted - 2013.05.11 14:57:00 -
[81] - Quote
Remember when people did ragdoll gymnastics when you blamed them?
*sigh*
It's like losing a best friend... |
Medic 1879
The Tritan Industries RISE of LEGION
278
|
Posted - 2013.05.11 15:04:00 -
[82] - Quote
Cosgar wrote:Remember when people did ragdoll gymnastics when you blamed them?
*sigh*
It's like losing a best friend...
Yes how on earth did I forget to complain about this watching them go flying was the best part of the MD even more so if they tried bunnyhopping over the round and got launched whilst in mid air. The whole you have done enough damage to bleed them out so they just turn invisible immediatley is 1 annoying and 2 its just not amusing. |
Isaa Quade
ZionTCD Unclaimed.
108
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Posted - 2013.05.11 15:18:00 -
[83] - Quote
I seriously hope they fix the MD before launch. Im tired of the entire collective player base going straight AR's in every single game. It takes so much fun out of fights, every kill is exactly the same and no change of strategy is ever required. |
Fiddlestaxp
TeamPlayers EoN.
59
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Posted - 2013.05.11 16:00:00 -
[84] - Quote
Cosgar wrote:CCP Remnant wrote: 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).
Tell me something I don't know. This was an issue LAST PATCH. One player eats up all the splash damage if you miss. And by miss I mean direct impact or don't hit exactly in the center of them all. This isn't so much of an issue this patch because..... THE SPLASH RADIUS IS TOO SMALL TO HIT MORE THAN ONE PERSON.
I am still doing OK with the MD. I put that on the strength of flux gernades and not the MD itself.
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Thog A Kuma
Planetary Response Organisation
93
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Posted - 2013.05.11 16:06:00 -
[85] - Quote
Fiddlestaxp wrote:Cosgar wrote:CCP Remnant wrote: 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).
Tell me something I don't know. This was an issue LAST PATCH. One player eats up all the splash damage if you miss. And by miss I mean direct impact or don't hit exactly in the center of them all. This isn't so much of an issue this patch because..... THE SPLASH RADIUS IS TOO SMALL TO HIT MORE THAN ONE PERSON. I am still doing OK with the MD. I put that on the strength of flux gernades and not the MD itself. I refuse to give in to flux, I will not carry a grenade to make my grenades work...I will not do well either.
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Fiddlestaxp
TeamPlayers EoN.
59
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Posted - 2013.05.11 16:10:00 -
[86] - Quote
Thog A Kuma wrote:Fiddlestaxp wrote:Cosgar wrote:CCP Remnant wrote: 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).
Tell me something I don't know. This was an issue LAST PATCH. One player eats up all the splash damage if you miss. And by miss I mean direct impact or don't hit exactly in the center of them all. This isn't so much of an issue this patch because..... THE SPLASH RADIUS IS TOO SMALL TO HIT MORE THAN ONE PERSON. I am still doing OK with the MD. I put that on the strength of flux gernades and not the MD itself. I refuse to give in to flux, I will not carry a grenade to make my grenades work...I will not do well either. You have to. Flux or M1 Locus or better. AV gernades are for someone whos got time for that. |
Thog A Kuma
Planetary Response Organisation
112
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Posted - 2013.05.14 14:44:00 -
[87] - Quote
as far as I can tell, nothing changed |
Beren Hurin
OMNI Endeavors Reverberation Project
447
|
Posted - 2013.05.14 14:45:00 -
[88] - Quote
Thog A Kuma wrote:as far as I can tell, nothing changed
Look for tracers from the scrambler rifle, then shoot where they are shooting our day may be here where we get to be the ones that steal kills. |
Sam Tektzby
Better Hide R Die
0
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Posted - 2013.05.14 14:50:00 -
[89] - Quote
Agree Mass driver is really underpowered, there should be bigger blast radius, but what do you want from people who like their LR and AR more, another setback CCP. |
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