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Lordbraveheart1
Bragian Order Amarr Empire
4
|
Posted - 2013.05.07 06:20:00 -
[1] - Quote
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.) |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
221
|
Posted - 2013.05.07 06:23:00 -
[2] - Quote
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. |
DJINN Marauder
Hellstorm Inc League of Infamy
532
|
Posted - 2013.05.07 06:24:00 -
[3] - Quote
The boundless had like 9 m radius after skills. That was kinda ridiculous if you ask me... However I agree... A 50% nerf is too far. |
DeeJay One
BetaMax. CRONOS.
25
|
Posted - 2013.05.07 06:25:00 -
[4] - Quote
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.)
Most deaths to MD's I had in Chromosome were to mass spamming them around waiting for the blast radius to kill people instead of actual skill aiming those things. So I consider them fixed in this build ;) |
lowratehitman
Zumari Force Projection Caldari State
533
|
Posted - 2013.05.07 06:25:00 -
[5] - Quote
I am doing ok with the MD on a starter build. Waiting till the 14th before i go all out with my 11 million sp (by than) to see what the new toys are all about. If they seem broke, I will go MD all the way. |
Sontie
Ill Omens EoN.
264
|
Posted - 2013.05.07 06:27:00 -
[6] - Quote
I was a dedicated MD user in the last build, although it was only moderately useful. Got it up to prof 4. AR's were better, but I could compete. Now...Even if you get a direct hit you don't do that much damage since everyone skilled into shield tanks again. Maybe if the round traveled faster and fired a little faster it would be worth using but right now.... |
Fiddlestaxp
TeamPlayers EoN.
42
|
Posted - 2013.05.07 06:33:00 -
[7] - Quote
Absolutely useless without flux. Absolutely useless against proto suits. Great at killing heavies (I'm sure a lot of things are great at killing heavies at this point).
Freedom is not good anymore. It is hard to hit things even from a superior postion. Im not good at aiming the thing, but 3.3? Three point three? What is the splash on a forge gun at this point? Boundless assault is better, it feels like the old freedom except with less damage and more cpu and PG cost.
Old freedom ate A series suits alive. Old freedom was situationally useful against proto suits/shield tankers. Looks like its exile assault time :/ |
Levi McDaniel
The Phoenix Federation
8
|
Posted - 2013.05.07 06:36:00 -
[8] - Quote
DJINN Marauder wrote:The boundless had like 9 m radius after skills. That was kinda ridiculous if you ask me... However I agree... A 50% nerf is too far.
Funny that a 40 mike mike HEDP round from a mk 32 has a 15m kill radius and a 5 km kill radius. Though I guess futuristic weapons should suck more than actual weapons. :/
Personally I think the MD took a huge, unessecary nerf, when you factor in:
1. I am a logistics player with only one weapon slot 2. I can not engage an enemy that is close to me without getting killed by the splash (oddly enough it doesn't kill him but it does kill me)
The problem is all the cry babies complained about all the weapons (that they had the option to use) and so everything got nerfed....everything but the assault rifle which is now the only thing in the game worth using. Which kills the variety in the game. |
Lordbraveheart1
Bragian Order Amarr Empire
4
|
Posted - 2013.05.07 06:36:00 -
[9] - Quote
I agree that 9M was pretty far out there. 50% seems pretty far out there too, however. If mass drivers had such a big problem with shield tankers and protos in Chromo, then does that mean they are doomed in uprising? (5 high slot shield tanked Caldari Logi, proto heavy's with more health than brains)
Direct hits helps, but still, the blast radius is just so small to me. 4-4.5 meters would have been a nice happy middle ground to me.
I dabbled with the advanced assault MD, it was okay. Might try proto-assault MD next.
I'm excited for scrambler rifles....but I just don't know haha. Would you recommend to stick with it or ditch MD and hop boat to another weapon? |
Buster Friently
Rosen Association
370
|
Posted - 2013.05.07 06:36:00 -
[10] - Quote
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.)
There is a new problem though where the rounds appear to explode but don't actually apply their damage. This seems to be happening mostly on structure surfaces. I think the 50% radius nerf may have gone too far, but this will just mean my aim improves.
|
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Buster Friently
Rosen Association
370
|
Posted - 2013.05.07 06:38:00 -
[11] - Quote
Levi McDaniel wrote:DJINN Marauder wrote:The boundless had like 9 m radius after skills. That was kinda ridiculous if you ask me... However I agree... A 50% nerf is too far. 2. I can not engage an enemy that is close to me without getting killed by the splash (oddly enough it doesn't kill him but it does kill me)
In my limited tests today, this seems to be fixed, or less common. |
Leovarian L Lavitz
Murder Taxi Inc.
287
|
Posted - 2013.05.07 06:38:00 -
[12] - Quote
DeeJay One 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.) Most deaths to MD's I had in Chromosome were to mass spamming them around waiting for the blast radius to kill people instead of actual skill aiming those things. So I consider them fixed in this build ;)
That was the purpose of the weapon, and the blast radius didn't do much damage anyway. Now, you must be absolutely precise with the weapon and you don't get the same damage as being precise with the duvolle tactical.
" instead of actual skill aiming those things." So they were easy mode last build? I bet they were completely OP and everyone and his dog were going 36-0 with them, pulling orbitals all by themselves! Wait, that's the duvolle. Most mass driver guys rejoice if they can push 10 kills with the thing on an enemy team full of newberrys.
"Skill" with the mass driver was using it to effectively route the enemy and flush them from cover. Sure, you could use it as a head on weapon, but the AR totally stomps the md for ease of use and power. But, when it came to getting those guys hiding behind cover, you could poke them with the splash.
Not anymore.
It is now a straight forward weapon that the enemy can't even be behind cover to take damage. if they are behind cover, the splash radius is so small that you can't touch them (Thus negating the mass-drivers purpose).
I run people over with lavs, but that isn't their purpose.
Head on assault with the mass driver isn't it's purpose. |
Lordbraveheart1
Bragian Order Amarr Empire
4
|
Posted - 2013.05.07 06:42:00 -
[13] - Quote
Buster Friently 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.) There is a new problem though where the rounds appear to explode but don't actually apply their damage. This seems to be happening mostly on structure surfaces. I think the 50% radius nerf may have gone too far, but this will just mean my aim improves. There is another problem that I've noticed, the blast of a mass driver at it's base only travels in a flat, straight plane. Meaning that although the round exploded an inch above your head, you take no damage from it. This is most evident on hilly terrain. |
lowratehitman
Zumari Force Projection Caldari State
534
|
Posted - 2013.05.07 06:43:00 -
[14] - Quote
I am just tired of the AR. It is the bread and butter of the game. I have used it for way too long, and truly do not care if it is the best wepon at this juncture. I do know that the MD does in fact hold positions still, and is very usefull for that ability alone. |
Fiddlestaxp
TeamPlayers EoN.
42
|
Posted - 2013.05.07 06:44:00 -
[15] - Quote
the vast majority of the advantages the gun had are now gone. |
lowratehitman
Zumari Force Projection Caldari State
534
|
Posted - 2013.05.07 06:48:00 -
[16] - Quote
Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone.
all the advatages of all wepons are gone now |
Leovarian L Lavitz
Murder Taxi Inc.
287
|
Posted - 2013.05.07 06:49:00 -
[17] - Quote
lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now No, duvolle tactical still has it |
lowratehitman
Zumari Force Projection Caldari State
534
|
Posted - 2013.05.07 06:51:00 -
[18] - Quote
Leovarian L Lavitz wrote:lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now No, duvolle tactical still has it
have not tried it, perhaps that will be the flavor of the week, and by next week, they will nerf it lol |
Lordbraveheart1
Bragian Order Amarr Empire
4
|
Posted - 2013.05.07 06:54:00 -
[19] - Quote
Leovarian L Lavitz wrote:lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now No, duvolle tactical still has it Why the Duvolle Tac? Haven't looked at that one yet either. |
Leovarian L Lavitz
Murder Taxi Inc.
287
|
Posted - 2013.05.07 06:56:00 -
[20] - Quote
Lordbraveheart1 wrote:Leovarian L Lavitz wrote:lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now No, duvolle tactical still has it Why the Duvolle Tac? Haven't looked at that one yet either. 74 base damage |
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Fiddlestaxp
TeamPlayers EoN.
42
|
Posted - 2013.05.07 06:58:00 -
[21] - Quote
lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now Agree somewhat. I think the amount of nerf is just a little bit less than what LR got, but LR was pretty broken before. The other weapons just had range nerfs for the most part... Which the MD seems to have had as well (Im still not entirely sure about if the smoke trail is just lying or that the flight time before explosion has been decreased.) But it also received an accuracy nerf and a meta game 700 shield medium suit nerf. |
The Loathing
The Southern Legion RISE of LEGION
42
|
Posted - 2013.05.07 06:58:00 -
[22] - 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.
Actually, Proficiency has not helped that much. The splash was the main reason to use the MD, and if you were shooting uphill you could use terrain or structures behind the enemy to drive them out with splash.
But since there is no splash, the damage Proficiency provides is only useful in a direct hit. And if I want a direct hit weapon, I'll go GEK, not MD.
Please fix the splash CCP, I've wasted a LOT of SP on this weapon otherwise.......could I get that back? |
Fiddlestaxp
TeamPlayers EoN.
42
|
Posted - 2013.05.07 07:02:00 -
[23] - Quote
The Loathing wrote:
Please fix the splash CCP, I've wasted a LOT of SP on this weapon otherwise.......could I get that back?
No, we get punished for failing to read stats.
An across the board mass driver nerf was big enough for patch notes. This is something that you should have made note of in the patch listing. I would understand if it was just one varient that you(CCCP) were changing, but from top to bottom the gun is worse. Could have at least given us a heads up. |
Fiddlestaxp
TeamPlayers EoN.
42
|
Posted - 2013.05.07 07:11:00 -
[24] - Quote
All that being said, the MD nerf is small beans compared to how screwy the terrain is right now. And how you have to stay still on the needle animation for a good second after you rez the person for them to actually rez. And the "NEW AND IMPROVED" downed ally display. Like what? How am I supposed to see that someone is dead through all the other blue indicators on my hud... can you at least put something up on the minimap like you had before? |
McFurious
BetaMax. CRONOS.
73
|
Posted - 2013.05.07 07:29:00 -
[25] - Quote
The smoke trail also doesn't appear to be accurate. With less splash you need to be more accurate and that's making it even more difficult. (On top of the weird mouse movement) |
Jack McReady
DUST University Ivy League
141
|
Posted - 2013.05.07 08:00:00 -
[26] - Quote
I tried several weapons and most are actually weaker, especially because weaponry doesnt increase damage anymore. It feels that I am overall more durable while the truth is that EVERYONE does less damage. I can run around with scrambler pistol and jump/dance around during reload and survive to continue fire 2 seconds later, which was not possible before.
also be honest, I used the MD before and the splash was huge and I could hit a whole squad sitting on an objective and all I had to do is aim their general direction. imho the nerf is justified although a bit too harsh. |
fred orpaul
The Tritan Industries RISE of LEGION
257
|
Posted - 2013.05.07 08:20:00 -
[27] - Quote
lowratehitman wrote:Leovarian L Lavitz wrote:lowratehitman wrote:Fiddlestaxp wrote:the vast majority of the advantages the gun had are now gone. all the advatages of all wepons are gone now No, duvolle tactical still has it have not tried it, perhaps that will be the flavor of the week, and by next week, they will nerf it lol
the last nerf the AR got was Iron sights, the most impotent nerf ever. ARs historically have not been touch meanwhile every thing else gets nerfed to uselessness around them, until no one uses them and then ccp brings them back to where they can almost compete with ARs and they get beat down to uselessness again. Frankly I wanna see ARs get the nerf hammer and hard, maybe then we can start getting the other weapons balanced properly. |
rebecca watson
OSG Planetary Operations Covert Intervention
55
|
Posted - 2013.05.07 09:16:00 -
[28] - Quote
after the open beta, I specced into MD and went to proficiency 3. I run logi 95% of the time, but honestly 25-50% of the time I run my Exile. With 0 sp invested in AR.
The biggest reason I stuck with MD, instead of skilling into AR, is because I needed to focus my SP on logi equipment. However, most of the times i used my Exile assault rifle fit, I was likely to get a higher KDR than my MD fit, and I have had 0 - I repeat 0 SP invested into assault rifles, ever, in the chromosome build.
It was always a huge relief, to have a weapon (the AR), that just killed things, when i wanted, where it needed to be done.
The Mass Driver was already a circus weapon, TOTALLY situational (meaning you need to have knowledge beforehand of the terrain, where the enemy is, and an ability to predict their plans/movement) in order to make it effective. That's fine, variety is what will make this game fun and unique. However, I have been on the fence about this weapon for like 4 months now....
I was already on the fence about spending my 8m sp in this new build, regarding the Mass Driver, but the question to me was how good the new weapons would be in comparison. Hearing the MD got a radius nerf right off the bat........
Well, I'm still waiting to hear how the new hit detection and terrain detection works out- honestly.
In the mean time, I'm glad I started up another PSN account with passive skill points, and after running my assault AR character (awesome and fun of course) Im trying laser rifle on another right now.
We'll see. |
WUT ANG
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
6
|
Posted - 2013.05.07 09:24:00 -
[29] - Quote
Sontie wrote:I was a dedicated MD user in the last build, although it was only moderately useful. Got it up to prof 4. AR's were better, but I could compete. Now...Even if you get a direct hit you don't do that much damage since everyone skilled into shield tanks again. Maybe if the round traveled faster and fired a little faster it would be worth using but right now....
uhhhh flux grenades duhhh....... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
514
|
Posted - 2013.05.07 09:41:00 -
[30] - Quote
Like others said, the absence of weaponry is very noticable, but it's not the end. With the terrain glitch fixed, all those would be splash hits from a flux or the MD itself are hits which scores some huge points in reliability. It kind of sucks that the standard assault is gone and the breach is still a POS, but Rome wasn't built in a day. If anything, I miss when killing someone produced some entertaining ragdoll acrobatics. |
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Lordbraveheart1
Bragian Order Amarr Empire
20
|
Posted - 2013.05.08 17:08:00 -
[31] - Quote
I would like a 25% increase in MD blast radius from where it is now. Meaning instead of a 50% reduction, it would only be a 25% reduction from Chromosone. I think that would be reasonable. Be ye yay or nay to the subject? Could drive this thread right up to CCP and see if they pay attention! |
total masshole
Seykal Expeditionary Group Minmatar Republic
1
|
Posted - 2013.05.08 17:16:00 -
[32] - Quote
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.)
i am still getting some kills with the EXO, i am trying to accept what we have become. and yea the physics of detection and splash damage seem improved. it takes a lot more skill now to use MD.. they could take away his MD but they couldnt take the MD out of him.
|
Her Nibs
Expert Intervention Caldari State
0
|
Posted - 2013.05.08 17:17:00 -
[33] - Quote
DJINN Marauder wrote:The boundless had like 9 m radius after skills. That was kinda ridiculous if you ask me... However I agree... A 50% nerf is too far.
Is it just me or are all my weapons less effective. I die more too. Almost like my dropsuit and upgrades are NOT protecting me anymore. |
Lordbraveheart1
Bragian Order Amarr Empire
22
|
Posted - 2013.05.08 17:46:00 -
[34] - Quote
Her Nibs wrote:DJINN Marauder wrote:The boundless had like 9 m radius after skills. That was kinda ridiculous if you ask me... However I agree... A 50% nerf is too far. Is it just me or are all my weapons less effective. I die more too. Almost like my dropsuit and upgrades are NOT protecting me anymore.
Weapons do seem less effective, due to range nerfs (Removal of Sharpshooter range increase) and the fact that everyone has a lot more EHP now. What suit and mods are you running?
I do die in some stupid ways sometimes because it also seems like basic suit scanning has been nerfed as well. Meaning no one can see eachother on the radar unless you fire your weapon or are in range to punch them in the face. (Haven't tested this with skills or modules, but I hear it still isn't good.) |
First Prophet
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
69
|
Posted - 2013.05.08 18:44:00 -
[35] - Quote
The MD nerf was definitely too much. I've shot rounds in the middle of a tight group and did no damage to anyone.
1V1 I've been doing okay with it, since I have decent aim and flux grenades, but that isn't the MD niche. If this was what I wanted I would've specc'ed into ARs. |
Chinduko
KILL-EM-QUICK RISE of LEGION
37
|
Posted - 2013.05.08 18:46:00 -
[36] - Quote
I don't think the MD need a nerf. I only used it for a very short time but I never noticed a problem beyond what the weapon was meant to do. |
ugg reset
ZionTCD Unclaimed.
269
|
Posted - 2013.05.08 18:50:00 -
[37] - Quote
To be fair to CCP, nothing is set in stone yet. And on the bright side I've yet to KO myself |
total masshole
Seykal Expeditionary Group Minmatar Republic
2
|
Posted - 2013.05.08 18:55:00 -
[38] - Quote
i just can't give up the MD since it's never ending nastalgia from my star wars battlefront 1 days of playing the imperial pilot/mortar cannon, definately less effective but it's making the kill more rewarding to have to land the shot, i kinda admit the old MD was getting too easy, still they went too far with the nerf, it should be half of what it is.. |
Lordbraveheart1
Bragian Order Amarr Empire
22
|
Posted - 2013.05.08 19:35:00 -
[39] - Quote
total masshole wrote:i just can't give up the MD since it's never ending nastalgia from my star wars battlefront 1 days of playing the imperial pilot/mortar cannon, definately less effective but it's making the kill more rewarding to have to land the shot, i kinda admit the old MD was getting too easy, still they went too far with the nerf, it should be half of what it is..
Half nerf indeed! |
Justin Tymes
Condotta Rouvenor Gallente Federation
88
|
Posted - 2013.05.08 19:40:00 -
[40] - Quote
Boundless Assault Splash = 7m Freedom Splash = 5m Core Breach Splash = 4m.
This is including MD Operation 5.
Then increase the splash damage by 10%. That pretty much bumps the MD up to Uprising standards. |
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NaglfarBP
Not Guilty EoN.
25
|
Posted - 2013.05.08 19:47:00 -
[41] - Quote
Justin Tymes wrote:Boundless Assault Splash = 7m Freedom Splash = 5m Core Breach Splash = 4m.
This is including MD Operation 5.
Then increase the splash damage by 10%. That pretty much bumps the MD up to Uprising standards.
+1 this please
|
Waruiko DUST
G I A N T EoN.
95
|
Posted - 2013.05.08 20:03:00 -
[42] - Quote
As it was before each MD served a purpose.
The normal was a general face to face weapon best at halting charges. You did better if you had high ground or from behind, but its general use was stop people rushing a position and keep them in cover.
The assault did the opposite. The assault drove people from cover and let your men cross ground with minimum hassle. Its blastradius also gave Iit the longest effective range of the three letting you use it as a mortar.
The breach was the bastard child of the three. It looks like it was meant to fight lav but it doesn't work like that. What it could do was ambush. It was good if you got the drop on your target, but it had the worst splash of three. If you were gifted it could be used to dual directly, but this was both rare and difficult.
Now the normal md can't hit well enough to suppress, the assault can't drive people out or put hurt down range very far, and the breach doesn't hit hard enough to do much even if it was nerfed the least. |
Lordbraveheart1
Bragian Order Amarr Empire
22
|
Posted - 2013.05.08 21:31:00 -
[43] - Quote
Waruiko DUST wrote:As it was before each MD served a purpose.
The normal was a general face to face weapon best at halting charges. You did better if you had high ground or from behind, but its general use was stop people rushing a position and keep them in cover.
The assault did the opposite. The assault drove people from cover and let your men cross ground with minimum hassle. Its blastradius also gave Iit the longest effective range of the three letting you use it as a mortar.
The breach was the bastard child of the three. It looks like it was meant to fight lav but it doesn't work like that. What it could do was ambush. It was good if you got the drop on your target, but it had the worst splash of three. If you were gifted it could be used to dual directly, but this was both rare and difficult.
Now the normal md can't hit well enough to suppress, the assault can't drive people out or put hurt down range very far, and the breach doesn't hit hard enough to do much even if it was nerfed the least.
I believe skilling all the way through the tree should make your weapon 'good'. You should be proud to bring it out, scare people, be deadly with it. As it stands, all the skills only make the MD lacking, a less than 'ok' weapon. |
Deluxe Edition
TeamPlayers EoN.
149
|
Posted - 2013.05.08 22:42:00 -
[44] - Quote
This is one shot at my feet from a basic mass driver. Please tell me more about how broken they are.
http://i.imgur.com/0Yj0r5F.jpg |
ca ronic
Moffit Bros
9
|
Posted - 2013.05.08 22:52:00 -
[45] - Quote
I've seen one guy do pretty well with one, I think his squad mates were tearing down shields and he was finishing them off. Or maybe he was just really good. |
Green Living
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
189
|
Posted - 2013.05.08 22:54:00 -
[46] - Quote
Welcome To AR-514. The only viable weapon at the moment. |
Justin Tymes
Condotta Rouvenor Gallente Federation
92
|
Posted - 2013.05.08 23:00:00 -
[47] - Quote
"I was killed/finished off by a MD so nothing is wrong with them". Spoken like someone who doesn't main MD. |
Deluxe Edition
TeamPlayers EoN.
149
|
Posted - 2013.05.08 23:02:00 -
[48] - Quote
Maybe you didn't notice the 760 dmg in 1 shot. and it wasn't a head or even a body shot... |
The Loathing
The Southern Legion RISE of LEGION
49
|
Posted - 2013.05.08 23:10:00 -
[49] - Quote
One shot at the feet at 760 HP? Bug or didn't happen.
That's a base MD. Unless they are damage modded to the hilt it's unlikely. And if they are you probably could have one-shotted them as well. |
Thog A Kuma
Planetary Response Organisation
70
|
Posted - 2013.05.08 23:20:00 -
[50] - Quote
I would love to see the stats on the Breach variant's use before. I got the feeling that nobody really used it..Now all the MDs are breach.
And if you look at the weapon's stats none of them can do 700+ damage in one hit. That pic needs to be sent to feedback to see if they can fix that bug..or make my MD do it all the time. |
|
Thor Odinson42
Planetary Response Organization
187
|
Posted - 2013.05.08 23:23:00 -
[51] - Quote
Jack McReady wrote:I tried several weapons and most are actually weaker, especially because weaponry doesnt increase damage anymore. It feels that I am overall more durable while the truth is that EVERYONE does less damage. I can run around with scrambler pistol and jump/dance around during reload and survive to continue fire 2 seconds later, which was not possible before.
to be honest, I used the MD before and the splash was huge and I could hit a whole squad sitting on an objective and all I had to do is aim their general direction. on some maps I was just sitting on the roof or somewhere close, spamming MD nades and killing whole squads trying to get the objective. imho the nerf is justified although a bit too harsh. While I understand this, the idea is for them to move. If you take out an entire squad it takes multiple rounds. You'd think they'd move. That wouldn't work in a corp battle. In a corp battle they'd move and possibly be herded into your squad/team. That was the purpose.
Again it comes down to collecting data from pub matches against lesser players. |
Thor Odinson42
Planetary Response Organization
187
|
Posted - 2013.05.08 23:25:00 -
[52] - Quote
Deluxe Edition wrote:Maybe you didn't notice the 760 dmg in 1 shot. and it wasn't a head or even a body shot... I think they give total damage. Maybe you were hit by his flux simultaneously.
Sometimes when I die it shows that I took more damage than I have HP. |
Lordbraveheart1
Bragian Order Amarr Empire
24
|
Posted - 2013.05.08 23:44:00 -
[53] - Quote
Thor Odinson42 wrote:Deluxe Edition wrote:Maybe you didn't notice the 760 dmg in 1 shot. and it wasn't a head or even a body shot... I think they give total damage. Maybe you were hit by his flux simultaneously. Sometimes when I die it shows that I took more damage than I have HP. This is indeed the case. I enjoyed being killed by an HMG and taking over 1,439 damage, when I only have 500 EHP. Talk about overkill. Obviously the total damage taken screen is a little wonky. |
Fiddlestaxp
TeamPlayers EoN.
55
|
Posted - 2013.05.09 03:21:00 -
[54] - Quote
Deluxe Edition wrote:Maybe you didn't notice the 760 dmg in 1 shot. and it wasn't a head or even a body shot... I don't think a freedom with 2-3 dfamage mods head shot would do that much damage.... I don't think that screen shot and your description match what happened in the fight. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
588
|
Posted - 2013.05.09 08:24:00 -
[55] - Quote
Anyone notice the arc trajectory is straighter now too? I can't even flush people out of objective B in the complex by shooting through the window anymore. This really needs to be fixed. With all the proto suits running around, I'm completely gimped. |
Sontie
Ill Omens EoN.
280
|
Posted - 2013.05.09 11:06:00 -
[56] - Quote
the splash radius is a little to small, but the damage nerf is why I am not a TAR user. |
Smoky The Bear
Intergalactic Cannibus Cartel
38
|
Posted - 2013.05.09 15:29:00 -
[57] - Quote
THe splash.. the aiming.. the damage .. the whole reason for running a weapon with 6 rounds that take 20 miuntes to reload.. with only 20 total before you must go looking for a Nano..
You killed my lady.. I DEMAND JUSTICE |
Zahle Undt
The Tritan Industries RISE of LEGION
88
|
Posted - 2013.05.09 17:36:00 -
[58] - Quote
On another of the MD threads someone posted that they noticed the actual round travels higher than the smoke trail a shot leaves behind. After spending a couple days trying to learn to play at all with the my beloved MD (that I foolishly went to level 5 op and level 1 proficiancy without even trying first because I was unaware of a nerf) I think I noticed it too.
In general I think the round travels about a foot higher than one thinks it is. For example, if you are aiming directly at a medium frame enemy, a round aimed at and showing the smoke trail hitting him in the pelvic area would in actuallity hit the target straight in the middle of their chest.
Anyone else notice this or am I and the other guy who originally posted such completely off base? |
Lordbraveheart1
Bragian Order Amarr Empire
29
|
Posted - 2013.05.09 19:24:00 -
[59] - Quote
Zahle Undt wrote:On another of the MD threads someone posted that they noticed the actual round travels higher than the smoke trail a shot leaves behind. After spending a couple days trying to learn to play at all with the my beloved MD (that I foolishly went to level 5 op and level 1 proficiancy without even trying first because I was unaware of a nerf) I think I noticed it too.
In general I think the round travels about a foot higher than one thinks it is. For example, if you are aiming directly at a medium frame enemy, a round aimed at and showing the smoke trail hitting him in the pelvic area would in actuallity hit the target straight in the middle of their chest.
Anyone else notice this or am I and the other guy who originally posted such completely off base? I did the exact same thing you did. I haven't noticed the difference in smoke to round distance. Although, I was a very good shot in Chromosone with the MD and shots that I would have expected to hit, don't.
I swear, some shots where the blast radius should splash the target, don't. Not sure if it's just me though. |
McFurious
BetaMax. CRONOS.
73
|
Posted - 2013.05.09 22:19:00 -
[60] - Quote
Lordbraveheart1 wrote:Zahle Undt wrote:On another of the MD threads someone posted that they noticed the actual round travels higher than the smoke trail a shot leaves behind. After spending a couple days trying to learn to play at all with the my beloved MD (that I foolishly went to level 5 op and level 1 proficiancy without even trying first because I was unaware of a nerf) I think I noticed it too.
In general I think the round travels about a foot higher than one thinks it is. For example, if you are aiming directly at a medium frame enemy, a round aimed at and showing the smoke trail hitting him in the pelvic area would in actuallity hit the target straight in the middle of their chest.
Anyone else notice this or am I and the other guy who originally posted such completely off base? I did the exact same thing you did. I haven't noticed the difference in smoke to round distance. Although, I was a very good shot in Chromosone with the MD and shots that I would have expected to hit, don't. I swear, some shots where the blast radius should splash the target, don't. Not sure if it's just me though.
Try it from high ground. That's when I really noticed it. The explosion (actual hit) occurs further away from where the smoke trail ends. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
601
|
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
|
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
|
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
|
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
|
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.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
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
|
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.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.05.11 01:34:00 -
[76] - Quote
seriously? |
Fiddlestaxp
TeamPlayers EoN.
57
|
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).
|
Thog A Kuma
Planetary Response Organisation
90
|
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
|
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
|
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
|
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.
|
Thog A Kuma
Planetary Response Organisation
93
|
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
|
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
|
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
|
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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