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Kitten Empress
Ametat Security Amarr Empire
53
|
Posted - 2013.05.24 09:58:00 -
[1] - Quote
I tried out the standard mass driver + 2x enhanced damage mods, and here are my thoughts:
It does far too little damage to shields. Why does it take 2-3 DIRECT HITS to take down shields? With two 5% damage mods?
Everything else feels fine. |
Kane Fyea
BetaMax. CRONOS.
170
|
Posted - 2013.05.24 09:59:00 -
[2] - Quote
Kitten Empress wrote:I tried out the standard mass driver + 2x enhanced damage mods, and here are my thoughts:
It does far too little damage to shields. Why does it take 2-3 DIRECT HITS to take down shields? With two 5% damage mods?
Everything else feels fine. It does less dmg to shielding also was it caldari logi? |
Joseph Ridgeson
WarRavens
173
|
Posted - 2013.05.24 10:00:00 -
[3] - Quote
To be fair, 2 5% damage mods is only like an extra 8% damage after diminishing returns. Other than that, I can't say, Never liked the Mass Driver. |
Kitten Empress
Ametat Security Amarr Empire
53
|
Posted - 2013.05.24 10:01:00 -
[4] - Quote
Kane Fyea wrote:Kitten Empress wrote:I tried out the standard mass driver + 2x enhanced damage mods, and here are my thoughts:
It does far too little damage to shields. Why does it take 2-3 DIRECT HITS to take down shields? With two 5% damage mods?
Everything else feels fine. It does less dmg to shielding also was it caldari logi? Caldari standard medium suit. I know it does less damage to shields, but damn this is ridiculous. |
2-Ton Twenty-One
Imperfects Negative-Feedback
584
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Posted - 2013.05.24 10:04:00 -
[5] - Quote
It would be nice if there where more MD types, like one that fires fluxes or something, they would not do the damage of a flux grenade of course!
it would be sig less but still really effective on shields. |
lowratehitman
Subdreddit Test Alliance Please Ignore
596
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Posted - 2013.05.24 10:05:00 -
[6] - Quote
Kitten Empress wrote:I tried out the standard mass driver + 2x enhanced damage mods, and here are my thoughts:
It does far too little damage to shields. Why does it take 2-3 DIRECT HITS to take down shields? With two 5% damage mods?
Everything else feels fine.
Here is what the freedom mass driver with 1 complex dmg mod and 2 in MD profeciency. Not impressive, but it is fun. I am hoping they will do a lil work on it, it is a good scare tatic weapon with all the smoke and flashes it produces.
http://www.youtube.com/watch?v=McIm7i3HNL8 |
Rusty Shallows
Black Jackals
84
|
Posted - 2013.05.24 10:09:00 -
[7] - Quote
Flux Grenades. Used them in the past and use them today. Works wonders paired with an SMG.
I did not arm the medic alt with the mass driver in this game build. Spotted the patch notes about the splash and blast area nerfs. |
Yosef Autaal
KILL-EM-QUICK RISE of LEGION
84
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Posted - 2013.05.24 10:27:00 -
[8] - Quote
Mass drivers Vs shields = hard time but soon as you get past that hurdle and get into there armour there mince meat many times has it taken me 2/3/4 shots to kills shields and then a single shot or two to eliminate there armour
ways to get past hurdle as people say are flux grenades or stick close to scrambler rifles and ar users as these both have bonus's to shields and weak agaisnt armour (the two of you will balance each other out ) |
J Falcs
Bojo's School of the Trades
51
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Posted - 2013.05.24 11:59:00 -
[9] - Quote
I believe damage is fine. Fluxing is just part of its nature. My problem is the area denial aspect is almost non-existent. In chromosome If I wanted to get the drop on a guy or two, I first flux (or be sure to get a direct hit), but if I saw a group coming and needed to buy my team some time, I would just spam the area (no flux since the 2.5 seconds was sometimes too much time for area denial). Rarely did I get a kill in this situation (outside a lucky direct), but it was enough to keep opponents back or second guessing as soon as the splash started connecting.
I have noticed much less of this tactic being successful on my end. Furthermore, I have to be much closer for the splash to be consistent for a possible area denial aspect. |
Jenova's Witness
Red and Silver Hand Amarr Empire
15
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Posted - 2013.05.24 12:12:00 -
[10] - Quote
The MD isn't the fear inducing, disorientating area denial weapon it once was. In chrome, the rounds fired had a more drastic drop off while the weapon had a much larger splash radius and overall damage. Some people will claim that it was OP, but that was usually based on the Freedom being used in pubs and as we all know, any prototype weapon in pubs gives off the impression of being OP. In CBs the MD was at a huge disadvantage compared to other niche weapons against opponents using full prototype and could have probably benefited from a slight damage buff in the advanced and prototype tiers to be perfectly balanced. Instead, they attempted to fix the trajectory while nerfing the damage and splash radius, taking away the MD's greatest strenghts: area denial and defending objectives. What they essentially did was take a weapon that was already awkward to use out of all the other weapons in the game that had terrible field longevity and the second longest reload speed of all the light weapons and turned it into a blind man's shotgun. All these changes were unnecessary as shields/armor received a huge buff and nanohives (a must have for the MD) were also nerfed. And to top things off, the standard flaylock pistol, a sidearm, has a higher DPS than the Freedom MD. |
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