DUSTSearch ForumWatch http://dustsearch.com/ The alternative DUST514 Forum browser. en-us Tue, 9 Sep 2025 00:00:00 +0000 DUSTSearch RSS Module v1.1 chribba@evemail <![CDATA[Grenade Skills - by Alaika Arbosa]]> https://forums.dust514.com/default.aspx?g=posts&m=837108#post837108 Tue, 21 May 2013 01:20:00 +0000 dustsearch/guid/597954 <![CDATA[Grenade Skills - by DJINN leukoplast]]> https://forums.dust514.com/default.aspx?g=posts&m=837098#post837098 Cyrius Li-Moody wrote:


This would encourage people to join the ranks of us dedicated AV guys.

It would give us a job besides go poke at that tank in the rideline.


Dedicated AV is about as rare as the dodo, and I agree there needs to be more incentive/reason to spec into it, but this isn't it.

Now giving AV nades a prof skill that adds a good percentage to the current damage would definitely persuade more to lean a little more into AV. But nerfing what we currently have then adding extra SP sinks to bring them back up, is not good.


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Tue, 21 May 2013 01:17:00 +0000 dustsearch/guid/597920
<![CDATA[Grenade Skills - by Sloth9230]]> https://forums.dust514.com/default.aspx?g=posts&m=837075#post837075 Full Metal Kitten wrote:
I'm looking forward to seeing more weapons in the explosives tree. Mortars, anyone? How about C-4 explosives that can be attached to LAVs and tanks for juicy remote detonation! Pirate

I tried putting a nanohive on an LAV so I could give others ammo, I failed Sad]]>
Tue, 21 May 2013 01:12:00 +0000 dustsearch/guid/597919
<![CDATA[Grenade Skills - by Full Metal Kitten]]> https://forums.dust514.com/default.aspx?g=posts&m=837061#post837061 ]]> Tue, 21 May 2013 01:09:00 +0000 dustsearch/guid/597918 <![CDATA[Grenade Skills - by Cyrius Li-Moody]]> https://forums.dust514.com/default.aspx?g=posts&m=837030#post837030 DJINN leukoplast wrote:
So pretty much you are suggesting another SP sink and another way for tanks and vehicles to easily dominate the field because nobody has the right equipment. Unless of course they sink a bunch of SP into something that isn't even that effective (AV nades that is, regular nades are fine).

I would be Ok with this if we kept the damage and stats on nades how it is now, but then add a proficiency skill that adds an additional 2-3% damage per level (one proficiency for AV nades, and one for locus nades).


This would encourage people to join the ranks of us dedicated AV guys.

It would give us a job besides go poke at that tank in the rideline.]]>
Tue, 21 May 2013 01:01:00 +0000 dustsearch/guid/597917
<![CDATA[Grenade Skills - by DigiOps]]> https://forums.dust514.com/default.aspx?g=posts&m=837025#post837025 EverNub wrote:
Awesome more SP sinks! Hey lets also just focus on fixing core stuff like hit detection and map bugs first..just an idea?

This pretty much. Those things should have came before new weapons were added.]]>
Tue, 21 May 2013 00:59:00 +0000 dustsearch/guid/597916
<![CDATA[Grenade Skills - by DJINN leukoplast]]> https://forums.dust514.com/default.aspx?g=posts&m=837017#post837017
I would be Ok with this if we kept the damage and stats on nades how it is now, but then add a proficiency skill that adds an additional 2-3% damage per level (one proficiency for AV nades, and one for locus nades).]]>
Tue, 21 May 2013 00:55:00 +0000 dustsearch/guid/597866
<![CDATA[Grenade Skills - by Full Metal Kitten]]> https://forums.dust514.com/default.aspx?g=posts&m=837009#post837009 Sloth9230 wrote:
Basically, the grenadier skill would still do what it currently does, lvl 1 unlocks all std grenades and lvl 5 unlocks all proto grenades. However, all grenades would get their base damage cut by 10% and the skill would go from 4x to 2x.

In order counteract the damage cut, we would give each individual grenade type a proficiency skill. Say a 3x skill that increases damage by 3% per level

It's not a bad idea. However, grenade types should not be split any more than AR types should be split. Just add more skills beyond Grenadier like other weapons. Proficiency, Capacity, Fitting, etc. however, be careful what you wish for. You might make AV grenades less powerful for noobs, but my full on proto is going to rip you a new QQ hole.]]>
Tue, 21 May 2013 00:53:00 +0000 dustsearch/guid/597865
<![CDATA[Grenade Skills - by Sloth9230]]> https://forums.dust514.com/default.aspx?g=posts&m=836997#post836997 EverNub wrote:
Awesome more SP sinks!

No, you see, specialization is different from SP sinks because... shut up P]]>
Tue, 21 May 2013 00:50:00 +0000 dustsearch/guid/597864
<![CDATA[Grenade Skills - by EverNub]]> https://forums.dust514.com/default.aspx?g=posts&m=836983#post836983 Tue, 21 May 2013 00:46:00 +0000 dustsearch/guid/597831 <![CDATA[Grenade Skills - by Sloth9230]]> https://forums.dust514.com/default.aspx?g=posts&m=836971#post836971 VicBoss wrote:
Then do the same with all of the other weapons too. AR has less range till you spec into it then it would be back to normal. Forge gun should have another skill so they have to spec into 5 to keep charge times less than the current breach.
(Sarcasam ends here)


Why do we even have skills? Weapons should just come with proficiency, ammo capacity, sharpshooter, and fitting optimization skills already factored in Roll

We need to get rid of all skills that do something besides unlock stuff Roll]]>
Tue, 21 May 2013 00:42:00 +0000 dustsearch/guid/597830
<![CDATA[Grenade Skills - by Cyrius Li-Moody]]> https://forums.dust514.com/default.aspx?g=posts&m=836926#post836926 Tue, 21 May 2013 00:33:00 +0000 dustsearch/guid/597798 <![CDATA[Grenade Skills - by VicBoss]]> https://forums.dust514.com/default.aspx?g=posts&m=836920#post836920 (Sarcasam ends here)

To be honest Grenades DONT have an extra damage skill and IMO should get that on top of what they have.

and remove the contact grenades or only give them 1 grenade. The end

]]>
Tue, 21 May 2013 00:32:00 +0000 dustsearch/guid/597797
<![CDATA[Grenade Skills - by Sloth9230]]> https://forums.dust514.com/default.aspx?g=posts&m=836893#post836893
TheAmazing FlyingPig wrote:
Alaika Arbosa wrote:
CRAZYHORSE ONE EIGHT wrote:
Sloth9230 wrote:
Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.

Dude... I'm so smart.


I actually quite like that. It allows for entry level followed by specialisation.

As much as I would hate for my locus grenades to get an initial nerf, the idea is good.


I could support this idea too.

Set it up so that Grenadier is just an SP sink skill (or make it work like Demo does for Explosives) and then have each type have its own skill. If they did this though, the multiplier should be reduced to compensate for the SP sink of Grenadier.


This solution is better than the one I suggested. +1 to you good sir.


Basically, the grenadier skill would still do what it currently does, lvl 1 unlocks all std grenades and lvl 5 unlocks all proto grenades. However, all grenades would get their base damage cut by 10% and the skill would go from 4x to 2x.

In order counteract the damage cut, we would give each individual grenade type a proficiency skill. Say a 3x skill that increases damage by 3% per level.

Lets take an AV grenade for example:
Current base damage = 1600
New base damage would = 1440
Base damage with pro skill to lvl 5 = 1656

This would grant everyone access to all grenades, but would also force them to spec further into a particular grenade type in order to maximize their effectiveness.

I was also thinking that we could add skills with different effects besides damage. Splash/AoE range for flux and locus grenades. Seeking for AV grenades. And perhaps even skills that effect how far you can throw themQuestion

Pirate]]>
Tue, 21 May 2013 00:24:00 +0000 dustsearch/guid/597757