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Baal Omniscient
L.O.T.I.S. Public Disorder.
690
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Posted - 2013.10.23 13:53:00 -
[31] - Quote
KingBabar wrote:Not entirely accurate. Grenades do way more damage than that. How many times have I killed a fully tanked heavy with a single nade? Well, many.
It might be that the game gives a direct+splash damage if you hit close enough, or it can be a matter of headshot bonus, I dunno. I even took out Trackys fancy pants assault suit at max health with a single M1 nade, it exploded virtually on his nosetip.
Nades should get a nerf across the board IMO, nade spam has been the norm in Dust for far too long now. Amount carried should be reduced to 2 and there shouldn't be anything stronger than the M1s IMO.
When it goes to giving different damage to different armor types I don't agree. Perhaps tone it down a little to maybe 20% or something. I would like to keep the variable damage in Dust as it makes it harder to choose between armor and shield tanking = a more diverse game is a more fun game.
(Didn't see you post the same sort of suggestion when you were king of the hill with the old laser destroying all the shield tanked suits with the OP Viziam...) Hullo Babar, haven't spoken to you since the grenade fuse issue back at the beginning of open beta. Nice to see you.
Agree totally that M1's should be the proto tier and that 2 should be the limit. Standard/militia grenades should do about as much as sleek grenades do (ungodly number of "militia locus grenade" kills in the kill feed right now) to balance the tiers back out, then people who want to use high powered grenades won't be able to simply rely on standard/militia to get them by all the time. Grenades are supposed to flush people out or (for us grenade chefs) tag people hiding behind cover/around corners. If they are to leave them as they are, they need to reduce their number down to 1.
In my perfect world, M1's would be proto, standard/militia would do 300 damage, advanced would do 400, & proto would do 500. Proto blast radius would be 6.6, adv would be 5.8, & std/mlt would be 5.0. CCP would add add sleek variants to all tiers (dmg: proto 275, adv 225, std 175) and allow 3 sleeks to be carried around as the spamming grenade. Finally, CCP would let packed locus grenades carry 2 and add a packed variant to the proto tier.
And there you have it. 3 low damage, large radius, far flying sleek grenades for spamming. 2 high damage, small blast radius packed grenades for chefs. 1 medium damage, medium radius, all purpose grenade for all occasions. All restockable at 1/4 the current rate from nanohives and supply depots. Grenade balance Nirvana. I hope we all make it there one day... |
Delta 749
Kestrel Reconnaissance
2211
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Posted - 2013.10.23 14:29:00 -
[32] - Quote
SgtDoughnut wrote:Delta 749 wrote:Its not the grenades fault you're not smart enough to dual tank and instead put all your defense into one thing You do know that every precident in new eden has dual tanking being the worst possible choice for every situation. Hell there is an space on reddit that is full of dual tank fittings for eve, its called r/shitfits.
Yeah, and Dust =/= EVE, they just share the same backstory If you could grasp that concept and learn to get flexible rather than sticking to one thing because it applies to a different game in a different genre grenades wouldnt be half the problem they seem to be to people |
Delta 749
Kestrel Reconnaissance
2211
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Posted - 2013.10.23 14:30:00 -
[33] - Quote
Bright Cloud wrote:Delta 749 wrote:Its not the grenades fault you're not smart enough to dual tank and instead put all your defense into one thing Yeah right shield extenders on gallente suits. What are you smoking? Dogcrap? And your comment indicates that shield is supposed to be better then armor. You would probs cry all day if flux grenades where aible to 1 hit kill you.
Not really because surprise surprise I use more than one form of defense so when a flux grenade does hit me I can take more than two shots and have enough armor to keep going |
CLONE117
Planetary Response Organization Test Friends Please Ignore
432
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Posted - 2013.10.23 15:09:00 -
[34] - Quote
i do think the damage on locus nades need to be evened out between armor and shields.
my main reasoning is the fact that we have nade spam.
that other part is ppl using them as "panic" nades.
the second i start shooting some1 they cook a core locus and kill me. along with themselves.
i for once would like to be able to survive those nades.
i dont care if it would leave me with only a little hp left it needs to be done.
im just tired of the insta kill nade spam. |
Cy Clone1
Cy CL0Ne 1
289
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Posted - 2013.10.23 15:12:00 -
[35] - Quote
Bright Cloud wrote:Allmost every armor tanked suit in the game has no chance to survive a core locus grenade. Why? Because grenades deal 30% more damage against armor. So a core locus grenade effectively deals 780HP against armor. Which means if you dont put 4 complex plates on your low slots you will allways be 1 hit killed regardless what you do. And on the other hand they do 30% less damage against shield which means they deal effectivley 420HP. In my opinion grenades should do the same damage against shields and armor. What this means is it should do 600HP damage against shields AND armor.
No, shields tankers cannot get can as much total hp as armor. proto min basic frame with 5 Complex extenders gets just over 520. With only 135 armor or so. So you would practically have switched who gets ohk. Also it follows the trend of other explosive weapons. Don't like getting killed by grenades throw on some shield extenders. Just like if flux were super popular shield guys might start using plates.
they need to make it so that grenades can not be resupplied. |
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