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Cat Merc
Ahrendee Mercenaries EoN.
4491
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Posted - 2013.12.07 13:01:00 -
[1] - Quote
Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Keri Starlight
0uter.Heaven Proficiency V.
1836
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Posted - 2013.12.07 13:12:00 -
[2] - Quote
Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not.
"I load my gun with love instead of bullets"
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Cat Merc
Ahrendee Mercenaries EoN.
4491
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Posted - 2013.12.07 13:14:00 -
[3] - Quote
Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers.
What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Keri Starlight
0uter.Heaven Proficiency V.
1836
|
Posted - 2013.12.07 13:24:00 -
[4] - Quote
Cat Merc wrote: Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers.
What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous.
Yeah, I feel you XD
"I load my gun with love instead of bullets"
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KEROSIINI-TERO
The Rainbow Effect
895
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Posted - 2013.12.07 13:36:00 -
[5] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
That would no nothing to alleviate nade spam, which is the #1 reason for all those nade nerf requests.
Actually, denying cooking would even push more people for nade-hive spamming.
Feeling the scanner is too simple and off balance?
The fix:
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DUST Fiend
OSG Planetary Operations Covert Intervention
8432
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Posted - 2013.12.07 14:25:00 -
[6] - Quote
No.
Lower the damage. Cooking is the only reason grenades are fun
Win ISK / Vids / O7
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
441
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Posted - 2013.12.07 15:27:00 -
[7] - Quote
I can kinda see the problems with grenade spam (just make them cost more nano clusters to resupply)...but I'm not seeing why people are grinching about the nades themselves.
Grenades are pretty much working like they are supposed to. If you have a problem with instakill with grenades you should remove locus grenades entirely. The whole idea is that you have a way of decisively engaging targets behind cover and you can't close the gap, groups of enemy's or you are trying to break contact and get away.
If the grenade doesn't do significant damage, it's not a significant threat. If you cut the damage too much there is a sharp decline in the functionality. |
Spectral Clone
Dust2Dust. Top Men.
835
|
Posted - 2013.12.07 15:29:00 -
[8] - Quote
If you see the grenade slot to be a missile turret hardpoint of dust 514, it would make great sense if you could not cook the grenade.
KDR > ALL
ME > KDR
ME > ALL
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
441
|
Posted - 2013.12.07 15:30:00 -
[9] - Quote
Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous.
Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. |
Thorn Badblood
Dust2Dust. Top Men.
83
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Posted - 2013.12.07 15:30:00 -
[10] - Quote
Reduce the damage of all grenades by 50%. Add to the skill: 10% bonus to damage per level.
D2D. A Non-Prophet Organization
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DUST Fiend
OSG Planetary Operations Covert Intervention
8433
|
Posted - 2013.12.07 15:31:00 -
[11] - Quote
Jaysyn Larrisen wrote:Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous. Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. Core locus grenades are the problem. Extremely low skill, high reward weapons
Win ISK / Vids / O7
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5879
|
Posted - 2013.12.07 15:58:00 -
[12] - Quote
DUST Fiend wrote:Jaysyn Larrisen wrote:Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous. Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. Core locus grenades are the problem. Extremely low skill, high reward weapons
It's not just that, although those are ridiculously overpowered.
It's that you can sit on a nanohive and just keep spamming the things. They can and will instant kill most suits even if standard, and you can just keep throwing. You can completely shut down an area just with nanohives and grenades.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Vrain Matari
ZionTCD Public Disorder.
1320
|
Posted - 2013.12.07 16:12:00 -
[13] - Quote
The explosive damage misallocation fix that's coming in 1.7 - that will apply to grenades, i'm thinking.
I'd like to keep the cooking mechanic if we can, it does add decent gameplay - bouncing a partially cooked grenade off a wall or a structure to soften up the mercs camping the other side, or bouncing one off a ceiling, seems like interesting gameplay to me.
I would like to see damaged dropped, and i would like to see the ability to spam reduced - remove the ability to replenish from nanohives seems simplest.
I support SP rollover.
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Doc Noah
Algintal Core Gallente Federation
963
|
Posted - 2013.12.07 16:14:00 -
[14] - Quote
2 possible solutions I could think of 1) -Reduce grenade count to 2 (1 at MLT) -Nanohives no longer resupply grenades but supply depots still can
2) -Reduce blast damage -Reduce blast radius -Increase blast damage dissipation (damage drops down faster the farther from center you are) -Take longer to resupply at nanohives (2 cycles or 2 seconds to refill 1 grenade, grenades will refill at 0.5 intervals, when 1 whole number is reached, a grenade becomes useable) |
Cody Sietz
Unkn0wn Killers Renegade Alliance
1727
|
Posted - 2013.12.07 16:14:00 -
[15] - Quote
Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. I won't go back to instant pop grenade span!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Ryme Intrinseca
The Rainbow Effect
315
|
Posted - 2013.12.07 16:32:00 -
[16] - Quote
KEROSIINI-TERO wrote:Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away. That would no nothing to alleviate nade spam, which is the #1 reason for all those nade nerf requests. Actually, denying cooking would even push more people for nade-hive spamming. I agree, if people can't hit by cooking they'll hit by carpet bombing entire areas. Not a good thing. |
MassiveNine
0uter.Heaven Proficiency V.
567
|
Posted - 2013.12.07 16:36:00 -
[17] - Quote
The biggest problem is that we have this weapon the does HUGE explosive damage and yet we have no explosive resistance..... Chock it up to CCP sucking as.s at making this game and we'll probably get resists in about 4-4315345134 years.
Official DUST514 LAV Mechanic
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Benjamin Ciscko
The Generals General Tso's Alliance
281
|
Posted - 2013.12.07 16:47:00 -
[18] - Quote
I was in a match with 3 Nyan San and they must have gotten 10 Duvolle kills in total and like 50 core locus kills between the 3 or them.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
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Vrain Matari
ZionTCD Public Disorder.
1320
|
Posted - 2013.12.07 16:56:00 -
[19] - Quote
MassiveNine wrote:The biggest problem is that we have this weapon the does HUGE explosive damage and yet we have no explosive resistance..... Chock it up to CCP sucking as.s at making this game and we'll probably get resists in about 4-4315345134 years. Adgrred. That's something our heavies really need.
I support SP rollover.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
447
|
Posted - 2013.12.07 19:41:00 -
[20] - Quote
Arkena Wyrnspire wrote:DUST Fiend wrote:Jaysyn Larrisen wrote:Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous. Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. Core locus grenades are the problem. Extremely low skill, high reward weapons It's not just that, although those are ridiculously overpowered. It's that you can sit on a nanohive and just keep spamming the things. They can and will instant kill most suits even if standard, and you can just keep throwing. You can completely shut down an area just with nanohives and grenades.
Sounds like a short range engagement with a mass driver...but that's ok right? I think your going to see a very noticeable drop in grenade spam after the first week of friendly fire being on in FW. After the first guy gets kicked from match for killing 2 blueberries with a single grenade this will start to clean up. |
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
448
|
Posted - 2013.12.07 19:52:00 -
[21] - Quote
I guess my question is what do you guys feel like a proto grenade should be able to do? Kill to adv suits within 5m of each other? Barely scratch pain on a heavy? Not trolling...I'm just trying to get a sense of this.
Everyone things core locus is over powered ...ok...are all of them overpowered? I've found that a super tank heavy is a great grenade target or when a couple guys are clustered in a stairwell - shouldn't the a grenade be able to kill them? |
DUST Fiend
OSG Planetary Operations Covert Intervention
8444
|
Posted - 2013.12.07 20:00:00 -
[22] - Quote
Jaysyn Larrisen wrote:I guess my question is what do you guys feel like a proto grenade should be able to do? Kill to adv suits within 5m of each other? Barely scratch pain on a heavy? Not trolling...I'm just trying to get a sense of this.
Everyone things core locus is over powered ...ok...are all of them overpowered? I've found that a super tank heavy is a great grenade target or when a couple guys are clustered in a stairwell - shouldn't the a grenade be able to kill them? I've never gone past M1's because A.)they're plenty strong enough to kill almost anything, and B.) core's are EZ mode
:/
Proto should be just a smidge stronger than M1's, the rest can be balanced out from there, and you don't need to reduce how many you can carry. Perhaps give them just a tiny increase to how many nanite clusters they use up per grenade.
Win ISK / Vids / O7
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4004
|
Posted - 2013.12.07 20:22:00 -
[23] - Quote
Arkena Wyrnspire wrote:DUST Fiend wrote:Jaysyn Larrisen wrote:Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous. Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. Core locus grenades are the problem. Extremely low skill, high reward weapons It's not just that, although those are ridiculously overpowered. It's that you can sit on a nanohive and just keep spamming the things. They can and will instant kill most suits even if standard, and you can just keep throwing. You can completely shut down an area just with nanohives and grenades. And you never have to worry about depleting the nanohive because you can just stack them all up with overlapping AoE so your grenades come back almost instnatly and you can throw down two more to replace each one that gets depleted.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Spkr4theDead
Red Star. EoN.
1443
|
Posted - 2013.12.07 20:27:00 -
[24] - Quote
Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Do you think that will fix something like a MLT / STD locus grenade doing more damage than its stated maximum?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Pvt Numnutz
Black Phoenix Mercenaries
400
|
Posted - 2013.12.07 20:30:00 -
[25] - Quote
There will still be grenade spam, it will just be halo grenade spam. I think cooking grenades should stay in but damage should be adjusted so you have to cook the grenade perfectly. Giving players time to move or close the distance and get out of the radius, oh maybe adjust the radius? I like well cooked and placed grenades, they should give you an edge but not get you and instant kill. |
Alena Ventrallis
Osmon Surveillance Caldari State
237
|
Posted - 2013.12.07 20:34:00 -
[26] - Quote
I'm for reducing the amount of grenades you can carry, but they should perform close to how they are now. Grenades are used to clear out entrenched enemies and to break up enemy formations. They need power to do this. Otherwise, why use them?
Throwing out a radical idea to get a discussion going. Suppose we made all grenades function as sleek grenades, wide blast radius, low damage, and removed the variants? That would make them very good at softening up targets and breaking up entrenched forces, but not enough to instant kill everything in sight. |
Tectonic Fusion
672
|
Posted - 2013.12.07 21:07:00 -
[27] - Quote
I GOT IT! They only go up 50 damage (or less) per level, and with each level there is less time to cook the grenade.
Solo Player
Squad status: Locked
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Shotty GoBang
Pro Hic Immortalis
2686
|
Posted - 2013.12.07 21:09:00 -
[28] - Quote
Greetings Cat Overlord,
Let's play a game! Let's list everything left that still threatens EZ Mode ...
* Sneaky Scouts - Nope * Hard-Hitting Heavies - Nope * Shotguns from Behind - Nope * Lasers down Range - Nope * Snipers from Afar - Nope * Grenades - GOT ONE, GOT ONE!
Hurry! CCP! NERF nades to the ground. EZ Mode has spoken!
But don't touch the Sacred, EZ Mode Entitlements ... * Heavy-like HP ... * Scout-like Mobility ... * Not having to aim ... * All-powerful Rifles ...
Also, for EZ Mode Christmas ... Please I can have some new Fine Rifles ... And please buff current Rifles ... they need more range. And please give Meds more HP ... to fix the TTK problem. And if Scouts ever get Cloak, I want that too. And please don't listen to those Scouts and Heavies ... they're just QQing ... they're fine. |
Sgt Buttscratch
1107
|
Posted - 2013.12.07 21:32:00 -
[29] - Quote
They damage needs to be calculated from its original damage.
was killed by a militia lolcus grenade again today, running on my lil logi, weakened armor as my slayer needed me to carry certain things that raped my ADV ass' CPU.
I had 330 shield, 175 armor (ISH), a grenade doing 400 DMG should not do over 505 DMG. Start damage 400 versus shield(-20%), should have hit for 320, not even broke my shield.
I have also had GK.0 suits with approx 150 shield and 750+ armor OHK by the Core lolcus grenades.
150 shield versus core locus(600 dmg) should hit for 480, meaning over-damaging my shield by 330, which would then attack my armor with a +20% which would be 396 dmg. Once again this should NOT OHK a suit with roughly 900ehp. even versus just my armor, it shouldn't be able to OHK. Versus armor 600 + the bonus 20% would still only equal 720 dmg....
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Rusty Shallows
568
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Posted - 2013.12.07 21:45:00 -
[30] - Quote
CCP should just match up the Locust Grenades to the Mass Driver by tiers. It wouldn't count as a nerf since it's just damage leveling.
Muahahahha.
MCC Lounge Lizard
Forums > Game
Fix the game CCP
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Vrain Matari
ZionTCD Public Disorder.
1322
|
Posted - 2013.12.07 21:52:00 -
[31] - Quote
Jaysyn Larrisen wrote:I guess my question is what do you guys feel like a proto grenade should be able to do? Kill to adv suits within 5m of each other? Barely scratch pain on a heavy? Not trolling...I'm just trying to get a sense of this.
Everyone things core locus is over powered ...ok...are all of them overpowered? I've found that a super tank heavy is a great grenade target or when a couple guys are clustered in a stairwell - shouldn't the a grenade be able to kill them? One thing that might add some depth is to include some other functionality at proto level:
Here's some ideas from a thread discussion contact grenades.
VNGs(Viral Nanite Grenades) 25% STD suit EHP damage, and viral nanites that temporarily suppress or reverse the shield or armor repping of target suit.
TNGs(Tagging Nanite Grenades) 25% STD suit EHP damage, and TACNET nanites that temporarily light up the suit for the TACNET.
MyNGs(Myofibril Nanite Grenades) 25% STD suit EHP damage, and synthetic myofibril nanites that temporarily work against the suit servomotors to slow the user down.
OENGs(Opto-Electronic Nanite Grenades) 25% STD suit EHP damage, and Opto-Electronic nanites that seek out and temporarily overlay optical sensors, messing with the Image projected on the target's HUD.
I support SP rollover.
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The Eristic
Sad Panda Solutions
68
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Posted - 2013.12.07 22:14:00 -
[32] - Quote
Make Locus grenades ONLY do armor damage, counterpart to Flux grenades, with perhaps another type doing damage to both HP types but with much reduced base damage. Would necessitate more tactical implementation and teamwork. Could even create a role for a Grenadier suit that could carry a sidearm with 2-3 grenade slots, especially if more fun ideas like those mentioned above should ever be realized. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2807
|
Posted - 2013.12.07 22:16:00 -
[33] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
+1. BUT i've said this numerous times thou.
cooking grenades is something it shouldnt exist. If you want some instant grenades you can have ONE, Thukker Contact grenade.
WELCOME! TO ARMORED MED514 : https://forums.dust514.com/default.aspx?g=posts&m=1565076#post1565076
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Protocake JR
Royal Uhlans Amarr Empire
1035
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Posted - 2013.12.07 22:26:00 -
[34] - Quote
Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous.
Dude, I know. Since I work nights, i'm forced to play with Nyain San early in the morning.
I've quickly learned to stay away from corners , hill sides and other blind spots after seeing YOU HAVE BEEN SCANNED. If I don't, there are always no less than 3 perfectly cooked grenades flying over the hill/corner/blindspot when facing Nyain Spam. |
Ghost Kaisar
THIRD EARTH INCORPORATED
984
|
Posted - 2013.12.07 22:28:00 -
[35] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
I said this a while ago.
Someone then decided to ask me if this was my first FPS.
Idiots....
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Ghost Kaisar
THIRD EARTH INCORPORATED
986
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Posted - 2013.12.07 22:33:00 -
[36] - Quote
Double posted by accident.
Not sure what to do here.
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Slag Emberforge
Immortal Retribution
215
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Posted - 2013.12.07 22:35:00 -
[37] - Quote
IMO the problem is increase per level, grenades should get a small (10%) damage OR Radius increase per tier.
currently the the power at standard level is ok, range is reasonable, but by expanding both each tier yields proto grenades that consistently deliver OHKs and are ridiculously easy to use. |
Orenji Jiji
306
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Posted - 2013.12.07 23:07:00 -
[38] - Quote
First off -- cooking is the only part of grenade that requires ACTUAL skill. Doesn't have to do anything with nade spam.
Second off -- Cores are completely OP, I only have them on my 'FRAK THIS' proto suits, because I actually feel cheap using them. Had a 6x kill in 1.2 with single M1, it's plenty good for me since then -- M1s are OK. Cores need a nerf.
tl;dr YOUR IDEA IS BAD AND YOU SHOULD FEEL BAD, CAT.
SL dumbfire, DS bumpercars, tank godmode, working NKs. All those moments will be lost in time, like tears in rain.
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Alpha 443-6732
240
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Posted - 2013.12.08 00:16:00 -
[39] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
Or, make all grenades have equal power throughout tiers (400 damage), then increase the amount of grenades from 1-3 across standard to proto.
AV =/= Completely dominate and render vehicles useless. AV = Counterpart of vehicles that combats vehicles.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
449
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Posted - 2013.12.08 00:46:00 -
[40] - Quote
If there is concern over the Core Locus dmg level how about keep the dmg the same as the M1 Locus but give it a bigger blast radius?
This is actually a pretty productive thread and not a whole lot of eye gouging going on....constructive discussion.
Ps...sorry about the redonkulous spelling in earlier posts; tad embarrassing when I reread it. Sound drunk but don't have the benefit of having the alcohol. :) |
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Cpt Merdock
The Exemplars Top Men.
146
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Posted - 2013.12.08 00:51:00 -
[41] - Quote
You cant cook them in Battlefield. Grenades are never complained about in Battlefield...though judging the track record of this community I personally think CCP needs to shut down these forums and go back to further developing the integration of Eve to Dust, as it is the major selling point of this game. Also more stuffs, everyone likes more stuffs. After that, then go back to nerfing everything anyone ever gets killed by and wants it to go away because of this unrealistic image in their heads of a them becoming a super soldier. The reason why cooking grenades are fun because its easy, takes no skill. Cook Core Locus Grenade for four seconds and toss it, BOOM instant explode on contact, making it just as bad as the contact grenades. Make them explode a bit faster, and take away cooking. |
Kim Jong Kim
Tech Guard RISE of LEGION
13
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Posted - 2013.12.08 01:17:00 -
[42] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
Getting rid of cooking grenades is like slapping a baby. DON'T DO IT
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Baal Omniscient
L.O.T.I.S. Public Disorder.
797
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Posted - 2013.12.08 02:28:00 -
[43] - Quote
Increase the animation time to last 4 seconds before you can throw for all grenades except for sleeks, prevent restocking grenades on hives, reduce the carry count to 2 except for sleeks and packed, and cut the blast radius for all grenades by 1/2 except for sleeks and packed.
Grenades fixed and can no longer be used as a main weapon, grenades are still useful, packed and sleek grenades are now useful.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Cat Merc
Ahrendee Mercenaries EoN.
4510
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Posted - 2013.12.08 02:30:00 -
[44] - Quote
Jaysyn Larrisen wrote:Cat Merc wrote:Keri Starlight wrote:Well, it's a HUGE change.
I think grenades are OP, but this would definitely hit too hard, unless maybe you reduce the detonation time.
That way it might work.
Anyway, I'm curious about this: "Explosive damage error that sometimes resulted in too much damage being dealt"
It may result in some noticeable changes. Or it may not. Maybe, maybe not. 700~ eHP suit kinda disappears quickly when it's an armor tank, and you go up against grenade spammers, or Mass Drivers. What triggered me to make this thread is my match I had a few minutes ago against Naiyan san. While I was sleepy as **** because I didn't sleep at night, so no wonder I did badly, but **** me 10 greande deaths, 1 precision strike death and 3 AR/SCR deaths. That's ridicilous. Usually when I have a result like that it's because of one or two dedicated grenadiers on the other team getting their core locus fix. That just means the put a lot of focus on it and use grenades as more of a primary weapon. Vast majority of matches don't have this problem. It was a PC match. Literally EVERYONE was "dedicated" to throwing core locus.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Bethhy
Ancient Exiles. Renegade Alliance
416
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Posted - 2013.12.08 02:46:00 -
[45] - Quote
Cat Merc wrote:Don't allow to cook them. Yes I'm serious.
If you can't cook them, you can never get instant kills with them, the target always gets a chance to get away.
We have said along time ago to make the fuse timer on grenades random. So there is risk in cooking them.
Regardless we have to many... Grenade ammo pool's from the same nanohive as all other ammo.
The blast radius on Core locus grenades is 7.5m which is bigger by a considerable amount then the best grenade today. yet an assault rifle has trouble firing across a football field?
http://en.wikipedia.org/wiki/M67_grenade
Having a very small lethality range on grenades and a larger small damage AOE would make them more realistic and help make logistic's more functional int heir role.
Grenades I strongly feel shouldn't OHKO an advanced suit. unless it's someone's singular(owned) core locus grenade well placed. Health points in DUST 514 can only matter when stuff that instant kills people is few and far between. (skilled sniper headshots excluded)
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Cosgar
ParagonX
8481
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Posted - 2013.12.08 02:50:00 -
[46] - Quote
I love how everyone forgets that grenades were buffed to their current state in beta because of guess what? bad hit detection. Revert them back to their old stats and reevaluate from there. If they're still a problem, then we can start talking about nerfs. Stop putting butterfly bandaids on giant lacerations.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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KEROSIINI-TERO
The Rainbow Effect
898
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Posted - 2013.12.08 19:51:00 -
[47] - Quote
Thorn Badblood wrote:Reduce the damage of all grenades by 50%. Add to the skill: 10% bonus to damage per level.
That would be a step back in skill design; damage bonus skills are kinda 'mandatory' to have. Each skill like '+x damage' setting the juniors miles apart from veterans.
Feeling the scanner is too simple and off balance?
The fix:
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KingBabar
The Rainbow Effect
1483
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Posted - 2013.12.08 20:04:00 -
[48] - Quote
So you wanna remove the best working mechanic of the game?
And no, I'm not saying nades are fine, they are currently way too powerfull and are too easy to spam.
The mechanic of cooking them makes them into a skill weapon (Well not at their current power level), and skill weapons are a rare commodity in Dust. You seriously want to make the game even more of a noobish sort of "toss some nades in that general direction and keep hipfireing in that general direction" sort of game?
Cat Merc, time to stop posting these moronic suggestions of yours all the f@cking time...
http://s1286.photobucket.com/user/KingBabar/media/BannerKingbabarcopy.png.html
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Cat Merc
Ahrendee Mercenaries EoN.
4540
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Posted - 2013.12.08 20:22:00 -
[49] - Quote
KingBabar wrote:So you wanna remove the best working mechanic of the game?
And no, I'm not saying nades are fine, they are currently way too powerfull and are too easy to spam.
The mechanic of cooking them makes them into a skill weapon (Well not at their current power level), and skill weapons are a rare commodity in Dust. You seriously want to make the game even more of a noobish sort of "toss some nades in that general direction and keep hipfireing in that general direction" sort of game?
Cat Merc, time to stop posting these moronic suggestions of yours all the f@cking time... I'm just showing options. This is literally how battlefield stops grenades, where "nanohives" are unlimited.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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