The maps in destiny are not big enough to offset the low range Stat of the Mida. It's optimal at every distance because it still fires fast enough to compete in close quarters (except for TLW and Doctrine, Necrochasm) and the sniper lanes in destiny are all very small. It still out guns 1kys because of its high caliber. It literally makes the next highest impact archetype of Scouts pointless to use because it takes the same amount of body and headshots to kill. Even the long sight lane on pantheon still is a 4 shot kill at that distance. Everything not named TLW or a bullet hose AR is sub-optimal to the Mida because it's drop off isn't high, and it's fire rate is still high for a scout. It is the best gun in destiny right now, and outside of those 2 guns mentioned above, by a pretty wide margin too.
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1. Map size doesn't mean MIDA is overpowered. That's like saying Fusion and Auto Rifles are overpowered because most of the maps are close-mid range. 2. [b][ALL/b] of the sniper lanes in Destiny are small? Pantheon, Skyshock, Blind Watch, Bastion, First Light, Rusted Lands, and Twilight Gap are just a few examples of maps that have large sniper lines. 3. MIDA is a good counter to snipers, but it isn't a guaranteed win like you think it is. I have both won and lost battles against snipers with my MIDA. It all depends on gun skill. 4. Yes, Hung Jury's archetype does take 4 headshots to kill as does MIDA's. However, MIDA is the only one of its archetype, therefore forcing you to use an Exotic slot to get that advantage. Furthermore, Hung Jury's archetype is meant to be used at longer ranges than MIDA since they are easier to control there. MIDA has a closer-ranged scope for a reason. 5. A few sentences later, MIDA still isn't a guaranteed win against snipers. Its stability is much harder to handle than you think it is at that extreme range. Its drop-off actually does come into effect at Pantheon's vast sniper lane, as does its recoil. Hung Jury would be infinitely better for that situation. 6. There is no such thing as a "best gun", considering everything is useful at its intended range, but useless anywhere else. MIDA would be destroyed at close range by Hand Cannons, some Auto Rifles, or a shotgun. MIDA is not the best idea at long ranges against decently-skilled snipers and longer-ranged Scout Rifles.
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[quote]1. Map size doesn't mean MIDA is overpowered. That's like saying Fusion and Auto Rifles are overpowered because most of the maps are close-mid range. 2. [b][ALL/b] of the sniper lanes in Destiny are small? Pantheon, Skyshock, Blind Watch, Bastion, First Light, Rusted Lands, and Twilight Gap are just a few examples of maps that have large sniper lines. 3. MIDA is a good counter to snipers, but it isn't a guaranteed win like you think it is. I have both won and lost battles against snipers with my MIDA. It all depends on gun skill. 4. Yes, Hung Jury's archetype does take 4 headshots to kill as does MIDA's. However, MIDA is the only one of its archetype, therefore forcing you to use an Exotic slot to get that advantage. Furthermore, Hung Jury's archetype is meant to be used at longer ranges than MIDA since they are easier to control there. MIDA has a closer-ranged scope for a reason. 5. A few sentences later, MIDA still isn't a guaranteed win against snipers. Its stability is much harder to handle than you think it is at that extreme range. Its drop-off actually does come into effect at Pantheon's vast sniper lane, as does its recoil. Hung Jury would be infinitely better for that situation. 6. There is no such thing as a "best gun", considering everything is useful at its intended range, but useless anywhere else. MIDA would be destroyed at close range by Hand Cannons, some Auto Rifles, or a shotgun. MIDA is not the best idea at long ranges against decently-skilled snipers and longer-ranged Scout Rifles.[/quote] 1) I never said map size makes the gun overpowered, nor did I say it was overpowered. I said the range Stat is low, but the maps aren't big enough to make the range Stat being low a big deal. 2) First Light, Skyshock, and Bastion are the only significantly large maps that make the Mida's range Stat start to make you see a notable difference in. All those other maps are still not big enough to make the gun require more than 4 headshots. 3) A bit of a stretch on my part. It's a great counter, but it is by no means guaranteed even with more gun skill. That I screwed up on. My bad. 4) Mida is not in its own archetype. It's just the only one with year 2 values that can reach max damage. Legendary ones such as the High Road Soldier don't have a max of 320, but still share Mida's archetype. That's why no one complained until it was brought to year 2. Because it wasn't used often (Like High Road Soldier) due to it not being year 2 5) Not sure which Mida you've been using, but mine is still 4 shots with high caliber rounds for stagger across pantheon. Hung Jury is still super solid for that situation, but Mida still is the way to go. It's recoil is not hard to control at all with Smart drift, and it's aim assist is absolutely ridiculous for a primary. There's no excuse for missing someone standing still in scope. 6) Mida is not destroyed at any range outside point blank. TLW and Doctrine are the only primaries that will consistently net you a victory from close quarters. Shotguns can obviously do the trick, but I was referring to primaries.
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[quote]1) I never said map size makes the gun overpowered, nor did I say it was overpowered. I said the range Stat is low, but the maps aren't big enough to make the range Stat being low a big deal.[/quote] Good players can compensate for a lot of things. But I think this is one of those issues that cannot be argued without hard metrics. Anything else is anecdotal. In my experience, MIDA's low range stat definitely impacts my performance when trying for long range. [quote]2) First Light, Skyshock, and Bastion are the only significantly large maps that make the Mida's range Stat start to make you see a notable difference in. All those other maps are still not big enough to make the gun require more than 4 headshots.[/quote] In an ideal situation, this is true. But lets not forget that weapons must be balanced for application, not in a vacuum. If you can get 4 headshots, at distance, on a player that *isn't* standing still, you earned it. The gun has nothing to do with it. [quote]3) A bit of a stretch on my part. It's a great counter, but it is by no means guaranteed even with more gun skill. That I screwed up on. My bad.[/quote] I understand your point. The MIDA is meant for cover fire against snipers since they pose an actual threat, but aren't a hard counter. [quote]4) Mida is not in its own archetype. It's just the only one with year 2 values that can reach max damage. Legendary ones such as the High Road Soldier don't have a max of 320, but still share Mida's archetype. That's why no one complained until it was brought to year 2. Because it wasn't used often (Like High Road Soldier) due to it not being year 2[/quote] What I think he meant was that MIDA is hard mid. It's the only scout that's hard mid. High Road Soldier is built for mid-long. [quote]5) Not sure which Mida you've been using, but mine is still 4 shots with high caliber rounds for stagger across pantheon. Hung Jury is still super solid for that situation, but Mida still is the way to go. It's recoil is not hard to control at all with Smart drift, and it's aim assist is absolutely ridiculous for a primary. There's no excuse for missing someone standing still in scope.[/quote] "Standing still..." I don't think it can be claimed that a gun is not properly balanced when being measured against opponents that are standing still. Again, we need to consider the gun in application, not in a vacuum. [quote]6) Mida is not destroyed at any range outside point blank. TLW and Doctrine are the only primaries that will consistently net you a victory from close quarters. Shotguns can obviously do the trick, but I was referring to primaries.[/quote] Like (1), this is going to turn out being anecdotal. In my experience, MIDA is great at ideal range. Move in or out of that and its applicability greatly fall off. I have seen very little consistency in entering closer ranged battles with MIDA. With a 1.5 K/D, I'd say I'm a slightly above average player. I didn't bother to look at your stats, but if you're above 1.5, then it's entirely likely your competence grants increased success with MIDA in sub-optimal ranges. Which then becomes anecdotal.
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Well I guess most points are solely off of experience and what we believe to be true based off of it. I'm not claiming it's overpowered though. The weapon field is just terrible compared to it. Year 1 guns blow these ones out the water lol. And I have a 2 ;)
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Stop being so good at the game and you'll realize it's not the guns getting you kills ;)
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Oh stahp it. You're too kind D;
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The problem you're citing is with positional awareness and sniping competency, not the MIDA. The MIDA can discourage sniping, but will not beat out a decent sniper. If I see you sniping, and I hit you, and you don't take cover, yes, I can kill you. It's up to the sniper to take cover, or position themselves better. At close range, the hip fire of the MIDA is trash. I switch to sidearm because I don't want to deal with shotguns, and my melee can close the distance for a quick finish. Or the sidearm will force my opponent to try to back away and take cover which will let me switch back into MIDA.
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Check my other reply. Addresses some of the things I may have said that you have points with.