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Bojo The Mighty
Bojo's School of the Trades
1124
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Posted - 2013.05.13 07:56:00 -
[1] - Quote
My main concerns are as follows:
- Destruction of "Area Denial"
- Destabilizing the Ammunition
With the lower damage and radius, the ammo count was not increased. This not only destroys the Mass Driver's area denial capabilities, but also makes the weapon less capable period. Now that every shot does less, missing a shot is way too risky. Six shots and it takes upwards of four or more to take out a Caldari Logi...
It is now a novelty item. It can kill, but what is it good for? Wringing out a few laughs? I mean when you have to be within a meter to deal damage and the round takes time to travel (though faster in Uprising) and the enemy movement is highly variable, upon which your aim is subjugate as well as to arcing, you have a nothing but a lower grade shotgun, nothing but a dismal CQC weapon. I mean you may as well be carrying a shotgun instead, because they have more ammo and deal better damage.
When the Mass Driver ceased to be Area Denial, you cease to have an effective weapon to support. I understand the damage decrease to a limited point because people absolutely couldn't tolerate that explosives (all explosives) throw off aim but picked the MD as the culprit because it's a light weapon (which is understandable).
So now every shot is more valuable but does less. I can still manage to get in kills with it, but I mean come on, it can only deal damage to one person at a time now. I have only got one double kill with it so far but that was versus two Light frames both with 25% armor and no shields. A lucky coincidence.
I didn't see anyone complaining about forge guns |
Bojo The Mighty
Bojo's School of the Trades
1126
|
Posted - 2013.05.13 15:31:00 -
[2] - Quote
NewOldMan wrote:I agree with all changes made to the mass driver this build.
And the mass driver was and still is my primary weapon.
1. The mass driver blast radius was far too large last build, I could drop 3+ dudes in 2-3 well placed Freedom rounds.
2. Damage, see above.
Alright first of all, I agree, splash damage was a little too large. I can live with this current splash damage scenario if they bring back old radius. Second of all, killing 3 mercs with 1/6 of your ammunition with a Proto level weapon is not insane. That's pretty reasonable. Also don't base all Mass Drivers off of the Prototypes, they are much more powerful and attempting to balance on the basis of Proto alone is not good.
Quote: The damage application of the mass driver round is something that does need looked at though. As the target can jump and avoid all damage, be on an incline and avoid all damage. Which is pretty ridiculous. At least they fixed for the most part the direct hits actually hitting.
That is because the new radius is much smaller. I walked a half meter to the left and right and shots within two meters did not do a thing. I barely moved and this guys poor accurate long-shot was foiled at the last moment by a stammer.
Quote: Also the Mass Driver was NEVER supposed to be a CQC weapon thats why its a support, for supporting team mates who are the damage dealers and if you're a logibro using it then switch to a repair tool as in PC friendly fire will be turned on, so more than likely a mass driver user needs to stop firing after the enemy gets so close which was the probable reasoning behind the blast radius. (old blast radius would of killed most of my team mates)
If you think that the Mass Driver shouldn't be a CQC weapon then how can you agree with it in this build? It has become only reasonable in CQC. The tighter radius and lack of ammo makes the user get right up next to the guy. This build even promotes it because now the user will not sustain damage in CQC fights.
Secondly you must have never tried the Breach Mass Driver, that's a CQC and highly skill intensive weapon. It probably has a buff now because rounds have less travel time (I'm sure of it) and does not rely splash radius. |
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