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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
379
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Posted - 2013.08.31 02:57:00 -
[1] - Quote
Thurak1 wrote:I would make it a 8 second belay between re-stocks. So if you get to a supply depot you can probably get re-stocked instantly but if you are just spamming grenades it will apply. So if i am out on the front fighting and i frag someone with grenades then go back to a depot i will be able to refil with everything instantly assuming it takes more than 8 seconds to get to the depot. If i then toss those and i am near the depot and only take a second to get back to it then i have to wait 7 seconds to get grenades back.
So the cooldown doesn't start until the grenade is thrown is what you're saying? I think that would be better then starting after each re-up so those that don't spam aren't really punished.
The OP idea overall is good though so +1
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
381
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Posted - 2013.08.31 07:18:00 -
[2] - Quote
Thurak1 wrote:Yes exactly. And people like me that are waddling around in heavy frames will pretty much never suffer from this cooldown with how long it takes me to go from one place to another.
I spam grenades at time but; A) They are flux B) They are for taking out equipment C) The cooldown will be over by time I reach the next hive/depot as I have to take all sorts of alt routs to avoid detection.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
381
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Posted - 2013.08.31 08:19:00 -
[3] - Quote
Cosgar wrote:What if the fuse time scaled upwards across the tiers? +1/2/3 for std/adv/pro so people would have a chance to evade the damn things and their users would have to put more focus on cooking. Then players would stick with Std nades and a butt-load of hives. You may survive the first one but you won't survive the next 500!
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 19:15:00 -
[4] - Quote
I'm a scout... there is no difference to us as it's all just a OHK.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 19:29:00 -
[5] - Quote
Cosgar wrote:Smaller blast radius...
Would that just be locusts or all grenades/explosives
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 19:44:00 -
[6] - Quote
Arc-08 wrote:no no no no, don't do that. make throwing a grenade use up a small portion of your stamina. mean obviously your arm is gunna get tired after throwing 5 grenades, but make it so that if you throw all 5 of those grenades, it is like an overheated railgun, and your stamina replenishes a bit slower. and maybe after your 2nd grenade, you get just a tiny bit less accurate. that way you can throw three accurate grenades, with very little penalty, but once you throw 4 or 5 grenades they are inacurate, and use lots more stamina, plus the stamina regeneration delay.
this would be diffrent numbers, maybe by like 1 grenade for scouts, since they have more stamina, and AV nades would use more stamina by the 3rd one. that way you don't have av nade spam. and people have to be wise and accurate with the nades.
Hell no! I like to run through mobs of enemy and take out groups of equipment (and debuff the enemy) at times using my flux nades. This would mean I would be out of stamina b4 I can get them all which means I'm a sitting duck! Scouts have enough issues already and although your arms would be tired that wouldn't effect your ability to run.
I understand your logic and thank you for at least thinking but I just don't think that would be the way to go... unless, of course, I missed something. If so then let me know so I can make a more informed reply.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 20:05:00 -
[7] - Quote
Arc-08 wrote:the effect would be more for AV nades, less for flux nades, because fluxes would be lighter. sorry i shouldn't have left flux nades out.
and maybe add a special type of stamina, that way it doesn't effect run speed as much as it affects your aim
Arm stamina? Hmm... effects melee, accuracy, and ability to lob nades...... this would diffidently need to be tested first but it IS quite interesting. I suppose firing your weapon would slowly (depending on the weapon) drain this bar to reflect the increased bullet spread over time. Snipers would be mostly drained after two shots which would cause more weapon sway while automatic weapons would be able to fire say 1/4 of there clip before becoming out ride unusable (gives incentive to burst fire). This would also make nade spammers very inaccurate when they are forced to start shooting.
Imagine a swarmer having trouble getting a lock-on 'cause his weapon won't stop moving due to him fire off a volley recently or a FG having a much harder time hitting DS and infantry 'cause he can't steady his weapon. I see multiple problems being fixed (to an extent) with this little idea.
New stamina would be revers to current in the sense that light would have less, medium still has medium (Assault has more then Logis), and heavies have more (HMG would be worthless if not). This gives an incentive for heavies to use more powerfull weapons (Heavy, Launchers, Shotguns, Snipers) while scouts would stick more with side arms or slow firing light weapons (SR, SCR, SG, TAC AR).
lol see what a little more info can do
`Sigh. Just another fun game of DUST. |
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