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ER-Bullitt
Molon Labe. RISE of LEGION
526
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Posted - 2013.10.31 15:45:00 -
[1] - Quote
Limit to 1 max carried with the following changes Nanohives and Supply depots do not regenerate grenades Only way to get more is to change suits at a supply depot, or die and respawn.
/end
Lets change this game back to a FPS, right now it is grenades/explosions514 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
327
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Posted - 2013.10.31 15:49:00 -
[2] - Quote
Especially since everyone can see everyone around corners these days grenades have become a bit of a problem.
Perhaps alternatively the fitting costs of grenades could be greatly increased? Let them at least sacrifice 20 hp of their tank if they can throw 600 hp of damage around a corner before they can even see you. |
ER-Bullitt
Molon Labe. RISE of LEGION
526
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Posted - 2013.10.31 15:58:00 -
[3] - Quote
Battlefield is one of my favorite games, never seen an "FPS" game with such rampant grenade spam problems. Guaranteed this game will become ALOT more fun and competitive if these damn core locus nade spammers were removed. Tanks would have an easier go of it (which they have complained about for ages).. it would be a huge breath of fresh air for them to make this change. Std/Adv/Proto can still have their perqs... more damage, bigger blast radius, higher fitting costs, etc. |
Grimmiers
0uter.Heaven Proficiency V.
296
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Posted - 2013.10.31 16:11:00 -
[4] - Quote
Stefan Stahl wrote:Especially since everyone can see everyone around corners these days grenades have become a bit of a problem.
Perhaps alternatively the fitting costs of grenades could be greatly increased? Let them at least sacrifice 20 hp of their tank if they can throw 600 hp of damage around a corner before they can even see you.
The damage is still based around closed beta high ehp I think.
Grimm Grimm! \
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Funkmaster Whale
Zumari Force Projection Caldari State
1044
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Posted - 2013.10.31 16:23:00 -
[5] - Quote
People say it's AR 514, which is maybe true in pubs.
In PC, It's Core Locus/Forge Gun 514.
Let me play you the song of my people!
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Severus Smith
Caldari State
405
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Posted - 2013.10.31 16:28:00 -
[6] - Quote
I'd say limit it to 1 high damage (600 damage), 2 moderate damage (300 damage), or 3 low damage (200 damage) grenades per person. And have them only resupply from a Supply Depot (thus more incentive to capture / hold one) on a timer of 10 / 5 / 3.3 seconds between resupply (depends on type).
So if you have 0 high damage grenades and run up to a SD you get one instantly. But if you throw it the moment you get it you have to wait 10 seconds before you get another from the SD. This will limit spam to 600 grenade damage every 10 seconds, which is pretty manageable. |
Fiddler Galaine
Northwind Alliance Dark Taboo
39
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Posted - 2013.10.31 16:39:00 -
[7] - Quote
I'd just nerf M1s and cores or remove the ability to cook grenades and shorten the fuse a bit. |
Funkmaster Whale
Zumari Force Projection Caldari State
1046
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Posted - 2013.10.31 16:57:00 -
[8] - Quote
Damage needs to be capped at 500 and radius at 6.0m for regular grenades with variants offering low damage/high radius or high damage/low radius.
So you'd have:
Locus: 400 Dmg, 6.0m
M1 Locus: 450, 6.0m M1 Packed Locus: 500, 4.0m M1 Sleek Locus: 400, 6.6m
Core Locus: 500, 6.0m Core Packed Locus: 600, 4.0m Core Sleek Locus: 400, 7.2m
Right now you get an increase in damage AND radius as you scale up. Some sacrifice needs to be made to stop Core Nades from being Holy Hand Grenades...
Let me play you the song of my people!
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Cosgar
ParagonX
6948
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Posted - 2013.10.31 17:00:00 -
[9] - Quote
Grenades have such a huge blast radius because in earlier build, splash damage was inconsistent. Like the MD, the slightest pixel elevation would negate damage, making them useless on uneven terrain. As a short term solution, CCP buffed them until they could sort things out later. Splash damage has been fixed since 1.2 and all they need to do is roll them back to their original values.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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WASTED MERC
The Southern Legion The Umbra Combine
34
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Posted - 2013.10.31 18:48:00 -
[10] - Quote
Just slow down the grenade resupply rate to like 10 seconds or more |
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Brush Master
HavoK Core RISE of LEGION
941
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Posted - 2013.10.31 19:18:00 -
[11] - Quote
WASTED MERC wrote:Just slow down the grenade resupply rate to like 10 seconds or more
Making the supply rate much lower sounds like a good first step if that's possible. I think 1 grenade at lower levels and 2 at higher levels makes sense.
CCP needs to be careful not to over nerf them though as they have been shown to do. Take increment steps and tell us before your doing it.
GÇá Havok Core - Closed Beta Corp - Accepting Applications Here GÇá
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Eskel Bondfree
DUST University Ivy League
157
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Posted - 2013.10.31 21:00:00 -
[12] - Quote
ER-Bullitt wrote:Battlefield is one of my favorite games, and you only get one. never seen an "FPS" game with such rampant grenade spam problems Hehe, ever played Battlefield 2? People were jump spamming grenades all over the places on infantry maps.
But I totally agree, grenade spam is lame. Personally I've never used anything but standard grenades and they don't feel very OP to me, so I guess it's mostly a problem of the proto and advanced stats. Too much damage potential for their fitting requirements.
And while we're at it, I would find it useful if nano hives were divided into two sorts, those that only resupply ammo, and those that resupply ammo and explosives (available at advanced level). Would make milita hives more useful, too, because they wouldn't pop anymore as soon as one guy who is out of grenades runs over it.
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Vyzion Eyri
The Southern Legion The Umbra Combine
1654
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Posted - 2013.10.31 21:21:00 -
[13] - Quote
Many other FPSs don't suffer from the same grenade problems also because
1. Resupply isn't as easy 2. Grenade indicators are way more obvious
CoD for example shows an indicator on screen where the grenade is, even if you can't see it within your line of sight.You know where to jump to safety; in DUST you don't.
I propose changing the HUD grenade indicator to something similar. If it's out of your line of sight, display it with a small arrow on the edge of your screen, and we could even add a timer circle around the indicator to show when it's going to detonate. We're in high tech suits and it can be explained as an obvious adaptation to the unholy amounts of clones blown to bits by said grenades. :P
As for resupplying, this is a mechanic unique to DUST and it would be strange just to remove it for grenades. Instead, implement the limit on grenades like so: 1x militia, 2x everything else. Then, increase nanite cluster consumption to 24 per grenade, or something in that order. For reference, advanced hives generally have 72 nanite clusters. This limits a merc to 3 grenades per advanced hive. If they wish to spam they severely impact on the ability for their team to resupplying their ammunition.
Also, getting some explosive damage resistance for heavies has been sought for a long time now. I think the Minmatar heavy should have an explosive damage reduction per level for its skill, but there should be an explosive damage reduction skill in Dropsuit Upgrades. What this should do is give explosive damage reduction to armour, making it mainly a skill for us armour tankers since we suffer from explosive damage the most, due to speed and the damage type. Then counter balance it for shields by adding a shield hardening skill which reduces damage from emp or plasma, etc.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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ER-Bullitt
Molon Labe. RISE of LEGION
528
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Posted - 2013.10.31 21:45:00 -
[14] - Quote
Dunno been a while since I played BF3 so going off memory.... but the ammo boxes dropped by support characters I THINK resupplied your primary ammo, then secondary ammo, then equpiment (RPG's, Stingers, etc).. then maybe grenades. I honestly dont remember if it even resupplied grenades, maybe it didnt...
That is part of the problem for sure. When you step into an adv or proto nanohive, everything is back to full in seconds...
Increase the time drastically reduce grenade count nerf grenades
do something.. cause I think we all agree , especially in PC and at the proto level, grenades are my muthafuckin problem lol
When I first started playing dust right around when the beta opened it took a while to kill an enemy (time to kill), this was in part due to lack of stronger weapons/proficiency, more HP, bad hit detection, and a few other factors. so it kinda made sense that you had 3 grenades... now, would you all agree that the time to kill has been reduced at all? especially those with 20-30 million skill point running proficiency duvolle AR's and ****? Do we really need to have this many freakin grenades at this point?
Part vent, part discussion.
thanks |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
41
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Posted - 2013.10.31 22:15:00 -
[15] - Quote
Can we still carry three flux grenades ????
Also I believe that the numbers should be flipped if your going to implement anything , like two for basic or militia and one for prototypes , seeing as how they are more advanced and powerful .
Don't punish those who are climbing the ranks and this will teach them how to conserve grenades as well as when it is strategic to use them . Most of the suggestions that are put in by most of the collective places a limit on those who are working up the ladder , while the prototypes are put up on a pedestal and it should be the other way around seeing as how those who have more skill points have more " experience points " as well and you will drive away those who are just beginning this journey along with you .
Does advancement mean advantages against those who still have work to do . You will take away their incentive and you have done or completed your work , so why not let them enjoy the ride because it doesn't get easier or better for that matter .
There I have said something for the benefit of those who are beginning . I have done my good deed for 10 / 31 / 2013 .
P.S . While we are speaking about the hives : Why doesn't the supply depot re supply them seeing as how they are equipment ??? They do it for the remote explosives . Doesn't equipment like such need to be supplied ???? Guess not huh ???
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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lithkul devant
Legions of Infinite Dominion
117
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Posted - 2013.10.31 22:20:00 -
[16] - Quote
Alright....let me just start of by saying this topic is dumb, for example, lets look at one of the best FPS games of all time, Halo, in Halo the first one you could carry 2-3 standard and 2-3 plasma gernades, in later versions you could actually carry different types of gernades, resupplying gernades was also intensely easy still easy in the most recent version. Their are no requirements to use gernades within Halo, you pick one up, you can chunk it right into someone's face and kill them, the plasma gernades if you hit someone with them, they stuck onto them and blew them up.
As many of you have already brought up "What about battlefield" well, very simple, in battlefield you may have had 1-2 gernades, but you had secondary ammo, which was also sometimes a freaking gernade launcher on a assault rifle which had way more then 1-4 shots. I mean my god, they basically dropped of free tanks, helicopters, and other vehicles in many games for free for people to use. Including heavy artilery and airstrikes that did not take points build up within a squad to get.
In each game, they have a resupply mechanic, so that people can keep in the fight and get more ammo, this has been a constant since the first FPS came around, if you ran out of ammo, you grabbed the next gun off the floor and used that problem solved. Which could include a rocket launcher or a BFG of whatever game you are playing, such as in unreal where you launched a nuclear weapon from your gun that whiped out half the map.
In short your complaining about resupply of gernades is very very short sighted and is unrealistic even in the games that you are trying to say Dust should be like. What the arguement should be is about survivability and damage mitigation, or should we reference the forge gunner on the roof with the mass driver counterpart. Yeah, the TTK is short on Dust, but maybe that's cause we are working on an old skill tree that no longer applies to the game like it should anymore. If damage was applied based to how close you were to the explosion better, gernade spam would be much less of a problem, thus increased survivability. Perhaphs Heavies need more Ehp (which they are getting in the next patch) along with the ability to resist small arms and explosive damage. |
lithkul devant
Legions of Infinite Dominion
117
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Posted - 2013.10.31 22:28:00 -
[17] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Can we still carry three flux grenades ????
Also I believe that the numbers should be flipped if your going to implement anything , like two for basic or militia and one for prototypes , seeing as how they are more advanced and powerful .
Don't punish those who are climbing the ranks and this will teach them how to conserve grenades as well as when it is strategic to use them . Most of the suggestions that are put in by most of the collective places a limit on those who are working up the ladder , while the prototypes are put up on a pedestal and it should be the other way around seeing as how those who have more skill points have more " experience points " as well and you will drive away those who are just beginning this journey along with you .
Does advancement mean advantages against those who still have work to do . You will take away their incentive and you have done or completed your work , so why not let them enjoy the ride because it doesn't get easier or better for that matter .
There I have said something for the benefit of those who are beginning . I have done my good deed for 10 / 31 / 2013 .
P.S . While we are speaking about the hives : Why doesn't the supply depot re supply them seeing as how they are equipment ??? They do it for the remote explosives . Doesn't equipment like such need to be supplied ???? Guess not huh ???
Also why is it when I throw a hive for my self , like when I'm sniping so to say and I go to throw another for someone else , why is it that the one that I first dropped disappears ???
Check the stats page, more then likey you are using a standard grade of nanohive, which allows you to carry 2 but only have 1 out at a time. About the issue of nanohives restocking, it is either a bug or they are trying to keep people from spaming them. It doesn't work though, just change your suit to another type that has nanohives or uplinks equiped, people have been known to have 6 running at a time, which is a huge part of the problem of why gernading is so easy in PC. I keep to the spirit of it and do not put out more then 2 nanohives or 2 uplinks at a time.
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ALPHA DECRIPTER
Dragon-Empire
603
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Posted - 2013.11.01 20:46:00 -
[18] - Quote
No to the 1 grenade limit but yes to the resupply requirements.
If we was limited to just 1 then everyone would be using the impact grenades like before. I suppose dropping to 2 is ok as that is the average for games but that's as far as I'm willing to go.
Question would this go for AV nades as well? Hopefully no.
Choose Your Difficulty
[Driver] - [Assault] - [Logistics] - [Tanker] - [Pilot] - [Heavy] >[Scout]<
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MRBH1997
Knights Of Ender Public Disorder.
21
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Posted - 2013.11.01 20:55:00 -
[19] - Quote
I admit base spam is annoying and overused many times. I've tried doing it and sometimes I'll have a nade explode at someone's feet or in their face and they take no damage before. I just feel they need to work with its hit detection, damage done based off of distance to grenade, make the grenade like equipment where you can only replenish it from changing suits at a supply depot or dying, and reducing its max inventory count for normal to 2 not 1 since I beleive that is what they did for contact nades. |
HAICD
Dogs of War Gaming DARKSTAR ARMY
54
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Posted - 2013.11.01 20:57:00 -
[20] - Quote
How about moving the grenade to the equipment slot then each slot is used to hold one grenade and then a heavy could have equipment at the cost of there grenade.
DOWG
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NOAMIzzzzz
Pradox One Proficiency V.
52
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Posted - 2013.11.01 21:27:00 -
[21] - Quote
Cores to OP nerf. |
Grims Tooth
Deadly Blue Dots RISE of LEGION
21
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Posted - 2013.11.01 22:42:00 -
[22] - Quote
Removing the head-shot multiplier from grenades will drastically reduce the number of 1-hit kills. |
Seymor Krelborn
DUST University Ivy League
1069
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Posted - 2013.11.02 00:34:00 -
[23] - Quote
ER-Bullitt wrote:Limit to 1 max carried with the following changes Nanohives and Supply depots do not regenerate grenades Only way to get more is to change suits at a supply depot, or die and respawn.
/end
Lets change this game back to a FPS, right now it is grenades/explosions514
personally I like it when the other team bunches up together at a hive to spam grenades...
I sneak up behind them (or if theres no back door I charge into them) drop some remotes and then count how many kills I get when I detonate... up to 10 so far. |
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