Doc DDD wrote:I like the audible beep idea.. some people feel they are entitled to have nothing that can counter their playstyle
Ie. Armor tanked suits with damage mods standing on multiple repping repping nanohives qqing over grenades countering them.
Shield tanked suits qqing about scrambler charge shots one shotting thier shields as a counter.
Every suit needs its counter, if you don't want a scrambler one shotting you into oblivion then tank armor. But then watch out for those militia nades as they will wreck you. Instead of trying to break the game by qqing about your counter to try and nerf it into the ground try and focus on balance. Whats the point of having a suit with no counters unless you love chasing fotm ?
If I see a gal logi standing behind a corner on repping hives, or an ammar assault behind a corner charging his scrambler, and I am not dead then they deserve a core locus to the face. Now I do believe, in my opinion, that it is not very balanced if I can just drop nanohives behind a corner and toss 20 nades in thier direction. If nanohives give you grenades at all then it should be
Militia/Standard - 1
Advanced - 2
Proto - 3
Sure you can abuse this and carry 4 sets of gauged proto hives and spam nades anyway, counter him by rushing, sniping, grenading, forging, flanking, dropship, tank... etc
If you thing a guy on a roof dropping cores is harder to counter than a guy on a roof with an ishukone assualt forge gun then I hope we arent on the same team.
I agree regarding the counters Doc, and as a result I'm not so much bothered by the power of these grenades but more on the fact that it is so easily spammable; I just cant help but hate a player who does nothing but throw Core Locus Grenades the whole game and believe me I've seen quite a few to justify a post.
I think we need better grenade indicators, I've been able to jump away from Nades but often times they are invisible; I would prefer an audible indicator for the lolz of dying to a metronome beat but regardless an indicator is necessary.
With an indicator I think I'm attentive enough to notice a grenade coming my way and move 7 meters away from it; in other words "countering a counter"
Another problem that needs to be addressed by CCP is damage decay; please please please make it so that damage is less at the edge of a blast radius than at its core (pun intended) I can understand that shrapnel yadda yadda yadda, this is not so much for the sake of realism but more so balance. If I manage to GTFO and I'm just under 7 meters away I should still receive damage, but no the full amount, enough to wound me requiring the nade thrower to pursue and finish me off; thus allowing for yet another potential counter.