|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.11 16:18:00 -
[1] - Quote
Direct hits are on the body. If you hit them on the shoe laces, you don't get the impact. It also has the ability to fly between their legs.
It wasn't broken last patch. It had its situation (indoors and from altitude) and it excelled at it. It would have been broken this patch without a nerf. They nerfed it too hard. Split the difference between the current radius and the previous and it will be fine again. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 02:06:00 -
[2] - Quote
RECON BY FIRE wrote:Cosgar wrote:RECON BY FIRE wrote:Cosgar wrote:RECON BY FIRE wrote: Lol no, it wasn't. Maybe it was changed for Uprising, I haven't had the pleasure of facing something other than lolTacs enough to know yet.
I've been Cue-Synching within my corp lately and have wound up squaring off with fellow MD enthusiasts on multiple occasions. There's no camera shake or anything anymore since a few builds ago. Hell, the smoke doesn't even land where you round hit half the damn time now. On top of that, there were times our rounds have gone through each other. Not only was it nerfed, but it's bugged than it was before. CCP, please stop fixing stuff that wasn't broken in the first place. There is a lot of stuff bugged right now though dude, the best thing we can do to help fix that is to make sure we submit bug reports for everything we find. I know I am guilty of not doing this enough. Back to the MD, I don't remember having camera shake for a while, but I do remember it moving my reticle. Does it not do this anymore? Been using it for two builds and been on the receiving end too. There's no camera shake whatsoever, just the pillar of smoke that obstructs the view for both the user and the person its being used on. If anything it forces you turn around by reflex because getting hit by stuff that explodes would scare the **** out of anyone. lol I seem to remember the reticle movement mechanic fairly recently (before Uprising), but maybe it was reflexes; who knows. Im glad that mechanic is gone though. I feel flux/MD is already broken enough, having the explosion knock their aim off just makes it superdouche.
You are half right. Flux (and Locus) ARE broken. It isn't the MD that is cutting through your massive shields like butter. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 05:10:00 -
[3] - Quote
RECON BY FIRE wrote:Fiddlestaxp wrote:You are half right. Flux (and Locus) ARE broken. It isn't the MD that is cutting through your massive shields like butter. I mean in the way that, especially during Chromosome with mostly shield tankers, you could simply throw a flux and if it hit you could one shot them with the MD (outside of heavies). There is no real equivalent of that for the armor side. You can throw a Locus and then try to pop the shield before it goes off, but Im sure we can all agree that would take a lot more skill than the flux/MD combo.
So you are saying that flux gernades are very effective when the metagame favors shields and since the metagame still favors shields they are still pretty effective (And locus are pretty sweet too if they have armor). It doesnt matter what gun you have if you hit someone with a flux or locus. They just lost the majority of their HP. Scrambler pistol probably wouldn't have trouble finishing them off. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 17:06:00 -
[4] - Quote
RECON BY FIRE wrote:Thor McStrut wrote:RECON BY FIRE wrote:
Yeah, basically. However, Im also saying that it favors the MD more than any other weapon. Scrambler pistol wouldn't have trouble finishing them off, but it would likely take 2 or more shots if you don't get a headshot and you have to actually hit your target dead on for those shots to count. Whereas the MD is very forgivining, you just place a shot near them and its bonus damage to armor will typically one shot someone.
Another sort of related problem is you cannot even use armor tanking as a way to get around this. Being that the MD has a bonus to armor damage they will be able to flux your shields off, and then hit you for bonus. To make this problem exponentially worse, armor plates give the user a movement penalty. This makes it even easier for a MD user to track and hit their target. But to be clear, I feel this is a problem with the flux filling a role that will no longer be needed soon, and not a problem with the MD itself. The mechanic is simply very broken with the MD.
I've been following your posts, and I'm trying really hard to read them objectively and not write you off. One of the major concerns over Flux is it's ability to strip 1200Hp of shielding away, from both vehicles and suits alike. I guess I have to admit that does seem a little OP. But I think that stems from a different problem, one not associated with the Flux, but from the ineffectiveness of armor tanking dropsuits. IMO, if CCP decides to make changes to this combo, it needs to be done gingerly, and as a temporary fix while they adjust the viability of armor tanking. I personally feel that the damage the Flux nades do should be percentage based in the blast radius. This rewards those with excellent throwing skills, and gives those with great battlefield awareness the chance to minimize damage. But, this has little to do with the MD changes, and stealth nerfing based on your cubicle neighbor's ability to own your ass is not the way to balance a game. I don't think Flux should do damage at all. I believe it should be a disruptive grenade instead. Its an incredibly unbalanced weapon, you don't see Locus grenades being able to do their full damage throughout their splash blast radius or have a fuse as short as the flux. I believe the Flux was a necessary evil before CCP could put out other weapons that counter shields. Flux, in my opinion, should do things like turn off active modules (on tanks and when they come later on dropsuits), as well as do things like disrupt the minimap for X amount of time, etc. It should be a purely disruptive weapon, not an offensive one. But, like you said, this is a bit off topic from the MD.
I don't think you can have a complete discussion on the mass driver without talking about gernades too. Last patch it was viable to run gernades other than flux. Flux was the prefered choice for a MD user odviously, but AV was playable. This patch is different in that there is NO WAY I can play the gun without flux. Unless I want to go around last hitting people (which I have no problem with, but others might).
These things are my crutch. The same thing will happen with scrambler rifle and core locus and it will be even MORE effective. Break through half their shields + lob a few core locus. Flux themselves alone are a problem, but not THE problem. The problem is the blast radius on all of the anti personale gernades. It is more than twice the blast radius of the MD, with more than double the damage. Proto nanohives are still strong enough to support massive nade spam.
What I am saying is that the MD by itself could use a buff to levels slightly worse than chromosome. It is pretty much a crazy man shotgun at this point. It isn't strong in itself, but you destroy people with flux. It is effective against armor tanks, but a core locus will ONE SHOT them. Its hard to balance ANY gun without first balancing gernades. Mass driver users are just adapting... and spamming fluxes. Which turns out to be a better strategy than actually using their gun most of the time. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 17:14:00 -
[5] - Quote
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... 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...
They have buffed damage by 10% since I made this post, but it doesn't change the relative balance of those guns. |
Fiddlestaxp
TeamPlayers EoN.
61
|
Posted - 2013.05.13 03:07:00 -
[6] - Quote
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.
The phantom shot happened last build too. Mostly if you sprinted and shot out of the sprint or the other way around. It def has something to do with switching animations and firing though. |
|
|
|