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Monkey MAC
killer taxi company General Tso's Alliance
57
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Posted - 2013.09.02 06:58:00 -
[1] - Quote
The damage profile needs to be fixed for md, but fluxes are ultimately designed to obliterate sheilds hence why they dont damage armour. As for standard nades they take rather a while to cook, so just shoot him faster!! After 1.4 itll be easy to see how op the current ar is so deal with it!! |
Monkey MAC
killer taxi company General Tso's Alliance
57
|
Posted - 2013.09.02 09:34:00 -
[2] - Quote
Jarlaxle Xorlarrin wrote:Breakin Stuff wrote:Mavado V Noriega wrote:Stuff I'm afraid the answer is... no. Let us read from the book of No, Chapter No, Verse No. "And the Breaker of Stuff didst look down from on high, and thus did he sayeth, NO!" Quit bitching about explosives, it's unbecoming to see people make whine threads. And I enjoy CQC just fine, with my HMG and armor tanked fatsuit. Feel free not to presume to speak for me. Well, you see, he DID say that he plays PC... not pubs. Of course you'd know nothing about PC though...
Is that all synergy lot can say, you're lie a broken record, I play pc, I play pubs, I play fw and I say no, so STFU!! |
Monkey MAC
killer taxi company General Tso's Alliance
58
|
Posted - 2013.09.02 09:47:00 -
[3] - Quote
True Adamance wrote:Breakin Stuff wrote:Mavado V Noriega wrote:Stuff I'm afraid the answer is... no. Let us read from the book of No, Chapter No, Verse No. "And the Breaker of Stuff didst look down from on high, and thus did he sayeth, NO!" Quit bitching about explosives, it's unbecoming to see people make whine threads. And I enjoy CQC just fine, with my HMG and armor tanked fatsuit. Feel free not to presume to speak for me. Nah he makes sense Grenades should be tactical items not I can drop a hive and have infinite greandes. All Nades should have -1 carry capacity and only be restocked at Supply Depots.
Or how about there your weaponrary has to be fully stocked first, instead of how grenades are proritised, and add a finite limit to the number of grenades available like supply depots at moment!! |
Monkey MAC
killer taxi company General Tso's Alliance
58
|
Posted - 2013.09.02 11:39:00 -
[4] - Quote
Vyzion Eyri wrote:Many solutions to the issues raised.
1. New equipment
Explosive-nullifying fields. Equipment which can be placed like nanohives; all explosive projectiles and grenades DO NOT detonate within the field. Can be destroyed, interestingly, only using a remote explosive placed on top of the equipment node.
Change reactive armour plates to counter explosive damage. These plates give a temporary boost to armour repair rate and max. armour amount when a user is hit by explosive damage. REACTS to damage, that's how these plates should work. Different variants for different damage types, too, would be nice.
New grenade types. Seriously, three types of nades. No variation to cut down on the spam of locus/flux.
I could speculate much more here, but on to other solutions.
2. Grenades/MD shells require more nanites to replenish.
Essentially, in organised squads members will be forced spam as nanohive/supply depots will deplete way too fast. Even in pub matches, people will start to realise throwing two nades for two kills isn't worth losing all the ammo for your AR, for example.
Although I'm an MD user and I feel nanohives really go quickly when I use my weapon, a slight increase should be okay. Spamming will be impossible; I'll definitely think twice before launching my shells randomly.
3. Reduce nade damage
Along with absolutely preventing grenades from being replenished except from switching suits at depots and reducing amount of grenades carried, this solution is probably most discussed. It's nice as a last resort, but really seems like a cop out.
4. Give shields higher explosive damage resistance
I was thinking a more complex alteration, such as having shields be not affected by explosive damage, but allowing 30-40% of the damage to go through the shields to damage armour. Essentially it promotes usage of the flux-MD combo, but it'd be better than having explosives rip through shields too. But simply increasing shield resistance to explosive damage works.
5. Better grenade indicators. Our HUD is boring right now; hence why all the threads on HUD improvements have so much to talk about. Crowded HUDs suck but we aren't even close to that point. Grenades should flash red for locus and orange for flux, or we should get arrows indicating where the nade lies.
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Although, improvements to aiming is coming. Not to mention the whole vehicle overhaul and the armour buff. I mean, we can say individually each factor is useless but put them all together and I'm sure gameplay will change. For the better or worse though, I can't say.
1. HELL NO!! Completly nullify explosives!?!? In that case I want equipment that completly nullifies all energy and hybrid weaponary!! You cant justify complete and absolute counters of that magnitude!! A system that has a percentage chance of 12/25/40 would be acceptable but the pg/cpu usage would need to be on par with uplinks!!
2. Of course you should be able respawn grenades from nanohives an depots, what you need is a cap where you can only get 3 grenades back per hive, no matter how many times you go back to it, and dont prioritise grenades before weapon ammo, problem solved!!
3. Fair enough but not too much if it oands at your feet you die unless your a heavy!!
4. GOD NO!! Sheilds already take only 70% damage already and your idea would only slightly acceptable if I could kill you while you still had sheilds!!
5. Seems reasonable |
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