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Dr Allopathy
Raging Pack of Homos
78
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Posted - 2013.07.09 08:02:00 -
[1] - Quote
CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. |
Dr Allopathy
Raging Pack of Homos
81
|
Posted - 2013.07.09 08:10:00 -
[2] - Quote
Delta 749 wrote:They are just about right where a light weapon should be and I wouldnt call them OP, annoying maybe but not OP I know I can be annoying with a mass driver, but I don't rack up dozens of kills per game. If anything, I'm usually at 2-4x the number of kills in assists, rather. |
Dr Allopathy
Raging Pack of Homos
81
|
Posted - 2013.07.09 08:12:00 -
[3] - Quote
ChromeBreaker wrote:Yep they fixed the issues with explosions and frame rates and stuff. But they also buffed up the explosion rad by a 1/3 (an extra meter).
Now you have a very powerful weapon with long range, a lrg blast, very easy to hit with, good dmg, and can hit you behind cover I'm only powerful against people with low shields and low armor. Dual and shield* tankers are hard to take out (unless you have bad aim).
edit: oops wrong group |
Dr Allopathy
Raging Pack of Homos
87
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Posted - 2013.07.09 08:41:00 -
[4] - Quote
Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game
I could still do alright with a MD prior to 1.2. Back then it was mostly crowd control from the middle of my squad; now I actually stand a chance on my own. |
Dr Allopathy
Raging Pack of Homos
87
|
Posted - 2013.07.09 08:45:00 -
[5] - Quote
ChromeBreaker wrote:Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game They took skill, like laser rifles, burst rifles, scambler pistols... if you made them work they were very powerful, but your jo blogs would still revert to your normal AR. Now they've crossed the line Are you scared that MD builds can actually counter shield tankers? |
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