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![Samuel Zelik Samuel Zelik](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
183
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Posted - 2014.04.27 01:47:00 -
[1] - Quote
I'd like to inhibit my enemy, but not necessarily their weapons. Because the fuse on the weapon is contact-based (judging from the description), I can this being abused in CQC fairly easily. Speaking of which, I'm not seeing the grenade being viable outside CQC unless it has some uber chucking range and possibly greater effect range.
I agree we should have some non-damaging AI grenades, but I'd rather see the enemy be hampered rather than able to be completely screwed over. Example: the Scrambler Grenade from this post reduces an enemies speed and makes their vision blurry (see the video about the Volt Driver). As a result, their defensive capabilities are weakened because they cannot move as quickly and their offensive capabilities are weakened because they cannot see correctly (and thus cannot aim correctly). Even just the vision disruption would do something to the same effect of offensive & defensive hampering. The grenade makes operation difficult, but not impossible.
The concern I have with your proposal is that the victim would not be able to respond. Non-Amarr Logis would be sitting ducks, and even if a person anticipated the incoming grenade, whatever they switch to would be disabled, resulting in them having to switch back. The grenade seems to make people just too easy pickings and unable to respond in a reasonable manner or possibly have a chance to respond decently.
I was going to use that Installation...
Flashlights: Good because yes.
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![Samuel Zelik Samuel Zelik](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
183
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Posted - 2014.04.27 03:42:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Samuel Zelik wrote:*chatter* I don't understand the concerns regarding abuse. Flux grenades completely destroy shields and leave the target similarly vulnerable to being killed, and locus grenades just outright kill people, this seems much more balanced to me in my opinion. As for non-Amarr logis, the effects would last about the time of a reload. Also I don't understand how using it in CQC would be "abuse", seems like just using what you have at your disposal. The main reason shields are so vulnerable is because there is no response (ie: recovery) to Flux nades, hence the need for a shield "rep tool" (see the other posts floating around atm, can link them if you'd like) or some type of active resistor. Locus grenades do kill, but they are not guaranteed; most must be skillfully timed to be used effectively. The time of a reload is more than enough for either a Shotgun or most other weapons to drop someone in a gunfight or by surprise, like ADAM-OF-EVE hinted. The CQC would be abuse because there's no where to run for sitting ducks; if one knowingly disables someone, the momentum keeps moving. Also, Shotgun Scouts.
I was going to use that Installation...
Flashlights: Good because yes.
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![Samuel Zelik Samuel Zelik](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
183
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.04.28 02:58:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:Updated OP Fuse time: 2.5 seconds. Edited original fuse time suggestion to prevent players from just easily throwing even more inhibitor grenades to also disable the backup weapon; if someone tries it, by the time the second grenade goes off, the primary weapon will be ready for use. Samuel Zelik wrote:*some response* Guess I didn't edit my earlier fast enough to cover the sidearm disabling thing, and will make it require skill similar to locus grenades. Issue is taken care of now. There is a way to recover from flux grenades: shield regulators. Added this to the OP Victim temporary resistance: any players hit by an inhibitor field will be immune to future inhibitor field grenades for 10 seconds; this is to prevent groups of enemies taking turns disabling both primary and sidearm weapons of a target to keep the target permanently inhibited. The fuse time and immunity are nice touches, but I still don't get a good vibe from the concept at this point. The idea is fairly reasonable and with the two added modifiers the grenade could be safe enough without being abused, but I just don't like it personally for whatever reason. Nevertheless, +1 because we need more stuff like this.
I was going to use that Installation...
Flashlights: Good because yes.
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