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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3786
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Posted - 2013.11.18 00:47:00 -
[1] - Quote
I've previously advocated that Active Scanners should work as a multiplier of the suit's precision, with variants having a meaningful change in how they work (flux obviously being able to cover up a lot more range but it shouldn't have the same precision as, say, a quantum). This also means a more meaningful impact when used by Scouts.
Grenades shouldn't be something that can be so easily spammed and there should be some consideration behind using them - locus grenades, in my opinion, shouldn't be so much a killing tool as a damaging one. Something to finish off a target or soften them up. Just as well, there shouldn't be so many of them (three is a bit excessive). There was a suggestion of having separate grenade slots where suits could fit as many as that particular suit would allow, so you could potentially fit a flux grenade and a locus grenade on one suit.
Drop Uplinks have always been a problem and I think that reducing the ability to field more than one type of equipment slot of the same kind (fielding Triage -AND- Gauged hives as an example) will have a significant impact on that. If not, there is always the opportunity to implement a capacity limit for a team as to prevent the mass spamming of them, forcing them to be more tactically placed by design.
ANON Diplomat -//- I Support SP Rollover ^_^
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3789
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Posted - 2013.11.18 05:10:00 -
[2] - Quote
Zero Harpuia wrote:Aeon Amadi wrote:I've previously advocated that Active Scanners should work as a multiplier of the suit's precision, with variants having a meaningful change in how they work (flux obviously being able to cover up a lot more range but it shouldn't have the same precision as, say, a quantum). This also means a more meaningful impact when used by Scouts.
Grenades shouldn't be something that can be so easily spammed and there should be some consideration behind using them - locus grenades, in my opinion, shouldn't be so much a killing tool as a damaging one. Something to finish off a target or soften them up. Just as well, there shouldn't be so many of them (three is a bit excessive). There was a suggestion of having separate grenade slots where suits could fit as many as that particular suit would allow, so you could potentially fit a flux grenade and a locus grenade on one suit.
Drop Uplinks have always been a problem and I think that reducing the ability to field more than one type of equipment slot of the same kind (fielding Triage -AND- Gauged hives as an example) will have a significant impact on that. If not, there is always the opportunity to implement a capacity limit for a team as to prevent the mass spamming of them, forcing them to be more tactically placed by design.
When it comes to uplinks, the best solution is to tie them to the suit that used them. When the suit is no longer being used, it should disappear. Not to say your death kills your uplinks, but I'm sure more incensed players would suggest that as well. Same deal with Nanohives and any other deployable CCP cooks up.
All this would do is essentially force the players that drop them to hide in a corner away from combat and not actually do anything in the game.
Zatara Rought wrote:Here's a quick fix: If you increase cook time on locus by 3 extra seconds and it takes 2 clusters of a hive to regain 1 nade I would assert the spam would stop.
Increase Flux by a comparable amount.
If I had it my way nades would do 100% to shields and 100% to armor and have 2 differing variants, namely sleek and packed.
Tweak the figures how you will but a sleek would essentially be a large AOE with reduced dps and packed would be a tight AOE but do significantly more dps. No headshots with nades. This option wouldn't employ the increased cook time previously mentioned. Then contact nades would be relevant again as well.
Contact grenades were apparently supposed to turn into sticky grenades. I kinda like the idea of increasing the cook time but at the same time I don't think it's that big of a change when they still OHK you. I'd rather they just reduce the damage on them to something more feasible to work with so that's it more of a finisher/softener as opposed to an entire play-style.
Maybe give us a Grenadier suit or something a few years from now that gets a bonus to explosives or something, lol.
ANON Diplomat -//- I Support SP Rollover ^_^
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3795
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Posted - 2013.11.18 11:28:00 -
[3] - Quote
Zatara Rought wrote:Aeon Amadi wrote:Zatara Rought wrote:Here's a quick fix: If you increase cook time on locus by 3 extra seconds and it takes 2 clusters of a hive to regain 1 nade I would assert the spam would stop.
Increase Flux by a comparable amount.
If I had it my way nades would do 100% to shields and 100% to armor and have 2 differing variants, namely sleek and packed.
Tweak the figures how you will but a sleek would essentially be a large AOE with reduced dps and packed would be a tight AOE but do significantly more dps. No headshots with nades. This option wouldn't employ the increased cook time previously mentioned. Then contact nades would be relevant again as well. Contact grenades were apparently supposed to turn into sticky grenades. I kinda like the idea of increasing the cook time but at the same time I don't think it's that big of a change when they still OHK you. I'd rather they just reduce the damage on them to something more feasible to work with so that's it more of a finisher/softener as opposed to an entire play-style. Maybe give us a Grenadier suit or something a few years from now that gets a bonus to explosives or something, lol. 1.) They don't OHK proto suits at full str without a headshot multiplier or a weakly tanked suit...or a scout that would be killed unless you nerf grenade damage to do a max of around...what 300? 2.) I disagree. Provide 2 types make a large aoe that does Very limited damage and owuld be your "finisher/softener" and also provide a grenade that has a very small radius that would allow skilled name throwers like myself to lob them precisely for a greater reward. As previously stated increasing cook time is a simple fix...my preferred approach is detailed in the bottom portion you didn't comment on.
Grenades can OHK an armor tanker very easily, I know - I was in the PC against MHPD when you were there (lol) and that's with stacked plates. It's very hard to manage over 700 armor and considering that explosives get a bonus to armor damage, it's even harder to accomplish - which is why they're a default weapon due to their ease of use (and why contact grenades were so hated).
I'm sorry but your proposal seems, to me, to be a change that benefits you rather than the community. You even admit that you are a skilled nade thrower so why advocate for changing it so that you have greater reward when there appears to be a problem with their power as is?
ANON Diplomat -//- I Support SP Rollover ^_^
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