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Thog A Kuma
Planetary Response Organisation
81
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Posted - 2013.05.10 23:23:00 -
[1] - Quote
The Nurf we got was never important enough to communicate to us in the first place. None of the MD threads have received the grace of even a Dev "noted looking in to it" I'm guessing there aren't enough MD users to warrant limited and expensive development attention. but to re-outline the issues in as comprehensive manner as possible here goes:
1, blast radius got nurfed (but not so low that the MD user cannot kill himself). 2, Damage got nurfed 3, smoke trail doesn't follow actual flight path and with new damage radius if you hit a target with the smoke the actual damage is too far away to actually hurt the target. 4, the blast visual effect occurs at a time that does not appear to coincide with when the damage is actually assigned to the blast radius. It is really hard to hit a moving target with a projectile that takes 2-4 seconds of flight where all your visual cues are misplaced in time and space. 5, Nanohives were always a requirement for a MD user they now have been nurfed some and this really hurts (a lot) 6, Scanning and the minimap is now less precise for everyone, but the MD user is the only class that kills itself if its target is too close. with the exception of the FG all other weapon types in surprise close encounter could just start spraying and preying. 7, Shield tanks got bigger. MD already must carry a nanohive it seems kinda silly that they also must carry Flux and their engagement range then necessarily corresponds to the player's throwing arm (plus the detonation timing of the flux). 8, in removing the death sound sometimes a MD user can kill a player but have to spend some time making sure they didn't miss ant the target is still near and looking for them. The white smoke of the blast hides the +50 and the corpse disappears because the damage we do is sufficient to render the target unsurvivable. 9, with the lowered blast radius, proper jumping seems to be able to completely negate the MD's blast damage. 10, It appears that in some circumstances our rounds just don't plow up. 11, Some times a fired round that appears to blow up right next to your target does no damage to the target.
I believe for the above reasons the nurf went far beyond whatever play change intended.
Individually all of these issues are survivable for the MD, Some of these are really minor but when you add all of these together the MD has lost its place as a viable support weapon.
There still are, and there will be, those few of us that still can place a round on a target's feet in almost any circumstance. They are not normal but yes the top 5% of MD users will be able to adapt because they are just awesome..there are the rest of us to consider.
The old MD could kill bunches of people if they decided to group up and stay grouped...If you didn't want to die stupidly you didn't have to hang in a conga line. The MD's role was to either flush the entrenched or pin the mobile. We did this by using our intimidating blast as a threat with teeth. With the blast radius and damage nurfs people aren't intimidated, we have to shoot so close we may as well just hit them. When we cannot actually hit them dropping a round on a corner where your opponent is hiding used to either back them up or make them charge, now the blast is so small they can just hang out because you cannot make them move. We can still kill but our effectiveness at our role is gone, now we are a direct damage weapon, just like all the others in the game.
I would be really curious to read the MD's K/D and other usage data, from my experience We never dominated the K/D ranks, Some of us could of course, but what was the overall effectiveness of the MD and what is it now?.
I've never heard why this was done, I'm curious as to the reason. I know there aren't many of us, but a few moments to clue us in would be really appreciated. CCP what is the role of the MD in your eyes? how do the changes that were made support that role? Do you have any plans to tinker with the MD in the future? |
RECON BY FIRE
Internal Error. Negative-Feedback
141
|
Posted - 2013.05.10 23:34:00 -
[2] - Quote
Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. |
LeCuch
Red Star. EoN.
83
|
Posted - 2013.05.10 23:37:00 -
[3] - Quote
Yeah. My tanks got super nurfed. It's just a gun, you can choose one of like 14 others. |
Vyzion Eyri
The Southern Legion RISE of LEGION
642
|
Posted - 2013.05.10 23:37:00 -
[4] - Quote
The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
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SirManBoy
Planetary Response Organization
38
|
Posted - 2013.05.10 23:42:00 -
[5] - Quote
ttt for the MD
It used to be a great weapon. Now it's a joke. |
arimal lavaren
L.O.T.I.S. RISE of LEGION
246
|
Posted - 2013.05.10 23:44:00 -
[6] - Quote
Claiming they were easy mode tells me you hardly if ever picked one up. he brought up several valid points including a bug that have so far been ignored.
The MD was never a slayer's tool it was a suppression and crowd control weapon a function it can hardly fulfill in its current state.
As is typical your tags foreshadow your ****** attitude |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
293
|
Posted - 2013.05.10 23:45:00 -
[7] - Quote
RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it.
Disagree Recon. As an exclusive MD user last build. The MD is designed to be a suppression weapon and that radius was needed. Now one can argue that the base plus the operation skill made it a bit too large no longer requiring even the simplest bit of aiming.
That said in CB the MD wasnt the offensive juggernaut that it is in pubs. I used a Freedom with prof 3 and 2dmg mods and it really couldnt get kills agaisnt protobears. But it was just right enough for suppression.
Its arch now being smaller makes it a more direct attack weapon in which it isnt all that effective.
It really needs its arch so it can server its real purpose in organized manners. A high perch mortar like suppression weapon which it did well but not exceedingly well in CB's.
Pub data is not a good measure of MD activity because most ppl ran adv or lower gear and mostly shield tanked so once shields were gone(or eaten up using stacked dmg mods) kills were very easy to come by.
THE final and most important point is that with FF in PC the large radius is as much a liability as it is an assest. Those who play the weapon sloppily will simply end up killing their own teammates.
Now i can agree with you that because of its splash levels people rarely used the assault or breach varaints. but in truth the assualt variant wasnt an issue of radius but a insignifcant level of dmg, it simply wasnt enough of a factor to force people to take cover. I havent looked at the uprising levels but if they followed a similar model where the radius was larger at the cost of splash dmg then it will still be worthless.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
174
|
Posted - 2013.05.10 23:45:00 -
[8] - Quote
Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. |
Buster Friently
Rosen Association
393
|
Posted - 2013.05.10 23:49:00 -
[9] - Quote
RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it.
The MD has never been easy mode. It is, in fact, one of the most difficult to use handheld weapons.
All of the OP's points are valid. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.10 23:50:00 -
[10] - Quote
Along with the severe blast radius nerf, they changed the arcing trajectory of shots. If you haven't noticed the rounds shoot a lot straighter. This makes it bounds easier to get kills with it now and probably warranted the blast radius nerf. But, I would prefer the older trajectory and get some, if not the majority of the blast radius back. As a logistics, I mainly used the MD as a support weapon to give covering fire for flanking scouts and slower heavies to close in on the enemy, pin down or contain enemies, and push them back so I could raise a downed teammate. In its current state all of those tactical and utility uses are gone. Sure, I can get more consistent kills with it, but the AR does that job better. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3798
|
Posted - 2013.05.10 23:52:00 -
[11] - Quote
RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it.
NO The MD did less damage per second than the AR even if all the grenades were direct hits (I did the math). The mass driver also contained less damage per magazine, meaning you could kill less people than the AR before needing to reload. There is also the fact that its almost useless at longer ranges because of the grenade arc which makes aiming require more skill, and the slowly traveling rounds which makes predicting where your targets will be. The only thing it had going for it was the splash damage and splash radius which made it very balanced; now splash radius sucks.
If anything is easy mode (not necessarily overpowered though) it is the AR. |
Polish Hammer
Conspiratus Immortalis League of Infamy
394
|
Posted - 2013.05.10 23:52:00 -
[12] - Quote
Buster Friently wrote:The MD has never been easy mode. It is, in fact, one of the most difficult to use handheld weapons. I wouldn't so much say that it is one of the MOST difficult weapons to use, but it is by far the easiest. Using it last build, I could rarely put rounds on target Did I mention I was bad with it? |
RECON BY FIRE
Internal Error. Negative-Feedback
141
|
Posted - 2013.05.10 23:55:00 -
[13] - Quote
During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode.
Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. |
Buster Friently
Rosen Association
393
|
Posted - 2013.05.10 23:57:00 -
[14] - Quote
Polish Hammer wrote:Buster Friently wrote:The MD has never been easy mode. It is, in fact, one of the most difficult to use handheld weapons. I wouldn't so much say that it is one of the MOST difficult weapons to use, but it is by far the easiest. Using it last build, I could rarely put rounds on target Did I mention I was bad with it? You seem to be missing some words, but I think I understand your meaning. There are /were only 2 other weapons /roles more difficult weapons for anti infantry, barring trying to use sidearms as primary. These are - the forge gun anti infantry, and being a tactical sniper, that is a sniper who runs in the battle, not an overwatch sniper. |
Buster Friently
Rosen Association
393
|
Posted - 2013.05.11 00:01:00 -
[15] - Quote
RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down.
You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this :
https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.11 00:02:00 -
[16] - Quote
Keyser Soze VerbalKint wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. Disagree Recon. As an exclusive MD user last build. The MD is designed to be a suppression weapon and that radius was needed. Now one can argue that the base plus the operation skill made it a bit too large no longer requiring even the simplest bit of aiming. That said in CB the MD wasnt the offensive juggernaut that it is in pubs. I used a Freedom with prof 3 and 2dmg mods and it really couldnt get kills agaisnt protobears. But it was just right enough for suppression. Its arch now being smaller makes it a more direct attack weapon in which it isnt all that effective. It really needs its arch so it can server its real purpose in organized manners. A high perch mortar like suppression weapon which it did well but not exceedingly well in CB's. Pub data is not a good measure of MD activity because most ppl ran adv or lower gear and mostly shield tanked so once shields were gone(or eaten up using stacked dmg mods) kills were very easy to come by. THE final and most important point is that with FF in PC the large radius is as much a liability as it is an assest. Those who play the weapon sloppily will simply end up killing their own teammates. Now i can agree with you that because of its splash levels people rarely used the assault or breach varaints. but in truth the assualt variant wasnt an issue of radius but a insignifcant level of dmg, it simply wasnt enough of a factor to force people to take cover. I havent looked at the uprising levels but if they followed a similar model where the radius was larger at the cost of splash dmg then it will still be worthless. I can't believe I'm saying this, but for once, I 100% agree with you. No trolling, you're absolutely correct. |
Vyzion Eyri
The Southern Legion RISE of LEGION
642
|
Posted - 2013.05.11 00:03:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. NO The MD did less damage per second than the AR even if all the grenades were direct hits (I did the math). The mass driver also contained less damage per magazine, meaning you could kill less people than the AR before needing to reload. There is also the fact that its almost useless at longer ranges because of the grenade arc which makes aiming require more skill, and the slowly traveling rounds which makes predicting where your targets will be. The only thing it had going for it was the splash damage and splash radius which made it very balanced; now splash radius sucks. If anything is easy mode (not necessarily overpowered though) it is the AR.
The MD, like almost every other weapon, has optimal conditions where it thrives. Height advantage, clustered enemies, enemies focused on something else.
This, unlike the AR, means you can't simply calculate effectiveness based on raw DPS.
Factor in disorientation caused by smoke. Factor in splash damage, the potential for a user to have flux grenades multiplied by the average accuracy of the flux grenade hits, factor in the inaccuracy of the AR user, etc. etc.
The MD is still powerful. My KD is steadily rising despite horrible games where it goes as low as 0.4 and I exclusively use the EXO-5, and I still manage to resupply and repair my teammates. No proficiency in MDs yet either. |
Vyzion Eyri
The Southern Legion RISE of LEGION
642
|
Posted - 2013.05.11 00:08:00 -
[18] - Quote
Not sure when we got into a discussion of what's 'easy mode' and what isn't. Here I thought I was discussing reasons as to how the MD should be tweaked to be more effective in its supporting role.
The AR doesn't damage diversity. It has no true weakness, but that is its only strength. Find yourself facing a shotgun around the corner? Nothing you can do about it. HMG mowing you down 5 meters away? MD on the roof? Laser rifle or sniper on the hill at their optimal ranges? In another weapon's optimal situation the AR is out of its league.
The very diversity of the weapons defies comparison. |
Joey-Number1
Maniacal Miners INC The Omega Industries
43
|
Posted - 2013.05.11 00:13:00 -
[19] - Quote
Besides the blast radius I seem to have no problems with it, now you need to be more precise thats right but you still can pretty well shoot on any range, from close to far medium range.. you just need to figure out the trajectory of the round. I reckon that the trajectory has been improved from the previous build and now flies more correctly so you need to adjust your aiming to that after this change. Then I agree with you on all those other things like Nanohives nerf, thats been pretty bad and other things, then now we have been updated with the 10% dmg to all weapons. Well this made again much more worth while. And I am pretty happy with it again. |
Buster Friently
Rosen Association
393
|
Posted - 2013.05.11 00:13:00 -
[20] - Quote
Vyzion Eyri wrote:Not sure when we got into a discussion of what's 'easy mode' and what isn't. Here I thought I was discussing reasons as to how the MD should be tweaked to be more effective in its supporting role. The AR doesn't damage diversity. It has no true weakness, but that is its only strength. Find yourself facing a shotgun around the corner? Nothing you can do about it. HMG mowing you down 5 meters away? MD on the roof? Laser rifle or sniper on the hill at their optimal ranges? In another weapon's optimal situation the AR is out of its league. The very diversity of the weapons defies comparison.
My quote was of Recon, not you. And the AR most definitely damages diversity. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.11 00:14:00 -
[21] - Quote
Vyzion Eyri wrote:KAGEHOSHI Horned Wolf wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. NO The MD did less damage per second than the AR even if all the grenades were direct hits (I did the math). The mass driver also contained less damage per magazine, meaning you could kill less people than the AR before needing to reload. There is also the fact that its almost useless at longer ranges because of the grenade arc which makes aiming require more skill, and the slowly traveling rounds which makes predicting where your targets will be. The only thing it had going for it was the splash damage and splash radius which made it very balanced; now splash radius sucks. If anything is easy mode (not necessarily overpowered though) it is the AR. The MD, like almost every other weapon, has optimal conditions where it thrives. Height advantage, clustered enemies, enemies focused on something else. This, unlike the AR, means you can't simply calculate effectiveness based on raw DPS. Factor in disorientation caused by smoke. Factor in splash damage, the potential for a user to have flux grenades multiplied by the average accuracy of the flux grenade hits, factor in the inaccuracy of the AR user, etc. etc. The MD is still powerful. My KD is steadily rising despite horrible games where it goes as low as 0.4 and I exclusively use the EXO-5, and I still manage to resupply and repair my teammates. No proficiency in MDs yet either. Most of that could be attributed to all the ninja changes they made to it. Compared to Chrome, the shots fire in a more linear trajectory when they used to arc. Not sure about the speed either, but it does feel like the rounds fire faster but I digress. Before, you required a lot of trajectory prediction and you literally had to arc the weapon upward several degrees more than now to make sure that round landed in the general vicinity of your target. This made it a skill weapon where it was easy to pick up, but had a high skill ceiling. Back in Chrome if you died to a MD user on a consistent basis, you knew they were good with it. Now, just about anyone can pick it up and be a master of it in exchange for the tactical and utility that made combat exciting for people on both sides of the weapon. I know a lot of scouts right now voicing the dismay of the lack of those awkward CQC battles with a MD user that usually ended with both of them trading blows with only one of them getting a kill assist.
But the bottom line is they turned a support weapon into a slayer weapon when it shouldn't be. |
RECON BY FIRE
Internal Error. Negative-Feedback
142
|
Posted - 2013.05.11 00:14:00 -
[22] - Quote
Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread
Why should I care about a long rant of yours defining what OP is? And how does everyone using a weapon make it easy mode? Most people use AR because it is familiar to them. Easy mode was heating a Viziam and then passing it over someone for a split second and instamelting them. Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). Easy mode is Swarms that auto track their target. Easy mode is using Scouts maxed with speed mods because you know the games hit detection sucks. I could keep going, but Id rather not.
AR is actually less easy mode than most of these weapons. You have to stay on target for every single shot in order to get a kill. This is definitely not true for especially the MD. Oh, you aimed a little to the left too much? Oh well, splash damage! Get over yourselves, the MD is now a lot more balanced than it was in Chromosome. Stop freakin crying. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
297
|
Posted - 2013.05.11 00:15:00 -
[23] - Quote
Cosgar wrote:Keyser Soze VerbalKint wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. Disagree Recon. As an exclusive MD user last build. The MD is designed to be a suppression weapon and that radius was needed. Now one can argue that the base plus the operation skill made it a bit too large no longer requiring even the simplest bit of aiming. That said in CB the MD wasnt the offensive juggernaut that it is in pubs. I used a Freedom with prof 3 and 2dmg mods and it really couldnt get kills agaisnt protobears. But it was just right enough for suppression. Its arch now being smaller makes it a more direct attack weapon in which it isnt all that effective. It really needs its arch so it can server its real purpose in organized manners. A high perch mortar like suppression weapon which it did well but not exceedingly well in CB's. Pub data is not a good measure of MD activity because most ppl ran adv or lower gear and mostly shield tanked so once shields were gone(or eaten up using stacked dmg mods) kills were very easy to come by. THE final and most important point is that with FF in PC the large radius is as much a liability as it is an assest. Those who play the weapon sloppily will simply end up killing their own teammates. Now i can agree with you that because of its splash levels people rarely used the assault or breach varaints. but in truth the assualt variant wasnt an issue of radius but a insignifcant level of dmg, it simply wasnt enough of a factor to force people to take cover. I havent looked at the uprising levels but if they followed a similar model where the radius was larger at the cost of splash dmg then it will still be worthless. I can't believe I'm saying this, but for once, I 100% agree with you. No trolling, you're absolutely correct.
Seriously the apocalypse is coming cause ppl have been agreeing with the most hated of IMPS this week. Someone actually agreed with Proto in another thread.
I think we have ventured into Bizzaro forums.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.11 00:17:00 -
[24] - Quote
RECON BY FIRE wrote:Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Why should I care about a long rant of yours defining what OP is? And how does everyone using a weapon make it easy mode? Most people use AR because it is familiar to them. Easy mode was heating a Viziam and then passing it over someone for a split second and instamelting them. Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). Easy mode is Swarms that auto track their target. Easy mode is using Scouts maxed with speed mods because you know the games hit detection sucks. I could keep going, but Id rather not. AR is actually less easy mode than most of these weapons. You have to stay on target for every single shot in order to get a kill. This is definitely not true for especially the MD. Oh, you aimed a little to the left too much? Oh well, splash damage! Get over yourselves, the MD is now a lot more balanced than it was in Chromosome. Stop freakin crying. Serious question: Did you actually use the MD back in Chrome? |
Buster Friently
Rosen Association
393
|
Posted - 2013.05.11 00:17:00 -
[25] - Quote
RECON BY FIRE wrote:Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Why should I care about a long rant of yours defining what OP is? And how does everyone using a weapon make it easy mode? Most people use AR because it is familiar to them. Easy mode was heating a Viziam and then passing it over someone for a split second and instamelting them. Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). Easy mode is Swarms that auto track their target. Easy mode is using Scouts maxed with speed mods because you know the games hit detection sucks. I could keep going, but Id rather not. AR is actually less easy mode than most of these weapons. You have to stay on target for every single shot in order to get a kill. This is definitely not true for especially the MD. Oh, you aimed a little to the left too much? Oh well, splash damage! Get over yourselves, the MD is now a lot more balanced than it was in Chromosome. Stop freakin crying.
lol. You're the one crying about how hard the poor ittle AR users have it. Lol. Enough said. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.11 00:18:00 -
[26] - Quote
Keyser Soze VerbalKint wrote:Cosgar wrote:Keyser Soze VerbalKint wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. Disagree Recon. As an exclusive MD user last build. The MD is designed to be a suppression weapon and that radius was needed. Now one can argue that the base plus the operation skill made it a bit too large no longer requiring even the simplest bit of aiming. That said in CB the MD wasnt the offensive juggernaut that it is in pubs. I used a Freedom with prof 3 and 2dmg mods and it really couldnt get kills agaisnt protobears. But it was just right enough for suppression. Its arch now being smaller makes it a more direct attack weapon in which it isnt all that effective. It really needs its arch so it can server its real purpose in organized manners. A high perch mortar like suppression weapon which it did well but not exceedingly well in CB's. Pub data is not a good measure of MD activity because most ppl ran adv or lower gear and mostly shield tanked so once shields were gone(or eaten up using stacked dmg mods) kills were very easy to come by. THE final and most important point is that with FF in PC the large radius is as much a liability as it is an assest. Those who play the weapon sloppily will simply end up killing their own teammates. Now i can agree with you that because of its splash levels people rarely used the assault or breach varaints. but in truth the assualt variant wasnt an issue of radius but a insignifcant level of dmg, it simply wasnt enough of a factor to force people to take cover. I havent looked at the uprising levels but if they followed a similar model where the radius was larger at the cost of splash dmg then it will still be worthless. I can't believe I'm saying this, but for once, I 100% agree with you. No trolling, you're absolutely correct. Seriously the apocalypse is coming cause ppl have been agreeing with the most hated of IMPS this week. Someone actually agreed with Proto in another thread. I think we have ventured into Bizzaro forums. It's more of a sign that CCP ****ed up. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
639
|
Posted - 2013.05.11 00:19:00 -
[27] - Quote
Buster Friently wrote:RECON BY FIRE wrote:Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Why should I care about a long rant of yours defining what OP is? And how does everyone using a weapon make it easy mode? Most people use AR because it is familiar to them. Easy mode was heating a Viziam and then passing it over someone for a split second and instamelting them. Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). Easy mode is Swarms that auto track their target. Easy mode is using Scouts maxed with speed mods because you know the games hit detection sucks. I could keep going, but Id rather not. AR is actually less easy mode than most of these weapons. You have to stay on target for every single shot in order to get a kill. This is definitely not true for especially the MD. Oh, you aimed a little to the left too much? Oh well, splash damage! Get over yourselves, the MD is now a lot more balanced than it was in Chromosome. Stop freakin crying. lol. You're the one crying about how hard the poor ittle AR users have it. Lol. Enough said. The can't have it that bad when all I see is ARs in uprising. |
Disturbingly Bored
Universal Allies Inc.
199
|
Posted - 2013.05.11 00:26:00 -
[28] - Quote
As a Heavy user who helped wage the numbers campaign to make CCP see the error of their ways:
I feel ya brother.
The players I affectionately refer to as "Massholes" were the bane of my heavy existence in the last build. Even as a nerfed HMG heavy at the start of uprising, it felt like Mass Drivers didn't have the teeth I used to remember them having.
From what I'm reading, MDs are something like a smaller Forge Gun now (you need perfect aim to get a brutal kill), when instead it should be the support area denial weapon others have referred to in this thread.
Hope they look into it for you guys. |
RECON BY FIRE
Internal Error. Negative-Feedback
142
|
Posted - 2013.05.11 00:33:00 -
[29] - Quote
Cosgar wrote:Buster Friently wrote:RECON BY FIRE wrote:Buster Friently wrote:Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Why should I care about a long rant of yours defining what OP is? And how does everyone using a weapon make it easy mode? Most people use AR because it is familiar to them. Easy mode was heating a Viziam and then passing it over someone for a split second and instamelting them. Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). Easy mode is Swarms that auto track their target. Easy mode is using Scouts maxed with speed mods because you know the games hit detection sucks. I could keep going, but Id rather not. AR is actually less easy mode than most of these weapons. You have to stay on target for every single shot in order to get a kill. This is definitely not true for especially the MD. Oh, you aimed a little to the left too much? Oh well, splash damage! Get over yourselves, the MD is now a lot more balanced than it was in Chromosome. Stop freakin crying. lol. You're the one crying about how hard the poor ittle AR users have it. Lol. Enough said. The can't have it that bad when all I see is ARs in uprising.[/quote]
I don't even like the AR! The lolTac is so OP its freakin ridiculous! I haven't said anything about how hard AR users have it. They can kiss my ass too, the AR is the most boring weapon in this game. But the fact remains that in Chromosome the MD was super easy mode.
And no Cos, Im just makin it all up. I never actually played with the MD |
Thog A Kuma
Planetary Response Organisation
86
|
Posted - 2013.05.11 01:12:00 -
[30] - Quote
RECON BY FIRE wrote:Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention).
If the MD user's target was more than 1 second flight time away any full speed movement would clear you from their blast radius. If you choose to go toe to toe with an MD that already has your range and elevation figured out you have made an error in Chromosome. Now if you are a half second away any full speed movement clears you.
If the MD was easy you would find it dominating the leaderboards (this is one reason I would kill to see its actual usage data(this kind of data exists for dust)) The Dust playerbase is not so honorable that they would eschew a weapon because it was easy and it increased their kills too much, they have demonstrated exactly the opposite behavior.
The citation of a couple situations that an MD will preform well is easy. Actually using an MD across varying terrain over the course of 5-10 minutes of a game where you need to reload where you run into people near and far across cover and out in the open is an entirely different matter. Even still, RECON BY FIRe, that isn't the point...
What does CCP Think the MD's role is? Most MD users believe the MD is a support weapon used to disrupt the enemy. Maybe we are wrong. If that is the MD's real role, does CCP believe it can fill that role now? I don't believe it can, maybe I am wrong.
I think what MD users would like is some kind of answer about what CCP expects from us. I don't think anyone in the MD community wants to rehash arguments about situations where a grenade or grenade launchers are unsurprisingly good. |
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Smoky The Bear
Intergalactic Cannibus Cartel
42
|
Posted - 2013.05.11 01:25:00 -
[31] - Quote
AGAIN...
Heres what needs to be changed..
Blast radius UP and OUT
Splash Damage
And the trajectory of the old build WE WANT THAT BACK.... One thing I haven't noticed anyone mention is this.. When facing someone say 50 feet from you ON FLAT GROUND is next to impossible to land a round by their feet..(due to the flat trajectory) Unless you jump or something.. We already cant hit you if you are on a hill below OR above us.. Now we cant hit you if your staring us in the face..
And the RANGE has been nerfed to the point where YOU CANT stand on top of building and try to hit people below.. So what does that leave us? Cant hit you on an incline/decline.. cant hit you on flat ground.. cant hit you at range..
AND One more thing.. When you hit a wall behind the target its not doing any BUBBLE blast radius.. So it doesnt even hit them in most cases ..if it does very SMALL damage.. Which was basicly THE ONLY way to get a kill.. otherwise your left with having to charge up within 10 feet and trying to jump around and hit their FEET..
This is all on top of the fact that it still takes waaay to many rounds to killl... and no one is trying to avoid you .. they just rush you...
|
Thog A Kuma
Planetary Response Organisation
90
|
Posted - 2013.05.11 14:08:00 -
[32] - Quote
LOL You have to go to an HMG thread to find info on the Mass Driver. CCP USE THE SEARCH FUNCTION. Stay on topic. https://forums.dust514.com/default.aspx?g=posts&m=786096#post786096 Thanks Cosgar for finding this.
CCP Remnant wrote:KA24DERT wrote:SirManBoy wrote:The mass driver needs some serious TLC. Some arbitrary 10% buff isn't going to adequately address its extensive list of new shortcomings, including its damage (it needs far more than a 10% buff), its splash area, and its aiming. In its current state, the mass driver is a hot mess that no longer commands any respect on the battlefield, which means all of its tactical value is gone. This is especially true for logi bros who used it to enhance their support role. A mass driver used to scare people away long enough to make revives, throw down nanos, and make repairs. This is no longer the case. Yeah, the MD has gotten hit pretty hard: MD Specific: 1) Splash Radius 2) Misleading Smoke Trail 3) Damage nerf 4) Range Nerf General, but hits MD hard: 1) Nanohive Nerf (my smg kills have gone way up.) This has changed the weapon entirely. People can hide behind obstacles and be safe, People can run from cover to cover at a distance and be safe. People can charge at me and absorb my damage while taking me down (easier than before). I've adjusted my playstyle to this. And am now finding myself charging into groups of enemies and using the MD like a blind man's shotgun. It works, but i'm not sure that's the weapon's intended role. If the 10% damage buff is across the board, then bringing back the splash radius and increasing the range will bring this weapon back up to snuff. 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). |
Medic 1879
The Tritan Industries RISE of LEGION
277
|
Posted - 2013.05.11 14:35:00 -
[33] - Quote
Yeah I love watching the smoke tracer thing I fire hit someone square in the chest they take no damage and then a second later theres an explosion about 5 meters behind them. Although is it just me or is it odd that I can now take out a shield LAV with one flux and one MD round and armour ones with 1 flux and 2-3 rounds used to take allot more I think. |
Thog A Kuma
Planetary Response Organisation
91
|
Posted - 2013.05.11 14:38:00 -
[34] - Quote
Medic 1879 wrote:Yeah I love watching the smoke tracer thing I fire hit someone square in the chest they take no damage and then a second later theres an explosion about 5 meters behind them. Although is it just me or is it odd that I can now take out a shield LAV with one flux and one MD round and armour ones with 1 flux and 2-3 rounds used to take allot more I think. You're right, things are strange, I took out an unshielded tank with a full clip..thats not right. |
Medic 1879
The Tritan Industries RISE of LEGION
277
|
Posted - 2013.05.11 14:42:00 -
[35] - Quote
Thog A Kuma wrote:Medic 1879 wrote:Yeah I love watching the smoke tracer thing I fire hit someone square in the chest they take no damage and then a second later theres an explosion about 5 meters behind them. Although is it just me or is it odd that I can now take out a shield LAV with one flux and one MD round and armour ones with 1 flux and 2-3 rounds used to take allot more I think. You're right, things are strange, I took out an unshielded tank with a full clip..thats not right.
Yes I have managed that feat as well just didn't want to rub the poor HAV drivers faces in it lol they have enough problems at the moment. |
Thog A Kuma
Planetary Response Organisation
92
|
Posted - 2013.05.11 15:20:00 -
[36] - Quote
Medic 1879 wrote:Thog A Kuma wrote:Medic 1879 wrote:Yeah I love watching the smoke tracer thing I fire hit someone square in the chest they take no damage and then a second later theres an explosion about 5 meters behind them. Although is it just me or is it odd that I can now take out a shield LAV with one flux and one MD round and armour ones with 1 flux and 2-3 rounds used to take allot more I think. You're right, things are strange, I took out an unshielded tank with a full clip..thats not right. Yes I have managed that feat as well just didn't want to rub the poor HAV drivers faces in it lol they have enough problems at the moment. The first step to correcting a problem is admitting we have a problem.
Hi I'm Thog and I have fired a Mass Driver for 9 months, I want to kill people but can't, I enjoy killing tanks but shouldn't be able to without serious help.
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Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
310
|
Posted - 2013.05.11 15:59:00 -
[37] - Quote
Ill add this here, CCP Remnant or GMs monitoring this can you please ask Remnant to weigh in. Thanks
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).
Hi Remnant, out of curiosity the playtester were they using Freedom MD? Also what were their fits and the fits of their opponents. I ask these thing because while the Exo was deadly in all ranges the Freedom was a burden in CQC because the increased splash radius of the weapon and the operation skill made it more likely to commit suicide using the weapon.
Additionally stacking 2 dmg mods helped to overcome its weakness to shields but even then only to sub-Proto suits.
I agree with you there werer some definite server/client issues so i agree those should be addressed before we try to rebalance the weapon as it should help in recognizing a direct hit.
Speaking of which what constitutes a Direct Hit? Is it a hit onto the body itself or is it within a certain radius of the center point of the blast. Meaning i dont hit your body but the ground say .1m next to you(essentially placing you in the center of the blast but not directly hitting you).
I would also say that while the MD is effective at low levels it balances out toward the top because in organized matches the time to fire consecutive rounds would often get your shredded(mainly because team knew to Teamfire a MD user first and were often prioirtized) In CQC this meant you were dead b4 2-3 rounds could get off or they pressed on you so quickly that you commit suicide. At distance the rounds were easy enough to dodge.
Lastly I would ask despite any number tweaks is it possible to at least return the original Arc of the MD or is that a client side change? |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.11 16:18:00 -
[38] - 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. |
total masshole
Seykal Expeditionary Group Minmatar Republic
7
|
Posted - 2013.05.11 22:38:00 -
[39] - Quote
RECON BY FIRE wrote:Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention).
that was removed over two months ago stop grasping for straws
|
total masshole
Seykal Expeditionary Group Minmatar Republic
7
|
Posted - 2013.05.11 22:56:00 -
[40] - Quote
Thog A Kuma wrote:Medic 1879 wrote:Yeah I love watching the smoke tracer thing I fire hit someone square in the chest they take no damage and then a second later theres an explosion about 5 meters behind them. Although is it just me or is it odd that I can now take out a shield LAV with one flux and one MD round and armour ones with 1 flux and 2-3 rounds used to take allot more I think. You're right, things are strange, I took out an unshielded tank with a full clip..thats not right.
i was gonna ask if anyones noticed an increase in the effeciency vs armor.. i was shooting my feet with the MD doing like 80 dmg, then with one shot i completely fry my 130 armor. also my lav was shield down, and i got 1 shotted by a MD. also it's still working very well vs heavies.
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Arkena Wyrnspire
Turalyon Plus
281
|
Posted - 2013.05.11 23:02:00 -
[41] - Quote
The mass driver absolutely did not need a nerf like this. In Chromosome, mass drivers were fairly well done in my opinion. They shined in their optimal tactical situation, as they should, and they could be countered. Other than spamming shots in CQC, they also required a degree of thought to aim. The mass driver always shined in a support role, suppressing enemies, keeping them in cover, and generally causing mayhem among the enemy. Suddenly in Uprising, they can't do that anymore. Enemies aren't suppressed because they're not worried about mass driver fire - it does laughable damage, even if it hits somewhere near to you. It doesn't keep people hiding deep in cover because the blast radius isn't large enough. The Boundless Assault Mass Driver can barely fulfill this role - it can keep enemies in cover sometimes, but its damage is terrible. This is a prototype weapon, the apex of mass driver progression and the variant best suited for suppression. And yet it can barely do that, because it was nerfed.
I think the nanohive nerf adversely affecting the mass driver isn't hugely significant on its own - it's kind of meh, indeed. But when you find yourself needing several times as many rounds to do the same job, your ammo supplies are squeezed, and with the nanohive nerf they're stretched even more. Larger ammo reserves would help with this, as would a larger amount of rounds being restocked per nanite cluster.
The even greater prevalence of shields has also hurt the mass driver. I have scored two direct hits with a proto Breach mass driver on a ck0 suit, and it took a third before it went down. I am certain that they were direct hits in that instance, as the opponent was standing still and it was at close range. I can only assume that this person was lagging out. Have you ever tried to hit someone three times directly with a mass driver? Flux is a solution, but this limits the mass driver user to only driving enemies back a few times before they're out of flux, and forces a reliance on multiple weapons if they want to actually kill people. People go against the strengths of these weapons and complain because they weren't able to beat them at that. Isn't that what brought us the heavy nerfs?
I enjoyed the mass driver greatly during Chromosome. I never topped boards with it, sure. But it was fun to use! It was fun to fight against as well! It certainly wasn't overpowered - it did well at some things, and failed at others.
I no longer use the mass driver in Uprising, and I think that's sad. It's simply not viable compared to the assault rifle now. Hell, what is? |
Lordbraveheart1
Bragian Order Amarr Empire
31
|
Posted - 2013.05.11 23:06:00 -
[42] - Quote
I tried to get a hot thread on MDs going but it fell on it's face. I only used MD's in chromosone. Now, you can still get kills with them if you are talented, but they are definitely frustrating. The damage does seem random, I've had players just jump harmlessly over my blast, and more often than not I just put a few rounds into their chest to take them down. Atleast direct hit detection works better now than it did in Chromosone. (Mainly using an EXO MD currently)
With the introduction to the Caldari Mega-Shield Tankers (Logi's in particular), MD's are a lot less effective against them. It's strange hearing the testimony of players about the MD's performance against vehicles. In chromosone, I didn't even bother shooting at vehicles with MDs, unless they had low HP to help finish them off. Personally I don't think the MD's role should be AV.
As it stands, SP sink-hole of waste in my opinion. Switching to another weapon, if anything, get some variety in my weapon selection lol.
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Arkena Wyrnspire
Turalyon Plus
281
|
Posted - 2013.05.11 23:11:00 -
[43] - Quote
Lordbraveheart1 wrote:I tried to get a hot thread on MDs going but it fell on it's face. I only used MD's in chromosone. Now, you can still get kills with them if you are talented, but they are definitely frustrating. The damage does seem random, I've had players just jump harmlessly over my blast, and more often than not I just put a few rounds into their chest to take them down. Atleast direct hit detection works better now than it did in Chromosone. (Mainly using an EXO MD currently)
With the introduction to the Caldari Mega-Shield Tankers (Logi's in particular), MD's are a lot less effective against them. It's strange hearing the testimony of players about the MD's performance against vehicles. In chromosone, I didn't even bother shooting at vehicles with MDs, unless they had low HP to help finish them off. Personally I don't think the MD's role should be AV.
As it stands, SP sink-hole of waste in my opinion. Switching to another weapon, if anything, get some variety in my weapon selection lol.
Killing milita LAVs is something that they can do well at, at least. Mass driver fire won't seriously damage a properly fit LAV before it can get away. I have tried to employ them against armour HAVs and I succeeded in downing a Soma, but this took two people with breach mass drivers shooting it. So it's not hugely effective at AV, but it's a little bonus. And little bonuses are desperately needed by the mass driver right now. |
Sontie
Ill Omens EoN.
288
|
Posted - 2013.05.11 23:17:00 -
[44] - Quote
I really miss my MD. I spent months learning to place rounds where ever I wanted them. It wasn't "Easy mode" like the AR was, but it was fun.
(With a scout and an AR, I would consistently get a higher KD/R than with my MD, so STFU people who call it a noob tube and have no idea)
I'm only kinda masochistic, not enough to subject myself to the MD any more. I'm having to relearn the game.
Lasers are lame, MD's suck.
Balance is a fine thing, a rare thing. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
52
|
Posted - 2013.05.11 23:19:00 -
[45] - Quote
Sontie wrote:I really miss my MD. I spent months learning to place rounds where ever I wanted them. It wasn't "Easy mode" like the AR was, but it was fun.
(With a scout and an AR, I would consistently get a higher KD/R than with my MD, so STFU people who call it a noob tube and have no idea)
I'm only kinda masochistic, not enough to subject myself to the MD any more. I'm having to relearn the game.
Lasers are lame, MD's suck.
Balance is a fine thing, a rare thing.
how r the nova knives treatin ya? |
Deluxe Edition
TeamPlayers EoN.
162
|
Posted - 2013.05.11 23:24:00 -
[46] - Quote
KAGEHOSHI Horned Wolf wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. NO The MD did less damage per second than the AR even if all the grenades were direct hits (I did the math). The mass driver also contained less damage per magazine, meaning you could kill less people than the AR before needing to reload. There is also the fact that its almost useless at longer ranges because of the grenade arc which makes aiming require more skill, and the slowly traveling rounds which makes predicting where your targets will be. The only thing it had going for it was the splash damage and splash radius which made it very balanced; now splash radius sucks. If anything is easy mode (not necessarily overpowered though) it is the AR.
... mass driver direct hit is a 1 shot k/o it most cases, especially armor. |
Thor McStrut
Terminal Pharmaceuticals Inc.
2
|
Posted - 2013.05.11 23:59:00 -
[47] - 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! |
Thog A Kuma
Planetary Response Organisation
96
|
Posted - 2013.05.12 00:09:00 -
[48] - Quote
Deluxe Edition wrote:KAGEHOSHI Horned Wolf wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. NO The MD did less damage per second than the AR even if all the grenades were direct hits (I did the math). The mass driver also contained less damage per magazine, meaning you could kill less people than the AR before needing to reload. There is also the fact that its almost useless at longer ranges because of the grenade arc which makes aiming require more skill, and the slowly traveling rounds which makes predicting where your targets will be. The only thing it had going for it was the splash damage and splash radius which made it very balanced; now splash radius sucks. If anything is easy mode (not necessarily overpowered though) it is the AR. ... mass driver direct hit is a 1 shot k/o it most cases, especially armor.
MD has been Nurfed the *OLD* Freedom HIGHEST LEVEL MD was 270....that wasn't a one shot kill then, it isn't a one shot kill now. I don't know what you are talking about but at least use last builds stats to be wrong.
|
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 00:45:00 -
[49] - Quote
total masshole wrote:RECON BY FIRE wrote:Buster Friently wrote:RECON BY FIRE wrote:During Chromosome I played on a alt with 1.5 million SP that used a STD Assault MD and consistently tore people up. So please, dont go there with that "you obviously havent played with it" BS. It was super easy mode. Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
I could actually get behind this. If the splash goes up, the damage needs to go down. You obviously don't really know what you're talking about, but I'm not surprised. Easy mode? AR. Proof? The vast number of people playing it. Please take note of this : https://forums.dust514.com/default.aspx?g=posts&t=75585&find=unread Easy mode was throwing MD rounds at their feet WHILE KNOCKING THEIR AIM OFF WITH THE ROUND (something you MD users like to not mention). that was removed over two months ago stop grasping for straws
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
698
|
Posted - 2013.05.12 00:52:00 -
[50] - Quote
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. |
|
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 01:02:00 -
[51] - Quote
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? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
698
|
Posted - 2013.05.12 01:07:00 -
[52] - Quote
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 |
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 01:14:00 -
[53] - Quote
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. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 02:06:00 -
[54] - 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. |
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 02:14:00 -
[55] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
703
|
Posted - 2013.05.12 02:16:00 -
[56] - Quote
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.
You want to see broken? Wait until you see everyone and their mother running around with Scrambler Rifles and Flaylock Pistols. That damn Flaylock does more damage on splash than the MD. Despite it having SMG range, people are going to flood the forums in droves QQing for a nerf whether it needs it or not. Calling it now. |
II-X-II
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2013.05.12 02:25:00 -
[57] - Quote
I am still getting killed alot with this gun when I see it "out", most often the freedom varrient. It most often is a OHK when it does get me it seems. |
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 02:36:00 -
[58] - Quote
Cosgar 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. You want to see broken? Wait until you see everyone and their mother running around with Scrambler Rifles and Flaylock Pistols. That damn Flaylock does more damage on splash than the MD. Despite it having SMG range, people are going to flood the forums in droves QQing for a nerf whether it needs it or not. Calling it now.
Agreed, Im really hoping they don't release it with 200 some whatever splash it has. You know that is nearly as much as a Forge Gun as well? Im really hoping they drop the damage to around 100 and up the mag size by 1 or 2 (preferably 1 really, Id like to ensure the Minmatar Assault bonus actually effects it so that maybe people will want to use that suit). |
Doc Audio
The Tritan Industries RISE of LEGION
11
|
Posted - 2013.05.12 02:42:00 -
[59] - Quote
I thought the MD was rough when I first played uprising, but as I used it got better. Even better now that they added the 10% bonus Dmg back.
Im not the greatest player; honestly im slightly below average and I get plenty of kills with the MD. Ive had 2 matches that I had 21 plus kills with it which was unheard of for a Logi MD user in chromosome.
You just have to set up different suits and run the suit you need depending on the situation.
You get all the blast with teeth that you need with the Assault version, I run this when Im in a good squad and I am concentrating on being a Logi. It works well enough in most cases. After 1 or 2 shots plus a flux, peeps back off enough for you to revive and rep a bit. It wont get you a lot of kills but its not meant to...never has been.
I have another suit set up with the regular MD and it does what its supposed to, I get plenty of kills with it. Flux then MD and usually its lights out.
Dont get in to fights with the MD that you cant win. The blast physics still put u at a disadvantage when your opponent is on uneven ground and/or higher ground.
Just as the environment works against you. It also works for you. Look for opportunities to use it to your advantage.
Also check your system settings and make sure that your auto-aim is off. You cant hit anything with the MD when its turned on. Actually I think all weapons have this issue?
Im not against another MD boost but I dont believe its necessary. From a logi point of view they need to fix my injector first....we can worry about the MD down the road somewhere. |
LeCuch
Red Star. EoN.
83
|
Posted - 2013.05.12 03:17:00 -
[60] - Quote
The SprayNPray is about to comment... i can feel it |
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Billi Gene
The Southern Legion RISE of LEGION
139
|
Posted - 2013.05.12 03:22:00 -
[61] - Quote
I play logi, and the MD for me, is the most effective support weapon. Allowing shots to be fired to provide distraction, suppression or cover, and requiring the least amount of setup time to do so (AR for example requires more time on target and extended use to achieve the same psychological effects), and as a logi time must be managed in order to switch between equipment slots in an "on call" fashion. (this is probably not the time or place to mention that equipment switching via a mouse is less than optimal post Uprising patch)
So... At one point they changed the way MD's deal damage. MD's used to require a direct hit to do full damage, but direct damage was given an internal radius for the MD, to counter this, the normal splash damage was slightly reduced, creating the MD that became more popular during Chromosome.
These changes happened back when Active Scanners were still broken, and got removed from the game.
Personally i feel that the trajectory change is the most obnoxious change to the MD. Could this be to counteract increased projectile speed? Either way, the higher arc was in my opinion far more useful even if it did increase the learning curve with the weapon.
The other change that stinks, is the nerf to nano-hives. Whilst i actually agree with how nano-hives operate now, the lack of ammunition for MD users hurts quite alot. The only suggestion i can make on this front is to reduce the amount of nanites MD ammunition requires.
Increasing the amount of ammunition carried might be an idea as well, what with the manner in which everyone seems to be able to take more damage. Not that i'd hold my breath for it :P
imho |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 05:10:00 -
[62] - 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. |
The Loathing
The Southern Legion RISE of LEGION
53
|
Posted - 2013.05.12 06:16:00 -
[63] - Quote
This thread needs constant bumping.
The only way CCP are gonna take a look at our MD issues is with 30 pages of hate like the HMG whine thread got.
Our MD user population is a lot smaller, and a lot less defined since the weapon can be used across all classes. But the vast majority of users commenting have all said the same thing:
THE MASS DRIVER NEEDS TO BE RESTORED TO ITS FORMER GLORY AS A SUPPORT AND SUPPRESSION TOOL WITH A TRUE AoE.
Whether you believe the problem is splash, trajectory, damage, or lack of ammo from Hives, THERE IS A PROBLEM.
Coming from a person who is still getting relative successful kills from the 'Boundless' MD, the weapon would still not be my first choice if I had my time again. The catering to actual issues of the weapon (what I believe to be splash, trajectory, and effective damage against shields) has made my games less enjoyable since I can no longer go out into open flat ground or fire at a lower hill from above (trajectory issue); I run out of ammo after facing 3 other enemies (shield damage issue, Hive issue); and I no longer can suppress crowds for my squad (splash issue).
CCP, please don't ignore. The weapon is not as effective as it should be.
MD users, please continue to support this or another thread on the subject. 4 pages down, 26 to go. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
179
|
Posted - 2013.05.12 06:21:00 -
[64] - Quote
II-X-II wrote:I am still getting killed alot with this gun when I see it "out", most often the freedom varrient. It most often is a OHK when it does get me it seems.
I think that what you are probably seeing is that someone is lobbing a few rounds at you and you take damage from splash but only on the shields - so your shields go down but not by much b/c 1) you take spalsh only, which is weak and 2) MD is weak against shields. Then by chance they happen to land a direct hit with MD when your shields are already battered and then magic happens - a direct hit eats up the rest of your shields AND b/c MD is strong against armor, most of your armor goes down in one hit - again a combination of two things 1) high alpha damage of a direct hit and 2) it lands on armor mostly. I bet that's why it feels like it's a OHK - in fact it's just a combination of factos and probably a result of mutiple shots with only one of which being a direct hit - mind you a direct hit with MD is not an easy thing to pull off - definitely you can't count on it happening consistently. |
Don Bobben
On The Brink CRONOS.
0
|
Posted - 2013.05.12 06:42:00 -
[65] - Quote
I actually like how MD works in Uprising but then again I didn't use it in Chromosome. I have noticed some (minor) problems with it that were already in the open post but I list them here and give my opinnion on them.
1: Sometimes rounds just don't explode or do any damage. This is most annoying part of MD at the moment. It is really frustrating when you miss a kill or die when you hit your enemy and he takes no damage at all.
2: Smoke trail is off. This becomes problem when you try to shoot far but isn't a problem in CQC or medium range ( at least for me).
3: Ammo capacity is too small. Even with ammo capacity skill you run out of rounds pretty fast. Maybe we could get one extra Magazine?
But after those three things are fixed I think MD will be pretty strong weapon. It is a real killer against scouts (Gallente scouts die in 2-3 hits with EXO). Some of you Chromosome MD users want old arc back but as I did not use MD back then I prefer the one we have now. Maybe we could get variant which would have old arc?
Those are my thoughts on this matter.
With love: Don Bobben |
Arkena Wyrnspire
Turalyon Plus
281
|
Posted - 2013.05.12 09:35:00 -
[66] - Quote
The Loathing wrote:This thread needs constant bumping.
The only way CCP are gonna take a look at our MD issues is with 30 pages of hate like the HMG whine thread got.
Our MD user population is a lot smaller, and a lot less defined since the weapon can be used across all classes. But the vast majority of users commenting have all said the same thing:
THE MASS DRIVER NEEDS TO BE RESTORED TO ITS FORMER GLORY AS A SUPPORT AND SUPPRESSION TOOL WITH A TRUE AoE.
Whether you believe the problem is splash, trajectory, damage, or lack of ammo from Hives, THERE IS A PROBLEM.
Coming from a person who is still getting relative successful kills from the 'Boundless' MD, the weapon would still not be my first choice if I had my time again. The catering to actual issues of the weapon (what I believe to be splash, trajectory, and effective damage against shields) has made my games less enjoyable since I can no longer go out into open flat ground or fire at a lower hill from above (trajectory issue); I run out of ammo after facing 3 other enemies (shield damage issue, Hive issue); and I no longer can suppress crowds for my squad (splash issue).
CCP, please don't ignore. The weapon is not as effective as it should be.
MD users, please continue to support this or another thread on the subject. 4 pages down, 26 to go.
This, pretty much. CCP may have apparently tested the MD internally and decided it needed a nerf, but given how effective their testing seems to have been, and as someone who has actually played properly with the mass driver, I have no faith in that assessment. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
737
|
Posted - 2013.05.12 09:44:00 -
[67] - Quote
Arkena Wyrnspire wrote:The Loathing wrote:This thread needs constant bumping.
The only way CCP are gonna take a look at our MD issues is with 30 pages of hate like the HMG whine thread got.
Our MD user population is a lot smaller, and a lot less defined since the weapon can be used across all classes. But the vast majority of users commenting have all said the same thing:
THE MASS DRIVER NEEDS TO BE RESTORED TO ITS FORMER GLORY AS A SUPPORT AND SUPPRESSION TOOL WITH A TRUE AoE.
Whether you believe the problem is splash, trajectory, damage, or lack of ammo from Hives, THERE IS A PROBLEM.
Coming from a person who is still getting relative successful kills from the 'Boundless' MD, the weapon would still not be my first choice if I had my time again. The catering to actual issues of the weapon (what I believe to be splash, trajectory, and effective damage against shields) has made my games less enjoyable since I can no longer go out into open flat ground or fire at a lower hill from above (trajectory issue); I run out of ammo after facing 3 other enemies (shield damage issue, Hive issue); and I no longer can suppress crowds for my squad (splash issue).
CCP, please don't ignore. The weapon is not as effective as it should be.
MD users, please continue to support this or another thread on the subject. 4 pages down, 26 to go. This, pretty much. CCP may have apparently tested the MD internally and decided it needed a nerf, but given how effective their testing seems to have been, and as someone who has actually played properly with the mass driver, I have no faith in that assessment. See? That's the part that I don't understand. If they're going to base their analysis from playing with the MD or any game mechanic in the office, why the hell are they letting us beta test? I like what remnant has done for the logis and respect him for what he's doing for the heavies, but the basis for changing the MD was unprofessional. Not to mention the changes weren't listed on the patch notes. |
Arkena Wyrnspire
Turalyon Plus
281
|
Posted - 2013.05.12 09:51:00 -
[68] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:The Loathing wrote:-snip- This, pretty much. CCP may have apparently tested the MD internally and decided it needed a nerf, but given how effective their testing seems to have been, and as someone who has actually played properly with the mass driver, I have no faith in that assessment. See? That's the part that I don't understand. If they're going to base their analysis from playing with the MD or any game mechanic in the office, why the hell are they letting us beta test? I like what remnant has done for the logis and respect him for what he's doing for the heavies, but the basis for changing the MD was unprofessional. Not to mention the changes weren't listed on the patch notes.
Yeah. In actual player situations, the MD wasn't nearly as common as Remnant described, even in Chromosome. The stealth nerf takes the biscuit as well - at least the heavies knew what was coming. For the MD guys, the first they knew about it was when they got in game. I actually didn't look at the stats too closely on my MD, but I certainly looked harder when I found that I could barely hurt anything. |
Rusty Shallows
Black Jackals
59
|
Posted - 2013.05.12 10:24:00 -
[69] - Quote
Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. Irony is that you put down people who complained about the Damage and (extra) Range nerf on HMGs while being upset over the Mass Drivers Splash Damage and Blast Radius nerfs.
I agree Mass Drivers are not now and were not a "win button" in the last build either. Would love to hear from a Dev how it was decided to neuter them. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
739
|
Posted - 2013.05.12 10:33:00 -
[70] - Quote
Rusty Shallows wrote:Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. Irony is that you put down people who complained about the Damage and (extra) Range nerf on HMGs while being upset over the Mass Drivers Splash Damage and Blast Radius nerfs. I agree Mass Drivers are not now and were not a "win button" in the last build either. Would love to hear from a Dev how it was decided to neuter them.
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).
2 years of beta testing and they change a niche yet effective gaming mechanic after an office LAN party. Un-****ing believable. |
|
Rusty Shallows
Black Jackals
60
|
Posted - 2013.05.12 10:39:00 -
[71] - Quote
Cosgar wrote:2 years of beta testing and they change a niche yet effective gaming mechanic after an office LAN party. Un-****ing believable. At least CCP Remnant fessed up to it. If anything this may turn out to be on of those deduction and fix stories. |
Medic 1879
The Tritan Industries RISE of LEGION
279
|
Posted - 2013.05.12 12:59:00 -
[72] - Quote
I still love the MD but the arc and smoke not being where the explosion is makes it a bit of a chore. |
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 14:56:00 -
[73] - Quote
Fiddlestaxp wrote: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.
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. |
Thor McStrut
Terminal Pharmaceuticals Inc.
2
|
Posted - 2013.05.12 15:18:00 -
[74] - 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. |
RECON BY FIRE
Internal Error. Negative-Feedback
145
|
Posted - 2013.05.12 15:25:00 -
[75] - Quote
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. |
Thog A Kuma
Planetary Response Organisation
101
|
Posted - 2013.05.12 16:05:00 -
[76] - Quote
I don't give a flying flux about no grenades, I'd like a functioning weapon.
A weapon that does damage when it hits a target a weapon that does damage where the visual indicators would lead you to believe it does. A weapon that damages 2 targets if they are both in the splash radius A weapon that doesn't require a second weapon to be slightly effective
This recon fella doesn't believe anything about the MD needs to be effective, he doesn't even like the fact that we can use a crutch weapon to make the primary weapon slightly effective. It doesn't matter that a Dev thinks the MD is broken (for whatever reason it may be) Recon by Fire will still find some way to disagree with anything an MD player suggests.
Individually all of these issues are that we have posted about are survivable for the MD, Some of them are really minor but when you add all of these together the MD has lost its place as a viable support weapon. This is the issue.
This is what we need to focus on. |
RECON BY FIRE
Internal Error. Negative-Feedback
147
|
Posted - 2013.05.12 16:10:00 -
[77] - Quote
Thog A Kuma wrote:I don't give a flying flux about no grenades, I'd like a functioning weapon.
A weapon that does damage when it hits a target a weapon that does damage where the visual indicators would lead you to believe it does. A weapon that damages 2 targets if they are both in the splash radius A weapon that doesn't require a second weapon to be slightly effective
This recon fella doesn't believe anything about the MD needs to be effective, he doesn't even like the fact that we can use a crutch weapon to make the primary weapon slightly effective. It doesn't matter that a Dev thinks the MD is broken (for whatever reason it may be) Recon by Fire will still find some way to disagree with anything an MD player suggests.
Individually all of these issues are that we have posted about are survivable for the MD, Some of them are really minor but when you add all of these together the MD has lost its place as a viable support weapon. This is the issue.
This is what we need to focus on.
Whats with all the trash talkin dude? Ive never said anything to the extent of what youre trying to make me sound like. My position is the splash nerf was needed on the Mass Driver, that's about it. I don't believe damage AND splash should have been nerfed, it should be one or the other. Either it has high splash and low damage or high damage and low splash. Calm the **** down. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 17:06:00 -
[78] - 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. |
Lordbraveheart1
Bragian Order Amarr Empire
35
|
Posted - 2013.05.12 17:09:00 -
[79] - Quote
I could be mistaken about this, but, in Chromosone when you scored a direct hit with the Mass Driver, there was an explosion...right?
I could be wrong, trying to remember here. Someone correct me. I've noticed in Uprising that you just shoot them and the round hits and no explosion. Is there supposed to be an explosion with direct hits?
Also, am I the only one that finds the flash of the explosion obnoxious? Sure, here and there, no problem. But when you have an assault MD spamming at you, trying to give you a seizure or something, it gets annoying. |
Fiddlestaxp
TeamPlayers EoN.
59
|
Posted - 2013.05.12 17:14:00 -
[80] - 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. |
|
RECON BY FIRE
Internal Error. Negative-Feedback
150
|
Posted - 2013.05.12 21:39:00 -
[81] - Quote
Fiddlestaxp wrote: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. This is the worse of the two main MD threads that popped up. I've said in the other that a MD nerf was neccessary because of the removal of sharpshooter. And it was. The old freedom would eat the blobs up. My main issue with how they went about it is this: 1. The radius nerf was too extreme 2. The prototype weapons are too CPU/PG heavy for the marginal benefits they offer over the advanced varients. I am going to copy paste my post from that thread to here.
Extremely valid points, +1. |
Doctor Nihk
D3ath D3alers RISE of LEGION
18
|
Posted - 2013.05.12 22:17:00 -
[82] - Quote
[quote=Doc Audio]I thought the MD was rough when I first played uprising, but as I used it got better. Even better now that they added the 10% bonus Dmg back.
Im not the greatest player; honestly im slightly below average and I get plenty of kills with the MD. Ive had 2 matches that I had 21 plus kills with it which was unheard of for a Logi MD user in chromosome.
You just have to set up different suits and run the suit you need depending on the situation.
You get all the blast with teeth that you need with the Assault version, I run this when Im in a good squad and I am concentrating on being a Logi. It works well enough in most cases. After 1 or 2 shots plus a flux, peeps back off enough for you to revive and rep a bit. It wont get you a lot of kills but its not meant to...never has been.
I have another suit set up with the regular MD and it does what its supposed to, I get plenty of kills with it. Flux then MD and usually its lights out.
Dont get in to fights with the MD that you cant win. The blast physics still put u at a disadvantage when your opponent is on uneven ground and/or higher ground.
Just as the environment works against you. It also works for you. Look for opportunities to use it to your advantage.
Also check your system settings and make sure that your auto-aim is off. You cant hit anything with the MD when its turned on. Actually I think all weapons have this issue?
Im not against another MD boost but I dont believe its necessary. From a logi point of view they need to fix my injector first....we can worry about the MD down the road somewhere.
21 kills was unheard of in chromo? Lol? My best on line harvest was 43 and i was able to top 30 consistantly on any map besides the 3 pointer. The MD is the only weapon ive ever used.. I was smart enough to check item stats before speccing so i did not. respecc into after the patch... That being said.. I have used it on an alt in uprising and honestly.. Stop crying. The weapon is fine and in the hands of anyone who actually knows how to use it its ******* deadly. Still. The damage patch uas brought it within 3 points of its former glory. The radius nerf is a joke to anyone who really understands the MD. Im not denying its taken a nerf.. But it is not THAT bad that it is unusable. Veteran MD users.. The good ones anyway, will still dominate.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
765
|
Posted - 2013.05.12 22:37:00 -
[83] - Quote
You know, I'm starting to warm up to the new trajectory now. If they add a bit more falloff after say 20m, lower direct hit damage, raise splash damage and give 1-1.1m splash radius back to the standard and assault, we'd be good to go. Well, after they fix the bugs of course. On a side note, anyone else remember back a few builds when the MD and grenades had this problem? It was fixed in chrome, but now the exact same problem is back in uprising, yet grenades seem unaffected. |
The Loathing
The Southern Legion RISE of LEGION
55
|
Posted - 2013.05.13 01:01:00 -
[84] - Quote
Sorry if this request comes across lazy, but I'm on my iPhone reading this thread.
Is there a link or another thread that has confirmed the 10% damage boost to the MD? |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
189
|
Posted - 2013.05.13 01:02:00 -
[85] - Quote
Fiddlestaxp wrote: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. This is the worse of the two main MD threads that popped up. I've said in the other that a MD nerf was neccessary because of the removal of sharpshooter. And it was. The old freedom would eat the blobs up. My main issue with how they went about it is this: 1. The radius nerf was too extreme 2. The prototype weapons are too CPU/PG heavy for the marginal benefits they offer over the advanced varients. I am going to copy paste my post from that thread to here.
I hate how this thread is turning into a podium for grenade talk. I use MD as primary I am a scout with strict CPU/PG constraint. I cant run around with a nano hive stack and flux grenades. Does this mean that I should not use MD because it's only meant to be used with flux nades? I am ok that it's easier to use with nades since the weakness against shields. But this should not make or break MD. I don't agree that ppl should look into MD only from the prism of whether or not flux + MD combo is viable or not. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
189
|
Posted - 2013.05.13 01:05:00 -
[86] - Quote
Doctor Nihk wrote:[quote=Doc Audio]I thought the MD was rough when I first played uprising, but as I used it got better. Even better now that they added the 10% bonus Dmg back.
Im not the greatest player; honestly im slightly below average and I get plenty of kills with the MD. Ive had 2 matches that I had 21 plus kills with it which was unheard of for a Logi MD user in chromosome.
You just have to set up different suits and run the suit you need depending on the situation.
You get all the blast with teeth that you need with the Assault version, I run this when Im in a good squad and I am concentrating on being a Logi. It works well enough in most cases. After 1 or 2 shots plus a flux, peeps back off enough for you to revive and rep a bit. It wont get you a lot of kills but its not meant to...never has been.
I have another suit set up with the regular MD and it does what its supposed to, I get plenty of kills with it. Flux then MD and usually its lights out.
Dont get in to fights with the MD that you cant win. The blast physics still put u at a disadvantage when your opponent is on uneven ground and/or higher ground.
Just as the environment works against you. It also works for you. Look for opportunities to use it to your advantage.
Also check your system settings and make sure that your auto-aim is off. You cant hit anything with the MD when its turned on. Actually I think all weapons have this issue?
Im not against another MD boost but I dont believe its necessary. From a logi point of view they need to fix my injector first....we can worry about the MD down the road somewhere.
21 kills was unheard of in chromo? Lol? My best on line harvest was 43 and i was able to top 30 consistantly on any map besides the 3 pointer. The MD is the only weapon ive ever used.. I was smart enough to check item stats before speccing so i did not. respecc into after the patch... That being said.. I have used it on an alt in uprising and honestly.. Stop crying. The weapon is fine and in the hands of anyone who actually knows how to use it its ******* deadly. Still. The damage patch uas brought it within 3 points of its former glory. The radius nerf is a joke to anyone who really understands the MD. Im not denying its taken a nerf.. But it is not THAT bad that it is unusable. Veteran MD users.. The good ones anyway, will still dominate.
Calling bullshit. With the glitch that makes where you aim is not where you actually hit - it's impossible to do well with MD (you simply can't take advantage of your skill with the weapon) unless you pub stomping with freedom, which would invalidate importance of your case. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
189
|
Posted - 2013.05.13 01:10:00 -
[87] - Quote
Rusty Shallows wrote:Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. Irony is that you put down people who complained about the Damage and (extra) Range nerf on HMGs while being upset over the Mass Drivers Splash Damage and Blast Radius nerfs. I agree Mass Drivers are not now and were not a "win button" in the last build either. Would love to hear from a Dev how it was decided to neuter them.
I was putting down ppl who were perfectly happy in chromosome running with AR and HMG thinking that they were good and closed their eyes on the rest of the imbalances of the chromosome build and now got the taste of their own cooking when HMG got nerfed the way most other weapons existed the whole build in chromosome. Ppl only speak up when their ass is on fire. When they have the 'win button in their hands' everything is cool and dandy. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
784
|
Posted - 2013.05.13 01:21:00 -
[88] - Quote
The Loathing wrote:Sorry if this request comes across lazy, but I'm on my iPhone reading this thread.
Is there a link or another thread that has confirmed the 10% damage boost to the MD? Here |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
189
|
Posted - 2013.05.13 01:22:00 -
[89] - Quote
Cosgar wrote:Rusty Shallows wrote:Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. Irony is that you put down people who complained about the Damage and (extra) Range nerf on HMGs while being upset over the Mass Drivers Splash Damage and Blast Radius nerfs. I agree Mass Drivers are not now and were not a "win button" in the last build either. Would love to hear from a Dev how it was decided to neuter them. 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).
2 years of beta testing and they change a niche yet effective gaming mechanic after an office LAN party. Un-****ing believable.
yeah I agree this is lame. My hope though is that after they fix the code the network game with MD will match their experience with LAN and hopefully MD will do what we all expect it to do. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
784
|
Posted - 2013.05.13 01:46:00 -
[90] - Quote
Ludvig Enraga wrote: yeah I agree this is lame. My hope though is that after they fix the code the network game with MD will match their experience with LAN and hopefully MD will do what we all expect it to do.
But that's the problem. It wasn't broken to begin with. After the necessary buff it got in chrome, and if they gave it the sight it has in uprising, it would have been absolutely perfect. Not too many people used it, those who did understood that intricacy and finesse need to operate it. In fact it was balanced to the point that people would QQ for a nerf once in a blue moon, but would get eaten up by MD users and people who don't use it, but enjoyed what it brought to the field. All that was stripped away because someone in a cubicle got butthurt.
Why even have beta testers if this is what happens? Stuff like this makes me want to stop posting feedback because I begin to wonder how many times I've gone ignored or anyone who had ever articulated a valid well thought out point about a game mechanic because someone found nerf posts from a QQing CoD casual or a LAN party much more compelling than 2 ****ing years of beta testing? At this point, I don't even care anymore. They should just shut the ****ing servers down and make the goddamned game the way they want to and if we have an issue with a game mechanic that's not game breakingly broken they can say what they say to EVE players: HTFU |
|
The Loathing
The Southern Legion RISE of LEGION
55
|
Posted - 2013.05.13 02:40:00 -
[91] - Quote
Cosgar wrote:The Loathing wrote:Sorry if this request comes across lazy, but I'm on my iPhone reading this thread.
Is there a link or another thread that has confirmed the 10% damage boost to the MD? Here
Thanks Cosgar, appreciate it. Too hard to navigate these forums on a 3G device. |
The Loathing
The Southern Legion RISE of LEGION
55
|
Posted - 2013.05.13 02:43:00 -
[92] - Quote
The Loathing wrote:Cosgar wrote:The Loathing wrote:Sorry if this request comes across lazy, but I'm on my iPhone reading this thread.
Is there a link or another thread that has confirmed the 10% damage boost to the MD? Here Thanks Cosgar, appreciate it. Too hard to navigate these forums on a 3G device.
Dammit. Read this post twice previously. How the hell did I miss that fact!? |
Beren Hurin
OMNI Endeavors Reverberation Project
441
|
Posted - 2013.05.13 02:49:00 -
[93] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
789
|
Posted - 2013.05.13 02:58:00 -
[94] - Quote
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. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
189
|
Posted - 2013.05.13 03:02:00 -
[95] - Quote
Cosgar wrote:Ludvig Enraga wrote: yeah I agree this is lame. My hope though is that after they fix the code the network game with MD will match their experience with LAN and hopefully MD will do what we all expect it to do.
But that's the problem. It wasn't broken to begin with. After the necessary buff it got in chrome, and if they gave it the sight it has in uprising, it would have been absolutely perfect. Not too many people used it, those who did understood that intricacy and finesse need to operate it. In fact it was balanced to the point that people would QQ for a nerf once in a blue moon, but would get eaten up by MD users and people who don't use it, but enjoyed what it brought to the field. All that was stripped away because someone in a cubicle got butthurt. Why even have beta testers if this is what happens? Stuff like this makes me want to stop posting feedback because I begin to wonder how many times I've gone ignored or anyone who had ever articulated a valid well thought out point about a game mechanic because someone found nerf posts from a QQing CoD casual or a LAN party much more compelling than 2 ****ing years of beta testing? At this point, I don't even care anymore. They should just shut the ****ing servers down and make the goddamned game the way they want to and if we have an issue with a game mechanic that's not game breakingly broken they can say what they say to EVE players : HTFU
I am entirely with you. I just hope that the reason MD is garbage is because of the unresolved glitch, and it would be usable again when the glitch is fixed. I also think that since they changed so many things for Uprising they also had to change MD to be in accord with what they thought would be balanced under the new uprising game mechanics. But yeah I hope that the reason why they changed MD is not because of some half drunk 'the boys stayed in the office after work to play a few games' matches and that the dev just used poor wording. |
Fiddlestaxp
TeamPlayers EoN.
61
|
Posted - 2013.05.13 03:07:00 -
[96] - 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. |
fred orpaul
The Tritan Industries RISE of LEGION
274
|
Posted - 2013.05.13 03:44:00 -
[97] - Quote
RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it.
I love how every ****** who bitches about the MD calls it easy mode and yet they don't use it, and I simply don't die to MD. Why? because I actually played with them, I got really good with them too and you know what Ive met exactly one MD user who could kill me with out stealing some one else kill to get the one hit. oh and can you guess what weapon I use most?? the ******* AR because nothing else gives me that much power and that much flexibility, same with every other pro play on the field. The only people who use anything else consistently are the die hards who love those things or retards thinking they are op(that doesn't last long, yet they always seem to continue bitching about them anyways). I can only imagine how broke **** they are now. To OP good post and my condolences hope the bring it back to where it was. |
RECON BY FIRE
Internal Error. Negative-Feedback
152
|
Posted - 2013.05.13 03:56:00 -
[98] - Quote
fred orpaul wrote:RECON BY FIRE wrote:Get over it, MDs were easy mode and everyone that used one enough to get used to how to shot it knows it. Splash damage was way too big. If you don't like the splash of the base variant use the assault. Otherwise, once again, get over it. I love how every ****** who bitches about the MD calls it easy mode and yet they don't use it, and I simply don't die to MD. Why? because I actually played with them, I got really good with them too and you know what Ive met exactly one MD user who could kill me with out stealing some one else kill to get the one hit. oh and can you guess what weapon I use most?? the ******* AR because nothing else gives me that much power and that much flexibility, same with every other pro play on the field. The only people who use anything else consistently are the die hards who love those things or retards thinking they are op(that doesn't last long, yet they always seem to continue bitching about them anyways). I can only imagine how broke **** they are now. To OP good post and my condolences hope the bring it back to where it was.
Yeah, I have played with them. Maybe you should read the rest of the thread. |
Bojo The Mighty
Bojo's School of the Trades
1124
|
Posted - 2013.05.13 07:56:00 -
[99] - 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 |
NewOldMan
KILL-EM-QUICK RISE of LEGION
37
|
Posted - 2013.05.13 10:28:00 -
[100] - Quote
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.
3. Nanohives shouldn't of been that good at a standard level. Get advanced, If you're a logibro then you should already have them. (The difference between adv nanos and standard was far too small last build, especially with the gauged variant)
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.
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) |
|
Medic 1879
The Tritan Industries RISE of LEGION
303
|
Posted - 2013.05.13 10:31:00 -
[101] - 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.
3. Nanohives shouldn't of been that good at a standard level. Get advanced, If you're a logibro then you should already have them. (The difference between adv nanos and standard was far too small last build, especially with the gauged variant)
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.
I agree but have you not been experiencing a large discrepancy in where the smoke tracer lands and the explosion occurs? it happens allot to me mostly at longer ranges though. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
808
|
Posted - 2013.05.13 10:44:00 -
[102] - Quote
NewOldMan wrote:And the mass driver was and still is my primary weapon. You need to take this into account that the MD is your primary weapon. Of course it's easy to get kills with it because you practice and got used to it. I'll admit that I'm not exactly a pro, probably above average at best, but I still landed some trick shots when I got used to the arc. In a way, the MD is like the Tactical Assault Rifle.
It's a weapon that you can get massive kills when you're good with it, but when someone who thinks it's an "I win button" tries to get the same results, they can't because they need to train with it. This is a sign of a balanced weapon. |
NewOldMan
KILL-EM-QUICK RISE of LEGION
37
|
Posted - 2013.05.13 11:50:00 -
[103] - Quote
Cosgar wrote:
It's a weapon that you can get massive kills when you're good with it, but when someone who thinks it's an "I win button" tries to get the same results, they can't because they need to train with it. This is a sign of a balanced weapon.
Completely agree. |
Beren Hurin
OMNI Endeavors Reverberation Project
441
|
Posted - 2013.05.13 12:47:00 -
[104] - 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.
I've noticed the clip issue. If I could request you add this targetting issue as a 12th point if you could. I think it goes a long way to affecting the use of the MD at long ranges as a supportive indirect fires. I've gone through multiple clips swearing I"m hitting within 1m of a target based on where I'm seeing explosions, then I finally see my targets HP bar and its still at full shield. |
Bojo The Mighty
Bojo's School of the Trades
1126
|
Posted - 2013.05.13 15:31:00 -
[105] - 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. |
Thog A Kuma
Planetary Response Organisation
110
|
Posted - 2013.05.13 23:59:00 -
[106] - Quote
Honestly, by now I'd have thought someone GM, DEV whatever, would have posted something in one of the 3 or four MD threads. Should we be more troll'y? Would Spamming the Forums be more effective? This is kind of demoralizing.
Thog sad...
|
fred orpaul
The Tritan Industries RISE of LEGION
279
|
Posted - 2013.05.14 00:09:00 -
[107] - Quote
Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic.
nor is the HMG a win button, the only time you could of made that argument was the pre E3 build and even then only if you weren't aware of your surroundings. |
Thog A Kuma
Planetary Response Organisation
112
|
Posted - 2013.05.14 14:46:00 -
[108] - Quote
Nothing seems to have changed, does someone feel like looking through the HMG thread? maybe they posted there like the last time. Lord forbid that they post an a relevent topic. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
195
|
Posted - 2013.05.15 05:12:00 -
[109] - Quote
fred orpaul wrote:Ludvig Enraga wrote:Truth of the matter is CCP will look into things when they feel things get hot. HMG thread of QQ got 30 pages long and lo and behold CCP is caving in with hot fixes. MD was not a 'win button weapon' so few ppl specialized in it, so now we dont have the numbers to be able to influence CCP. The way things are it's only OP weapons that will be looked into like tanks AR and HMG because they have a huge lobby that can influence CCP. This is ironic. nor is the HMG a win button, the only time you could of made that argument was the pre E3 build and even then only if you weren't aware of your surroundings.
Let's put it this way - hmg was one of the very few viable weapons last build. There was a ton of broken game mechanics in chromosome but everyone chose to ignore it including ppl who were recently crying about hmg Nerf because back then disbalance was working to their (hmg) advantage. |
Grezkev
The Red Guards EoN.
253
|
Posted - 2013.05.15 05:58:00 -
[110] - Quote
SirManBoy wrote:ttt for the MD
It used to be a great weapon. Now it's a joke.
I will prove you all wrong. The Smoke Trail was slightly fixed, and I believe it will be adjusted again in the future. Either way, hasn't slowed me down.
Mark my words.
MD For Life. |
|
Thor Odinson42
Molon Labe. League of Infamy
237
|
Posted - 2013.05.15 06:01:00 -
[111] - Quote
I'm kicking ass with the Freedom. I'm at around a 4 KDR since the 6th. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
|
Posted - 2013.05.15 06:36:00 -
[112] - Quote
Mass drivers
1 vs 1 more times than not the person using an AR, SMG or shotgun will win against the mass driver. The time it take to get through the opponents shield is more than enough for your death.
Making the radius smaller and collision detection less accurate makes you have to be closer and That my friend is not the purpose of a grenade launcher. |
Thog A Kuma
Planetary Response Organisation
112
|
Posted - 2013.05.15 14:30:00 -
[113] - Quote
I check here every day, If they comment I'll be cooled out, If not there is tomorrow. I wonder why we got embargoed? |
Cosgar
The Unholy Legion of Darkstar DARKSTAR ARMY
953
|
Posted - 2013.05.15 22:05:00 -
[114] - Quote
Thog A Kuma wrote:I check here every day, If they comment I'll be cooled out, If not there is tomorrow. I wonder why we got embargoed? This is why I quit being as vocal and helpful as I once was. CCP is giving off the impression they're more concerned with how a female scout's gams look under dynamic lighting than fixing core gameplay issues or would rather base a game mechanic's balance off an office LAN party over 8 months of beta testing and feedback. This is why I'm going to get a respec and spec back into the AR again. No use in having bringing logic into an argument when the squeaky wheel always gets the grease. |
Thog A Kuma
Planetary Response Organisation
113
|
Posted - 2013.05.17 11:18:00 -
[115] - Quote
Cosgar wrote:Thog A Kuma wrote:I check here every day, If they comment I'll be cooled out, If not there is tomorrow. I wonder why we got embargoed? This is why I quit being as vocal and helpful as I once was. CCP is giving off the impression they're more concerned with how a female scout's gams look under dynamic lighting than fixing core gameplay issues or would rather base a game mechanic's balance off an office LAN party over 8 months of beta testing and feedback. This is why I'm going to get a respec and spec back into the AR again. No use in bringing logic into an argument when the squeaky wheel always gets the grease. I figure I'll squeek a bit every once in a while and see if i get some lube.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1061
|
Posted - 2013.05.21 07:24:00 -
[116] - Quote
Finally!
CCP Wolfman wrote:Hi guys,
We have been looking in to the Mass Driver and we have identified two technical issues that are causing problems for it. Firstly we found that the way we check for splash damage is prone to GÇ£missingGÇ¥ partially occluded targets. We have now improved the system to solve this problem (literally yesterday). We will be testing it internally to make sure it causes no new issues and to see if it requires any rebalance on the weapon.
We have also found issues with the Mass Driver projectile and client/server de-sync. In poor network conditions the projectile can GÇ£miss the markGÇ¥ making the weapon feel unreliable. We are looking in to this issue as well.
We are considering increasing the splash radius but we are hesitant to make significant changes to the weapons balance whilst we are still encountering technical issues with its performance. WeGÇÖll keep you informed on how the new splash fix works out.
Cheers
CCP Wolfman
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
202
|
Posted - 2013.05.26 07:45:00 -
[117] - 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.
3. Nanohives shouldn't of been that good at a standard level. Get advanced, If you're a logibro then you should already have them. (The difference between adv nanos and standard was far too small last build, especially with the gauged variant)
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.
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)
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.
|
Thor McStrut
Intara Direct Action Caldari State
12
|
Posted - 2013.05.26 17:29:00 -
[118] - 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. |
Scheneighnay McBob
Bojo's School of the Trades
1351
|
Posted - 2013.05.26 18:18:00 -
[119] - Quote
MD was fine before, for those who say otherwise-
Didn't have much ammo Fired on an arc Slow-moving rounds, so you have to compensate (and usually guesstimate) for enemy movement You can kill yourself in CQC- this became easier to achieve the better your MD was |
Thog A Kuma
Planetary Response Organisation
124
|
Posted - 2013.06.04 13:41:00 -
[120] - Quote
Still no fix? I've stopped playing, but I'm still curious. |
|
Thog A Kuma
Planetary Response Organisation
126
|
Posted - 2013.06.10 23:58:00 -
[121] - Quote
still nuthin?
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1294
|
Posted - 2013.06.11 00:05:00 -
[122] - Quote
No desynch fix until Uprising 1.1, which is months away. Even after the fix, you'll still deal more damage if you fed the MD to someone and despite the fact that they're worried about it being OP, contact grenades are selling for ISK. I'm waiting for my respec to I can spec into an AR... |
Thog A Kuma
Planetary Response Organisation
126
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Posted - 2013.07.02 17:57:00 -
[123] - Quote
Anyone try the MD in 1.2 yet?
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Skipper Jones
Red Star. EoN.
208
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Posted - 2013.07.02 17:59:00 -
[124] - Quote
Thog A Kuma wrote:Anyone try the MD in 1.2 yet?
I've been trying to look around the forums to see if they got fixed yet. I used to LOVE the MD in Chromosome. Now I just want my baby back |
Azura Sakura
Militaires-Sans-Frontieres
170
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Posted - 2013.07.02 18:07:00 -
[125] - Quote
Skipper Jones wrote:Thog A Kuma wrote:Anyone try the MD in 1.2 yet?
I've been trying to look around the forums to see if they got fixed yet. I used to LOVE the MD in Chromosome. Now I just want my baby back The hits register now, I'm starting to hit myself when people run in front of me x_x |
Solia Breton
Militaires-Sans-Frontieres
2
|
Posted - 2013.07.02 18:09:00 -
[126] - Quote
Vyzion Eyri wrote:The only problem with the MD at the moment is that I can't support with it. I'm getting kills up to something like 14 a game and when I land a flux on a target they're almost guaranteed a death. Thing is, I don't want this. I want to support with the MD. Damage should be severely brought down in exchange for larger splash radius'. There should be weapons that are geared towards team support in this game. The change to MDs have turned them from that tool of support into a weapon that can be used by someone playing solo. This shouldn't be the case! MDs should rely on there being some HMGs or ARs to sweep up the chaos you create with your rounds.
he's right u know |
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