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Thor McStrut
Terminal Pharmaceuticals Inc.
2
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Posted - 2013.05.11 23:59:00 -
[1] - Quote
I too am a MD user. I noticed the splash nerf before speccing into them, but thought I could overcome that sufficiently with better placed shots. Not being informed of the speed and trajectory changes was downright dirty though. Seeing the dev reply quoted earlier has given me hope that they will solve the desynch issues. I would like the Chromosome arc returned, and the nanohive replenishment returned. I think we can deal with the radius nerf if we are able to put down more shells at our preferred arc. Less ammo with a flatter trajectory is too much with the smaller splash radius.
I run in a gal med frame, shield and damp fit. Flux and hived of course. It's def a challenge, and very rewarding. I try to just beak even, with my best uprising performance of 4/4. I could, though rarely, go 5/1 finishing in top 5 in Chromosome. I mostly suck though, and freq go 0/>6. Here's hoping! |
Thor McStrut
Terminal Pharmaceuticals Inc.
2
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Posted - 2013.05.12 15:18:00 -
[2] - Quote
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. |
Thor McStrut
Intara Direct Action Caldari State
12
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Posted - 2013.05.26 17:29:00 -
[3] - Quote
Ludvig Enraga wrote:
The problem with you logic is that you are saying MD should be a support weapon for distance. But the father a target stands from MD the longer it takes for the shell to reach the rarget and in Dust shells fly too slow relative to infantry speed, so by the time the shell explodes the targe is no where near the blast radius (since the blast radius is so small now). So MD is mostly viable for CQC only now.
I'm sorry, but as a dedicated MD user, I have to disagree with your statement. I do just fine with the MD at range. In fact, just yesterday I got my longest kill at 71m. Is it a precision weapon, able to OHK at long range? No, it is a support weapon, where you place shells downrange for your teammates. If your target is running, you lead him. If he is standing still, or strafing, you aim around him, forcing him to move and therefor affect his aim.
I'm def not saying the MD is currently perfect, nor without serious flaws. But, some of you people need to check yourself before providing feedback or discussion on weapons.
The first thing that CCP needs to do, which they've done, is fix the desynch. I hope and pray that they won't make any other changes until we get some gametime in with the proper synch and proximity explosion variables correct.
The one big change I'd like to see is a secondary skill to up blast radius instead of the maximum ammo skill. I mentioned elsewhere, something like an x6 skill for an additional 3% per level. |
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