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Fiddlestaxp
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Posted - 2013.08.02 15:07:00 -
[1] - Quote
Most players take more than a clip to kill without flux. That is > 10 seconds. Here I am shooting Angel Sunshine 5 times and they still aren't in armor. No flux, no kill. The vast majority of the game is still shield tanked. Mass driver is not the least bit overpowered without flux. Actually I would say that without flux, it is rather weak compared to the AR.
Throw in a flux and most people take 2-3 shots. Tell me. Is it the gernades that are overpowered or the mass driver? Been saying it since the release of chromosome (Pretty sure the throwing arc sucked before chrome). Gernades are overpowered. Too large a splash, too much damage, too many gernades. Fused were one element of that. Mass driver is just really effective at cleaning up after them. |
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Fiddlestaxp
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Posted - 2013.08.02 17:51:00 -
[2] - Quote
semperfi1999 wrote:steadyhand amarr wrote:Mavado V Noriega wrote:lDocHollidayl wrote:GÇ£It's easy to attack and destroy an act of creation. It's a lot more difficult to perform one.GÇ¥ GÇò Chuck Palahniuk
Reg, if players like you have their way there would only be AR's. Let the game have some diversity. Nerf lasers much? Flux is lame maybe. Flaylock waaaa! Contact grenades...MOMMMMMMM! Weapons have pros and cons. The cons to the MD are range and travel time. It is quite arrogant to claim other weapons noob because you deem so. List the pros and cons and work on constructive criticism.
I will start...the MD has travel time, I have to predict where you will be in order to be successful.(bunny hoppers hate this because gravity is predictable...bunny hop much ;(... )The MD can rarely be effective in combat unless given high ground in engagements more then 40 meters. MD reload is long and often. MD users have short supply of ammo so they become tied to nano hive or resupplies. The AR can actually kill at ranges twice the effective rate of MD...Back off bro?
I respect your play not your arrogance. I concede 1v1 your skill is rarely matched but...this is far from a 1v1 game...TEAMPLAYERS much. Your rage bleeds the truth that you only respect gameplay that only mirrors your own. For the love of diversity think before you rage.
GÇ£He has a right to criticize, who has a heart to help.GÇ¥ GÇò Abraham Lincoln
Question: where was all this public posting against Regnum when he was in NF? cuz i swear when Reg and Protoman post the exact same stuff hes posting now saw alot of Yes men agreeing with everything they said. Now hes not in NF and im seeing a few NF now voicing out against some posts he has and tbh his posts havent changed. so question why the sudden public outcry against ppl like reg? Because of the beerorcacy negative feedback was always you free to have your own view as long its the same of ours. I am not supprised at all that Nf members are speaking out. I like everyone in NF but my god it was **** if were not In with the cool kids Nice to see posting doc. You should join foxhound very strong group it turns out :-) LOL steady I dont know why you would say this as this is an obvious lie. I have bumped heads several times with some of the guys in NF on the forums. Honestly the problem with the MD is there is no falloff dmg based on distance from the explosive and the AOE is way too large for there to be no falloff dmg. 9 Meter radius (6 for regular MD) is just rediculous. If you cant hit someone or have a hard time hitting someone in that blast radius then you just plainly suck. I dont mind AOE weapons most of the time but when they have a rediculous AOE................it just becomes ret@rded.
Don't even mention the boundless splash area. Nobody is using the boundless... It is inferior. There should be falloff to the splash. Should do full damage to 1/4th its current splash, 75% at half its current splash, 50% to 3/4ths current and 25% to its current splash. Damage values will probably need to be increased for it to remain viable.
Nerf ALL grenade equips (except fused, good job on fused) and add fall off. The gun isn't really overpowered right now, but I would like to see splash reworked anyway. |
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Fiddlestaxp
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Posted - 2013.08.02 18:58:00 -
[3] - Quote
lDocHollidayl wrote:Fiddle, You run MD, so the cons of range and reload and situation balance or not balance general game play? I know sometimes you just can not fight someone...like when you have low ground...it takes a miracle to hit someone weaving on high ground. Are not these aspects of balance?
It is very effective from a vantage point. Haven't really played that style much since chromosome (The 3.3 splash on a freedom was sufficient to nerf it so that it was no longer effective in that capacity), but it has regained that ability since the fix. The slow projectile speed coupled with the lack of splash made the guessing game too difficult. Didn't matter how well you aimed it, if they didn't go where they were "supposed" to, no dice.
With all the caldari spam it is ONLY effective with flux. It is usually effective against scouts and heavies(but I have been getting my **** pushed in by Jacobi and the majority of your heavies), but through a caldari logi up and you better hope you have enough fluxes or you will lose 100% of the time.
If you get the jump on someone( READ: cook a flux and throw it at their feet) you will win most engagements. If you miss one shot you will lose a fair fight. If they have >5meters in elevation on you, you are going to lose. You *CAN* hit them from far below, but only if they are stationary. High ground with a railing isn't going to happen. Railings in general kinda mess you up quite a bit.
It is more effective at great range than most guns (Might just be me... It is like the only thing I am really good at, level elevation long shots). At short range you run the risk of killing yourself and do quite frequently. People will try to close range on you from less than 8 meters... I give them the people's elbow at that point or try to barely hit them with the splash on their back side. Sometimes I accidently direct impact and we both die.
Takes 1 too many shots to kill a drop uplink.
Pretty balanced overall, except for flux +2 shot... Paradoxically, the armor tanks that complain about it are better off in most of the situations where it is overpowered. I feel like the grenade equipment is far too powerful overall, and that needs to be fixed before any reworking of the mass driver should be done. If there is a problem with it, it is surely the flux grenade. I don't really think there IS a problem with it, but have seen a few people that camp and cook fluxes that have done really well. |
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Fiddlestaxp
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Posted - 2013.08.02 20:51:00 -
[4] - Quote
The way I see it, each of the benefits of the gun is matched with a disadvantage. Effective from height, ineffective from below. Effective at range, suicide up close. Great vs multiple players, Large risk of FF + Less 1v1 DPS than an AR. Great vs armor, awful vs shields (This one here is the one that needs further analysis) Good vs Heavies and scouts, not as good against assault and logi.
Dual tanking is the best way to counter a mass driver. Armor AND shields. If you sell out shields, you will get fluxed and die in 1-2 shots. If you sell out armor, you won't even need to be fluxed and you will die in 3-5 shots. Mass drivers shouldn't be effective against shields-- flux grenades and grenades in general are a problem. They ruin CQC play, just like the flaylock did.
Compounded with grenades it is too effective against shields and too effective against multiple players. But that is the problem with the GERNADES not the MD.
I am defintatly not the best MD user in the game, but I play at a decent level and have seen a great deal of high level matches. Been using it exclusively since the last SP restart.
A list of people who's opinion on the mass driver I would look to for input: Kaughst Regular Trooper Mcfurious Gloo Gloo I would even consider asking Dark Cloud and Alldin about it. I haven't really played against anyone else in EoN. that use it, but I am sure they are there... Blue Donut for the win! |
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Fiddlestaxp
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Posted - 2013.08.02 22:12:00 -
[5] - Quote
semperfi1999 wrote:I do agree the nades need to be reworked....specifically the flux nade as it ignores objects between you and the nade and it does not have the 5 second fuse like it should....so its virtually a contact nade for shields. I actually think it is OK that it hits through objects... Only real counter to the *****es that hide Remote explosives and Uplinks in walls.
KORBAH wrote:while using an assault rifle that doesn't register 30%+ of it's bullets Sounds more like a CCP/AR problem than a MD problem :D |
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Fiddlestaxp
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Posted - 2013.08.02 22:25:00 -
[6] - Quote
ReG's specific suggestion to limit the clip size to 4-5 acts as a "4-6 second burst DPS" nerf and a sustained DPS nerf. It hurts those that camp on top of buildings and spam fire down on people most. This is correct, but the better way to fix it would be to increase reload time (And increase damage, as sustained DPS is very low as it stands on the gun)
Most people in the two threads that are complaining about the MD are concerned about it's "1-3 second burst" with flux gernades. I feel like this is also a slight issue, as gernades are overpowered.
If we limit the clip size, nerf flux and locust, make splash have a falloff over radiusdistance, and increase MD splash damage, I think we will have a perfectly balanced weapon. |
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