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Kekklian Noobatronic
Goonfeet Top Men.
265
|
Posted - 2013.07.31 08:34:00 -
[151] - Quote
Booby Tuesdays wrote:If a MD user has time to fire all 6 rounds at you, which takes over 6 seconds, what were you doing with your main weapon AND sidearm in the meantime???
MD Explosion and smoke from said explosion makes it very hard to aim at the attacker. So, maybe the answer is "Getting hit by explosion spam." |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:37:00 -
[152] - Quote
Billi Gene wrote:Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, cause the assault rifle can toss mini contact nades that do slightly less damage out at you after a flux that has no falloff damage?
So someone built their fit around making their primary weapon most effective? So thinking is OP now? More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong. I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people. are you doing this inside installations or out in the open? Ive camped on crosswalks and rained death from above, and been almost entirely ignored by the pub proto-spammers below...was hilarious :P, wasnt wearing anything above ADV :P... and nothing on my adv suits are stacked, cause it messes up my numbers for restocking :P any ways my point being, the MD is an area denial system. If it took a hit to damage, then it cant be any worse then it was in early/mid chromosome, and i was happy with the assault variant THEN.... on a Logi suit no less :P, because i used the system for what it was designed for... area denial and terror tactics. So talk the talk... give solid reasons and not hyperbole and ill jump right on the band wagon... but nuff of the forum warriors bullKITTEN, who the KITTEN tries to shout down everyone but themselves... in a conversation?
I'm giving reasons you aren't contesting...it's like carrying both contact locus nades and flux nades. and then spamming them...one hit killing everything unless you're on level ground in open terrain, then it takes skill assuming you're at range. A lot of skill.
|
Billi Gene
The Southern Legion
196
|
Posted - 2013.07.31 08:38:00 -
[153] - Quote
Zatara Rought wrote:Billi Gene wrote:Zatara Rought wrote:Billi Gene wrote:Zatara Rought wrote:HMG is fine, Spongly kills 8 people to every one death and he solo's fools by himself Lazer rifle's will be fine once they fix the sights. Forge Guns need a potential nerf against infantry, either a spread over distance or less blast radius so it takes more skill to hit, or maybe less splash damage, but getting 2 shot from a high place you can't get 2 doesn't off good counterplay. Nova Knives are a sidearm, they are fine. Shotguns are fine Flaylock actually is still way 2 good as a sidearm, it's better than any other cept maybe the smg or scrambler if you're mad accurate, but for the noobs who can't shoot....Flaylock will save you...much like running murder taxi's or sniping from an obscure spot. Not positive the MD needs a nerf. But the fact is you get 2 shot by it with over 750+ ehp or 1 shot if you're not armor heavy and are hit by a flux (aka any good MD flux's and then cleans up with one hit kills from on high) while being able to jump back into cover immediately after firing to eliminate the ability to kill the user.......... i agree with everything said here, but the Forge Gun is a hard problem being that its a heavy weapon, limited to the heavy suit. Nerfing the Forge Gun against infantry significantly lowers the survival of that fitting. I very seriously think that people just need to htfu and learn the angles to attack each tower type from as regards sniper rifles. The MD suffers from an incredibly low ammo count, even with skills. Sitting on a hive will only get you so far with it. Given that height is premium for any MD range is not, MD must/should flee when presented with a dedicated opponent at longer range, there is just no reliable manner to counter this with a MD. Hence the MD spam for tight interior maps. You mean like running a swarm launcher? Cept Heavies can et a sidearm guaranteed vs logi's runnng swarms who would be more screwed. Why make the forge gun a heavy weapon? The highest EHP suit gets the weapon you can 2 shot people from got knows where, oh and wait it was meant to be av so good luck counterplaying it? With Flux's and nano's, a md is crazy good. With flux's you're basically giving a guy a flux nade and a contact locus nade you don't need to cook with a large clip. You 1, 2, or 3 shots all classes after fluxing them if semi accurate. Swarms are a light weapon, so they are anyones KITTEN. They Don't require the slowest suit ingame to fit them, in closed beta i had a scout suit swarm fit, to troll tanks with. The FG has a low ammo count/low clip size, the suit that fits it has no equipment slot, so when you see a FG on a tower, you aren't looking at the work of a single player.... and more often than not, by taking myself out of the battle and finding the best angle to cover the tower from i can force the heavy to abandon their tower 9 times out of 10, getting a kill on them is great, but not necessary. MD is crazy good, but so are most weapon systems when used appropriately. Assault Scrambler Rifle is my current fave :P even if it isn't ideal for armor, most of the time i only have to rip shields to force a retreat. because in a team game, numbers matter.... You justified when I skewered you on your point about not being effective against infantry. I'm ok if it's good against infantry, but not from halfway across the map where an ar doesn't even get falloff damage and the only thing that can hit you is another forge or a sniper...that's good counterplay... You're arguing with me not against me. I agree why not make the Forge a light weapon? If you can fit a plasma cannon... Yout virtually can't one shot a forger so he comes out, drops someone with an assault forge, and then steps back into cover...NOT UNLIKE A MASS DRIVER!
I don't know of any weapon that doesn't benefit from cover, possibly with the exception of a HMG or laser, but even then the Soldier needs cover every now and then.
like i posted above, my inference being that i am in fact not a troll unless you are :P |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:38:00 -
[154] - Quote
Kekklian Noobatronic wrote:Booby Tuesdays wrote:If a MD user has time to fire all 6 rounds at you, which takes over 6 seconds, what were you doing with your main weapon AND sidearm in the meantime??? MD Explosion and smoke from said explosion makes it very hard to aim at the attacker. So, maybe the answer is "Getting hit by explosion spam."
Honestly I haven't even mentioned this but yeah, the MD is great at obscuring vision so you can't accurately shoot back. |
The Attorney General
ZionTCD
627
|
Posted - 2013.07.31 08:39:00 -
[155] - Quote
Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, cause the assault rifle can toss mini contact nades that do slightly less damage out at you after a flux that has no falloff damage?
So someone built their fit around making their primary weapon most effective? So thinking is OP now? More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong. I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people.
You know that the TAC AR has enough range to make short work of a MD user by staying at such a range that it can be quite difficult to effectively lob rounds in?
You could have a whole squad running the setup you described, and they would still get blasted by a flux and a core locus grenade thrown by two guys.
On my heavy I pack fluxes just for groups of infantry that go shield tanking.
Complaining about someone using a flux and an armor biased weapon is ridiculous. Might as well just ask for all grenades to be removed from the game at that point. |
Free Healing
L.O.T.I.S. RISE of LEGION
281
|
Posted - 2013.07.31 08:40:00 -
[156] - Quote
pseudosnipre wrote:Free Healing wrote: Why does a Mass Driver need 6 shots? Why does the Assault Rifle need 60?
Same answer.
But Master, does not the fire need water too? Does not the mountain need the storm? Does not your ******* need kicking?
Perhaps I was a little TOO vague in my answer. What I was getting at was that "People Miss". The only "real" problem that can be argued regarding a Mass Driver is that the Direct Damage of non-breach mass Drivers is slightly too high. Most people however, don't rely on the Direct damage and instead use the Splash to either surpress a large group of enemies or, in some cases hit targets that don't require many hits, but much accuracy (see scouts).
Mass Drivers have clear cut weaknesses that make them an extremely difficult weapon to use. A skilled player can overcome many of those weaknesses through sheer amounts of practice and talent but the weapon remains mostly situational. Using a Basic Mass Driver it takes roughly 2-3 shots to kill a scout of the same level, assuming of course that each shot hits. This is, in my opinion, acceptable because scouts are extremely fast and agile opponents with little HP and the Mass Driver is a natural counter to it's defenses.
An Armor Assault/Logi takes about 3-4 shots, again assuming all shots splash. Armor Assaults have higher Armor Value's than scouts but still go down pretty quick after the shields are gone thanks to the natural damage buff vs. armor that explosive rounds have. (which I think might be a little high.)
A Shield Assault/Logi takes about 3-5 shots, which is a lot more variable because of the Shield Tank vs. Damage output that comes from reliance on High Slots.
A Heavy takes 5-7 shots, all splash, depending on how Shield Tanked their suit is. Naturally that number can be augmented with direct hits on the Heavies body, larger and slower mass makes easier target, but again this is assuming all splash. Which means that in some cases the Mass Driver would need to FULLY reload in order to kill a well Shield Tanked Heavy.
This is based on my Experience using a Mass Driver WITHOUT Damage Mods. If you got insta-murdered by a Mass Driver then chances are he either landed a direct hit, is stacking Damage Mods (usually the case with Armor Assault Suits, since they don't need the High Slots for much.) or maybe both.
If you take into account the mass drivers weaknesses regarding fire rate, reload speed, and terrain. You can surmise that the reason it has 6 shots instead of 4 is so that you can actually defend yourself. There are times where using a Mass Driver, if you miss your target once and have to reload, your as good as dead. If the Mass Driver was limited to 4 shots, killing someone with it, in fair combat or otherwise, would be extremely difficult to the point of being under powered.
At least that's my Synopsis.
Keep the faith. |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:44:00 -
[157] - Quote
The Attorney General wrote:Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, cause the assault rifle can toss mini contact nades that do slightly less damage out at you after a flux that has no falloff damage?
So someone built their fit around making their primary weapon most effective? So thinking is OP now? More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong. I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people. You know that the TAC AR has enough range to make short work of a MD user by staying at such a range that it can be quite difficult to effectively lob rounds in? You could have a whole squad running the setup you described, and they would still get blasted by a flux and a core locus grenade thrown by two guys. On my heavy I pack fluxes just for groups of infantry that go shield tanking. Complaining about someone using a flux and an armor biased weapon is ridiculous. Might as well just ask for all grenades to be removed from the game at that point.
Oh yeah, so one guy with a mass driver can do the work of two guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please.... |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:47:00 -
[158] - Quote
Free Healing wrote:pseudosnipre wrote:Free Healing wrote: Why does a Mass Driver need 6 shots? Why does the Assault Rifle need 60?
Same answer.
But Master, does not the fire need water too? Does not the mountain need the storm? Does not your ******* need kicking? Perhaps I was a little TOO vague in my answer. What I was getting at was that "People Miss". The only "real" problem that can be argued regarding a Mass Driver is that the Direct Damage of non-breach mass Drivers is slightly too high. Most people however, don't rely on the Direct damage and instead use the Splash to either surpress a large group of enemies or, in some cases hit targets that don't require many hits, but much accuracy (see scouts). Mass Drivers have clear cut weaknesses that make them an extremely difficult weapon to use. A skilled player can overcome many of those weaknesses through sheer amounts of practice and talent but the weapon remains mostly situational. Using a Basic Mass Driver it takes roughly 2-3 shots to kill a scout of the same level, assuming of course that each shot hits. This is, in my opinion, acceptable because scouts are extremely fast and agile opponents with little HP and the Mass Driver is a natural counter to it's defenses. An Armor Assault/Logi takes about 3-4 shots, again assuming all shots splash. Armor Assaults have higher Armor Value's than scouts but still go down pretty quick after the shields are gone thanks to the natural damage buff vs. armor that explosive rounds have. (which I think might be a little high.) A Shield Assault/Logi takes about 3-5 shots, which is a lot more variable because of the Shield Tank vs. Damage output that comes from reliance on High Slots. A Heavy takes 5-7 shots, all splash, depending on how Shield Tanked their suit is. Naturally that number can be augmented with direct hits on the Heavies body, larger and slower mass makes easier target, but again this is assuming all splash. Which means that in some cases the Mass Driver would need to FULLY reload in order to kill a well Shield Tanked Heavy. This is based on my Experience using a Mass Driver WITHOUT Damage Mods. If you got insta-murdered by a Mass Driver then chances are he either landed a direct hit, is stacking Damage Mods (usually the case with Armor Assault Suits, since they don't need the High Slots for much.) or maybe both. If you take into account the mass drivers weaknesses regarding fire rate, reload speed, and terrain. You can surmise that the reason it has 6 shots instead of 4 is so that you can actually defend yourself. There are times where using a Mass Driver, if you miss your target once and have to reload, your as good as dead. If the Mass Driver was limited to 4 shots, killing someone with it, in fair combat or otherwise, would be extremely difficult to the point of being under powered. At least that's my Synopsis. Keep the faith.
If they were to decrease the explosive to 110/90 I'd be down...
This post was well thought out and explained
you have my +1
|
Billi Gene
The Southern Legion
196
|
Posted - 2013.07.31 08:47:00 -
[159] - Quote
Zatara Rought wrote: I'm giving reasons you aren't contesting...it's like carrying both contact locus nades and flux nades. and then spamming them...one hit killing everything unless you're on level ground in open terrain, then it takes skill assuming you're at range. A lot of skill.
i see no difference, between using your analogy on the MD than using it on Swarms. Apart from the obvious fact that swarms only affect tanks and that tanks are almost never popular with infantry.
Yes using the MD proficiently takes skill, using it as a FotM for tight ambush style fights is more akin to Spray an Pray, especially when a red knows to close the gap.
Limiting the Clip size or ammo count would in my opinion, nerf the system to near uselessness. I'd much rather see a splash damage nerf (and if possible, a radius increase :P).
I'm actually fine with not killing players and instead fighting for position and advantage, something which an area denial/terror weapon is quite handy for.
|
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
428
|
Posted - 2013.07.31 08:50:00 -
[160] - Quote
BHOOOOOOOO PEOPLE CAN KILL ME WITH A WEAPON THAT IS NOT AN AR!
NERF IT!!11!1
THE AR IZ THE ONLY WEAPON 4 TRUE MAN1!1!!! YA NEED SKILLZ TO HIT PEOPLE SPRAYING YOU 60 BULLET MAGAZINE, HIT-SCAN WEAPON!
IT'S UNFAIR THAT A WEAPON WITH EXTREMELY LIMITED AMMO, TRAVEL TIME AND THE CHANCE TO KILL THE OPERATOR CAN KILL ME ALMOST AS GOOD AS AN AR!!!
BWHAAAAAA!!!
I'VE NEVAH USED ANYTHING BUT AN AR! BUT EVERYTHING ELSE MUST BE OP! COZ' I CANT' ALWAYS WIN WITH MA AR!
BWHAAAAA!!
I'm really tired of people crying over weapons they never used, claiming OP because 1 of their 5 deaths came from it. The truth is: The ar is still the weapon that gets the most kills, the most easy to use and the only weapon good in every situation. The weapon that kills me the most is the AR, am i crying? NO. Sometimes i get killed by HMG heavies in close quarters, am i crying? NO because the hmg is supposed to be a murder weapon in that situation. Sometimes i get killed by MD, do i cry? NO because I stayed there after the first 2 rounds hit me.
Stop crying. |
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Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:53:00 -
[161] - Quote
Billi Gene wrote:Zatara Rought wrote: I'm giving reasons you aren't contesting...it's like carrying both contact locus nades and flux nades. and then spamming them...one hit killing everything unless you're on level ground in open terrain, then it takes skill assuming you're at range. A lot of skill.
i see no difference, between using your analogy on the MD than using it on Swarms. Apart from the obvious fact that swarms only affect tanks and that tanks are almost never popular with infantry. Yes using the MD proficiently takes skill, using it as a FotM for tight ambush style fights is more akin to Spray an Pray, especially when a red knows to close the gap. Limiting the Clip size or ammo count would in my opinion, nerf the system to near uselessness. I'd much rather see a splash damage nerf (and if possible, a radius increase :P). I'm actually fine with not killing players and instead fighting for position and advantage, something which an area denial/terror weapon is quite handy for.
Hmm...I like it. Instead of nerfing it just makes it more situational. See I'd rather they give both options a chance. Make one MD super small radius wise, but a lot of DPS, to reward accurate play (careful with RoF and Reload otherwise it'll be a new Flaylock)...then make the other with a lot of radius but less DPS (Splash feels like slightly more than a tickle...70-90 damage a hit)
Honestly, I'm not sure I want a nerf to the md, more just discuss it and come to my own conclusion. I just showed up cause Regnum threads draw out trolls I can laugh at. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 08:53:00 -
[162] - Quote
Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, cause the assault rifle can toss mini contact nades that do slightly less damage out at you after a flux that has no falloff damage?
So someone built their fit around making their primary weapon most effective? So thinking is OP now? More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong. I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people. You know that the TAC AR has enough range to make short work of a MD user by staying at such a range that it can be quite difficult to effectively lob rounds in? You could have a whole squad running the setup you described, and they would still get blasted by a flux and a core locus grenade thrown by two guys. On my heavy I pack fluxes just for groups of infantry that go shield tanking. Complaining about someone using a flux and an armor biased weapon is ridiculous. Might as well just ask for all grenades to be removed from the game at that point. Oh yeah, so one guy with a mass driver can do the work of two guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right? I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Sounds like you got "suppressed". There's always "that guy" doing "that thing" that annoys you when you try to hack an objective when he kills you. The situation you've described is no different than a Sniper or Forge Gun "Suppressing" an objective from atop a tower and they're MUCH harder to get rid of than a Mass Driver.
P.S. I support the implementation of an anti shield grenade that can kill.
Keep the faith. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 08:56:00 -
[163] - Quote
Zatara Rought wrote:Billi Gene wrote:Zatara Rought wrote: I'm giving reasons you aren't contesting...it's like carrying both contact locus nades and flux nades. and then spamming them...one hit killing everything unless you're on level ground in open terrain, then it takes skill assuming you're at range. A lot of skill.
i see no difference, between using your analogy on the MD than using it on Swarms. Apart from the obvious fact that swarms only affect tanks and that tanks are almost never popular with infantry. Yes using the MD proficiently takes skill, using it as a FotM for tight ambush style fights is more akin to Spray an Pray, especially when a red knows to close the gap. Limiting the Clip size or ammo count would in my opinion, nerf the system to near uselessness. I'd much rather see a splash damage nerf (and if possible, a radius increase :P). I'm actually fine with not killing players and instead fighting for position and advantage, something which an area denial/terror weapon is quite handy for. Hmm...I like it. Instead of nerfing it just makes it more situational. See I'd rather they give both options a chance. Make one MD super small radius wise, but a lot of DPS, to reward accurate play (careful with RoF and Reload otherwise it'll be a new Flaylock)...then make the other with a lot of radius but less DPS (Splash feels like slightly more than a tickle...70-90 damage a hit) Honestly, I'm not sure I want a nerf to the md, more just discuss it and come to my own conclusion. I just showed up cause Regnum threads draw out trolls I can laugh at.
That gun already exists in what we call the "Assault Variant" which is much closer to a "true" suppression weapon but lacks the stopping power of the Regular MD's.
Only reason I don't use Assaults is cuz I keep killing myself with em >.> |
The Attorney General
ZionTCD
629
|
Posted - 2013.07.31 08:56:00 -
[164] - Quote
Zatara Rought wrote:
Oh yeah, so one guy with a mass driver can do the work of guys guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Fluxes and Core locus both come with three. Considering that those two people can wipe out however many people you want to cram into the blast radius of the core locus, complaining about the use of a flux and MD seems needless. It would seem that at least some of the issue stems from the manner in which certain squads role, all jammed together so they can focus fire on their targets. The MD prevents this by forcing squads to spread out. Tactics at its finest.
As to the anecdote of the match, why not grab a sniper rifle and dome the guy? If he was sitting up on a roof, he could have been pegged by tank, forge, sniper, or attacked by dropship. With that many counters, it seems a stretch to be complaining. Also, at that range he was not throwing fluxes, so shield tankers would have been needing at least 3 splashes to get through the shields, so it isn't like you couldn't GTFO in time. It was just a tactical error that allowed him to stay up there. He only had impunity because you refuse to do what was obvious to kill him. Thats on you, not him. |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 08:57:00 -
[165] - Quote
Free Healing wrote:Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong.
I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people.
You know that the TAC AR has enough range to make short work of a MD user by staying at such a range that it can be quite difficult to effectively lob rounds in? You could have a whole squad running the setup you described, and they would still get blasted by a flux and a core locus grenade thrown by two guys. On my heavy I pack fluxes just for groups of infantry that go shield tanking. Complaining about someone using a flux and an armor biased weapon is ridiculous. Might as well just ask for all grenades to be removed from the game at that point. Oh yeah, so one guy with a mass driver can do the work of two guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right? I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please.... Sounds like you got "suppressed". There's always "that guy" doing "that thing" that annoys you when you try to hack an objective when he kills you. The situation you've described is no different than a Sniper or Forge Gun "Suppressing" an objective from atop a tower and they're MUCH harder to get rid of than a Mass Driver. P.S. I support the implementation of an anti shield grenade that can kill. Keep the faith.
No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 09:01:00 -
[166] - Quote
Zatara Rought wrote:Free Healing wrote:Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
More like if it took great skill I'd have no problem with it, but putting a stamina mod on your suit and running around cooking flux's all game so you can one shot someone isn't creating good balance IMO, though I admit I could be entirely wrong.
I have a caldari assault suit with 500 shields a super fast regen shields rate and about 200 armor with a md. I can solo with it, because a flux and 2 quick shots that head towards an area while strafing (see ar's and such would have to aim here to make contact to deal damage, with my md strafing super fast is viable because no worries about lol spray and praying doing almost no damage) mops up 4 people.
You know that the TAC AR has enough range to make short work of a MD user by staying at such a range that it can be quite difficult to effectively lob rounds in? You could have a whole squad running the setup you described, and they would still get blasted by a flux and a core locus grenade thrown by two guys. On my heavy I pack fluxes just for groups of infantry that go shield tanking. Complaining about someone using a flux and an armor biased weapon is ridiculous. Might as well just ask for all grenades to be removed from the game at that point. Oh yeah, so one guy with a mass driver can do the work of two guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right? I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please.... Sounds like you got "suppressed". There's always "that guy" doing "that thing" that annoys you when you try to hack an objective when he kills you. The situation you've described is no different than a Sniper or Forge Gun "Suppressing" an objective from atop a tower and they're MUCH harder to get rid of than a Mass Driver. P.S. I support the implementation of an anti shield grenade that can kill. Keep the faith. No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
It actually does have a limited range ( shot a long shot at a dropship that should have hit but the round exploded before connection... I think.) it's just ridiculously long. How would CCP justify the falloff though? and then to what degree? the Mass Driver wasn't meant to be a Short Range Weapon, and it's only usable at long range by the EXTREMELY skilled. |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 09:01:00 -
[167] - Quote
The Attorney General wrote:Zatara Rought wrote:
Oh yeah, so one guy with a mass driver can do the work of guys guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Fluxes and Core locus both come with three. Considering that those two people can wipe out however many people you want to cram into the blast radius of the core locus, complaining about the use of a flux and MD seems needless. It would seem that at least some of the issue stems from the manner in which certain squads role, all jammed together so they can focus fire on their targets. The MD prevents this by forcing squads to spread out. Tactics at its finest. As to the anecdote of the match, why not grab a sniper rifle and dome the guy? If he was sitting up on a roof, he could have been pegged by tank, forge, sniper, or attacked by dropship. With that many counters, it seems a stretch to be complaining. Also, at that range he was not throwing fluxes, so shield tankers would have been needing at least 3 splashes to get through the shields, so it isn't like you couldn't GTFO in time. It was just a tactical error that allowed him to stay up there. He only had impunity because you refuse to do what was obvious to kill him. Thats on you, not him.
...Fails to read past relevant post referenced from earlier in the thread...I love ignorant people here. I'm so happy to learn and promote discussion till this happens....
The core you have to cook, the md is a contact grenade, huge difference. And if you read earlier we had this discussion and I even played around with putting all nades to 2 max and only supply depots can resupply them so it stops being grenade spam 514. If that happened and MD's only had 2-3 flux's for the match...then it'd be an area denial weapon, and only forge's would need a slight nerf vs infantry...potentially reducing splash to reward the accurate ones and prevent splash kills from nowhere. |
Zatara Rought
TeamPlayers EoN.
601
|
Posted - 2013.07.31 09:06:00 -
[168] - Quote
Free Healing wrote:Zatara Rought wrote:
No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
It actually does have a limited range ( shot a long shot at a dropship that should have hit but the round exploded before connection... I think.) it's just ridiculously long. How would CCP justify the falloff though? and then to what degree? the Mass Driver wasn't meant to be a Short Range Weapon, and it's only usable at long range by the EXTREMELY skilled.
Man, you're a really likable guy. Prompting discussion like a boss.
Answer...no ******* clue. How they justify grenades coming out of nanohives is beyond me...or any other number of things..
I agree it takes skills at extremely long range. my problem is with the flux combo contact nade and no falloff damage...I'm less concerned with cip or RoF. Not sure if I know enough to comment intelligently about the dps....but making it 110/90 sounds awesome. |
McFurious
TeamPlayers EoN.
207
|
Posted - 2013.07.31 09:06:00 -
[169] - Quote
Zatara Rought wrote:No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
Then it'll mainly be used in close range battles I guess. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 09:07:00 -
[170] - Quote
Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, so one guy with a mass driver can do the work of guys guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Fluxes and Core locus both come with three. Considering that those two people can wipe out however many people you want to cram into the blast radius of the core locus, complaining about the use of a flux and MD seems needless. It would seem that at least some of the issue stems from the manner in which certain squads role, all jammed together so they can focus fire on their targets. The MD prevents this by forcing squads to spread out. Tactics at its finest. As to the anecdote of the match, why not grab a sniper rifle and dome the guy? If he was sitting up on a roof, he could have been pegged by tank, forge, sniper, or attacked by dropship. With that many counters, it seems a stretch to be complaining. Also, at that range he was not throwing fluxes, so shield tankers would have been needing at least 3 splashes to get through the shields, so it isn't like you couldn't GTFO in time. It was just a tactical error that allowed him to stay up there. He only had impunity because you refuse to do what was obvious to kill him. Thats on you, not him. ...Fails to read past relevant post referenced from earlier in the thread...I love ignorant people here. I'm so happy to learn and promote discussion till this happens.... The core you have to cook, the md is a contact grenade, huge difference. And if you read earlier we had this discussion and I even played around with putting all nades to 2 max and only supply depots can resupply them so it stops being grenade spam 514. If that happened and MD's only had 2-3 flux's for the match...then it'd be an area denial weapon, and only forge's would need a slight nerf vs infantry...potentially reducing splash to reward the accurate ones and prevent splash kills from nowhere.
I think it's pretty safe to say that the Regular MD isn't much an "Area Denial" weapon as it is an "Area of Effect" Weapon. I would almost urge CCP to get rid of the current "Breach" Mass Driver, and replace it with the Regular, and make the "Assault" variant the standard. That and fix damage mods. |
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Paran Tadec
Internal Error. Negative-Feedback
1257
|
Posted - 2013.07.31 09:08:00 -
[171] - Quote
Zatara Rought wrote:The Attorney General wrote:Zatara Rought wrote:
Oh yeah, so one guy with a mass driver can do the work of guys guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Fluxes and Core locus both come with three. Considering that those two people can wipe out however many people you want to cram into the blast radius of the core locus, complaining about the use of a flux and MD seems needless. It would seem that at least some of the issue stems from the manner in which certain squads role, all jammed together so they can focus fire on their targets. The MD prevents this by forcing squads to spread out. Tactics at its finest. As to the anecdote of the match, why not grab a sniper rifle and dome the guy? If he was sitting up on a roof, he could have been pegged by tank, forge, sniper, or attacked by dropship. With that many counters, it seems a stretch to be complaining. Also, at that range he was not throwing fluxes, so shield tankers would have been needing at least 3 splashes to get through the shields, so it isn't like you couldn't GTFO in time. It was just a tactical error that allowed him to stay up there. He only had impunity because you refuse to do what was obvious to kill him. Thats on you, not him. ...Fails to read past relevant post referenced from earlier in the thread...I love ignorant people here. I'm so happy to learn and promote discussion till this happens.... The core you have to cook, the md is a contact grenade, huge difference. And if you read earlier we had this discussion and I even played around with putting all nades to 2 max and only supply depots can resupply them so it stops being grenade spam 514. If that happened and MD's only had 2-3 flux's for the match...then it'd be an area denial weapon, and only forge's would need a slight nerf vs infantry...potentially reducing splash to reward the accurate ones and prevent splash kills from nowhere.
Because we need more AR's running around.
|
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 09:10:00 -
[172] - Quote
Zatara Rought wrote:Free Healing wrote:Zatara Rought wrote:
No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
It actually does have a limited range ( shot a long shot at a dropship that should have hit but the round exploded before connection... I think.) it's just ridiculously long. How would CCP justify the falloff though? and then to what degree? the Mass Driver wasn't meant to be a Short Range Weapon, and it's only usable at long range by the EXTREMELY skilled. Man, you're a really likable guy. Prompting discussion like a boss. Answer...no ******* clue. How they justify grenades coming out of nanohives is beyond me...or any other number of things.. I agree it takes skills at extremely long range. my problem is with the flux combo contact nade and no falloff damage...I'm less concerned with cip or RoF. Not sure if I know enough to comment intelligently about the dps....but making it 110/90 sounds awesome.
Well I think an appropriate solution might be to have Flux grenades follow the same "Cooking" guidelines as regular grenades. One of the biggest reasons that the Fluxmass Combo is so effective is that the flux grenade can be thrown, and then after two seconds detonate without being cooked. Which means you can engage you opponent very quickly. Whereas cooking a grenade to achieve the same affect would give your opponent time to react to what your doing in a 1v1 scenario. Thoughts?
|
Billi Gene
The Southern Legion
196
|
Posted - 2013.07.31 09:14:00 -
[173] - Quote
The Attorney General wrote:Zatara Rought wrote:
Oh yeah, so one guy with a mass driver can do the work of guys guys with different nades....cept contact nades only get one and md's get 6...sounds fair? Honestly I've said before I'd love a nade that balanced out to do 130% to shield and 90 or whatever % to armor....provide more choices right?
I mentioned in an earlier post I played a match tonight when a guy sat on top of echo on the bridge map and was hitting alpha with impunity...a tac can't hit the top of the building at echo from alpha..read the post before you suggest driving a lav or rushing to get close to get on top and kill him please....
Fluxes and Core locus both come with three. Considering that those two people can wipe out however many people you want to cram into the blast radius of the core locus, complaining about the use of a flux and MD seems needless. It would seem that at least some of the issue stems from the manner in which certain squads role, all jammed together so they can focus fire on their targets. The MD prevents this by forcing squads to spread out. Tactics at its finest. As to the anecdote of the match, why not grab a sniper rifle and dome the guy? If he was sitting up on a roof, he could have been pegged by tank, forge, sniper, or attacked by dropship. With that many counters, it seems a stretch to be complaining. Also, at that range he was not throwing fluxes, so shield tankers would have been needing at least 3 splashes to get through the shields, so it isn't like you couldn't GTFO in time. It was just a tactical error that allowed him to stay up there. He only had impunity because you refuse to do what was obvious to kill him. Thats on you, not him.
fairly much "adapt or die"
iirc: the breach variant of the MD is a tight radius high damage low RoF, skill level 2
the Assault is a large radius low damage high RoF, skill lv 4
the assault variant was moved from skill lv2 and the breach from skill lv1 when we entered Uprising. (iirc)
during chromosome, the "inner radius" for a direct hit was increased, while at the same time splash damage was reduced. There may also have been an increase in splash radius (can't remember tbh).
There was an annoying bug during chromosome that made the server and client disagree about projectile behavior, meaning that as high as 1 in every 3 MD rounds would not explode, this was usually the case where any deviation from the horizontal was encountered (at point of contact)
This bug was fixed just prior to uprising, seeing an increased use of the MD, but after Uprising was released, a new bug where partially occluded targets were receiving no splash damage rendered the MD defunct.
This last bug has been fixed (as far as can be told), and the current upsurge in MD usage should be seen as the community embracing a lost friend.
imho: it is no different from chromosome, we had to learn and adapt back then to an increase in MD useage, and now that the weapons splash damage is functioning properly again, will have to learn to adapt again.
if it was balanced i hope it is a lowering of splash damage and an increase in splash radius :P
tldr:? L2read |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
429
|
Posted - 2013.07.31 09:15:00 -
[174] - Quote
Free Healing wrote:Zatara Rought wrote:Free Healing wrote:Zatara Rought wrote:
No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
It actually does have a limited range ( shot a long shot at a dropship that should have hit but the round exploded before connection... I think.) it's just ridiculously long. How would CCP justify the falloff though? and then to what degree? the Mass Driver wasn't meant to be a Short Range Weapon, and it's only usable at long range by the EXTREMELY skilled. Man, you're a really likable guy. Prompting discussion like a boss. Answer...no ******* clue. How they justify grenades coming out of nanohives is beyond me...or any other number of things.. I agree it takes skills at extremely long range. my problem is with the flux combo contact nade and no falloff damage...I'm less concerned with cip or RoF. Not sure if I know enough to comment intelligently about the dps....but making it 110/90 sounds awesome. Well I think an appropriate solution might be to have Flux grenades follow the same "Cooking" guidelines as regular grenades. One of the biggest reasons that the Fluxmass Combo is so effective is that the flux grenade can be thrown, and then after two seconds detonate without being cooked. Which means you can engage you opponent very quickly. Whereas cooking a grenade to achieve the same affect would give your opponent time to react to what your doing in a 1v1 scenario. Thoughts?
Flux 'nades have the same cooking as standard grenades. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
429
|
Posted - 2013.07.31 09:16:00 -
[175] - Quote
Zatara Rought wrote: No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
Thats false, and you would know if had actually used a MD |
Zatara Rought
TeamPlayers EoN.
609
|
Posted - 2013.07.31 09:20:00 -
[176] - Quote
Martin0 Brancaleone wrote:Zatara Rought wrote: No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
Thats false, and you would know if had actually used a MD
*Sigh* You caught me Captain Obvious...guess I'll take my obvious hyperbole's elsewhere |
Dengru
Red Star. EoN.
71
|
Posted - 2013.07.31 09:21:00 -
[177] - Quote
If you're aiming down the reticle and one of the rounds lands near you it totally throws off the cursor and the same effect is repeated with each shot. No matter where you are within the radius, even when so far out of it that you arent harmed that effect triggers and it's ridiculous. It dumb to walk into areas and my screen starts shaking cause an MD is nearby. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 09:21:00 -
[178] - Quote
Martin0 Brancaleone wrote:Free Healing wrote:Zatara Rought wrote:Free Healing wrote:Zatara Rought wrote:
No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
It actually does have a limited range ( shot a long shot at a dropship that should have hit but the round exploded before connection... I think.) it's just ridiculously long. How would CCP justify the falloff though? and then to what degree? the Mass Driver wasn't meant to be a Short Range Weapon, and it's only usable at long range by the EXTREMELY skilled. Man, you're a really likable guy. Prompting discussion like a boss. Answer...no ******* clue. How they justify grenades coming out of nanohives is beyond me...or any other number of things.. I agree it takes skills at extremely long range. my problem is with the flux combo contact nade and no falloff damage...I'm less concerned with cip or RoF. Not sure if I know enough to comment intelligently about the dps....but making it 110/90 sounds awesome. Well I think an appropriate solution might be to have Flux grenades follow the same "Cooking" guidelines as regular grenades. One of the biggest reasons that the Fluxmass Combo is so effective is that the flux grenade can be thrown, and then after two seconds detonate without being cooked. Which means you can engage you opponent very quickly. Whereas cooking a grenade to achieve the same affect would give your opponent time to react to what your doing in a 1v1 scenario. Thoughts? Flux 'nades have the same cooking as standard grenades.
Really?
Get a stopwatch. Make two trash fits, one that has Flux Grenades and one with Locus Grenades. Go into a Skirmish, find a supply depot, switch to the flux fit, and toss the flux on the ground away from you without cooking it. You should notice that it takes around 1.7-2.0 seconds for detonation to occur. Now switch to a Locus grenade. and do the same, You should notice that it takes about 4.6-4.8 seconds for detonation to occur. If these values have changed since the last patch (I didn't notice anything but then again, i ALWAYS cook Locusts(plural?) then please report your finding back to me.
I look forward to your results o7
Keep the faith.
|
McFurious
TeamPlayers EoN.
208
|
Posted - 2013.07.31 09:21:00 -
[179] - Quote
Martin0 Brancaleone wrote:Zatara Rought wrote: No Doubt I was being suppressed, and I'm just fine with that...but from a longer range than any other weapon sans forge gun and sniper? Seems a bit extreme. The MD needs something akin to falloff damage..it can send rounds sailing forever, that was the point of the post.
Thats false, and you would know if had actually used a MD
I'm fairly certain most of the MD haters here have never used one. |
Free Healing
L.O.T.I.S. RISE of LEGION
282
|
Posted - 2013.07.31 09:23:00 -
[180] - Quote
Dengru wrote:If you're aiming down the reticle and one of the rounds lands near you it totally throws off the cursor and the same effect is repeated with each shot. No matter where you are within the radius, even when so far out of it that you arent harmed that effect triggers and it's ridiculous. It dumb to walk into areas and my screen starts shaking cause an MD is nearby.
That happens when any weapon hits you, it's just more noticeable when your hit by something with a much more impact like a Mass Driver, Grenade, Plasma Cannon, or Forge Gun. |
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