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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10638
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Posted - 2014.04.26 19:08:00 -
[1] - Quote
Inspired by this, unlike what is described the linked thread, I want a mainly anti-infantry grenade that effects all handdeld weapons.
Effect: Temporarily disables currently held infantry weapons (your backup weapons are unaffected). Duration: 2.5 seconds Radius: 5 meters Fuse time: almost instantly after hitting the ground
We need more anti-infantry grenade options besides just damaging. I want it.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10639
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Posted - 2014.04.26 23:20:00 -
[2] - Quote
No one else wants to inhibit the weapons of their enemies?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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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 -
[3] - 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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ADAM-OF-EVE
Dead Man's Game
1514
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Posted - 2014.04.27 02:27:00 -
[4] - Quote
i can see this being good for tanks i.e you need to run past it but as anti infantry i just don't see it working. all it will mean is everyone carrying them. 2.5 sec's is a dead merc. by the time you switch to sidearm you are already on your way to dying horribly . also remember not everyone has a sidearm to switch to and with ttk already very low this would certainly kill off most of the remaining player base
yes for use against tanks and no for use against infantry except maybe heavy weapons
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10640
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Posted - 2014.04.27 03:30:00 -
[5] - Quote
Samuel Zelik wrote: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 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; and reloads aren't too debilitating.
As for the throwing another one to disable the sidearms, it could just be be limited to 1 maximum carried, or perhaps the fuse time could be like a locus grenade to ensure that by the time it takes effect, the victim will have had a chance to act.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10640
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Posted - 2014.04.27 03:39:00 -
[6] - Quote
ADAM-OF-EVE wrote:i can see this being good for tanks i.e you need to run past it but as anti infantry i just don't see it working. all it will mean is everyone carrying them. 2.5 sec's is a dead merc. by the time you switch to sidearm you are already on your way to dying horribly . also remember not everyone has a sidearm to switch to and with ttk already very low this would certainly kill off most of the remaining player base
yes for use against tanks and no for use against infantry except maybe heavy weapons 2.5 seconds is less than an AR's reload time, and I have survived plenty of battles where I managed to reload and continue fighting while being shot at. Switching to your sidearm actually does not take that long, switching to a sidearm to successfully continue fighting after running out of ammo on your primary is extremely common. You make it sound like the TTK is like COD. How are you fine with grenades that just outright kill people when you have problems with a grenade concept that just simulates reload, or make you have to switch to your secondary?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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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 -
[7] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10640
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Posted - 2014.04.27 03:51:00 -
[8] - Quote
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: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. 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10642
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Posted - 2014.04.27 19:15:00 -
[9] - Quote
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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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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 - 2014.04.28 02:58:00 -
[10] - 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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deepfried salad gilliam
Sanguine Knights
689
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Posted - 2014.04.28 03:05:00 -
[11] - Quote
maybe if it functioned like the rep tool and drained capacitor while in use(capacitor is currently known as stamina)
It'll help define roles, i promise:)
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10660
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Posted - 2014.04.29 02:09:00 -
[12] - Quote
I still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
568
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Posted - 2014.04.29 02:22:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:No one else wants to inhibit the weapons of their enemies? Why bother when a locus grenade can nearly kill everyone in a 5m rad? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10660
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Posted - 2014.04.29 02:39:00 -
[14] - Quote
Thurak1 wrote:KAGEHOSHI Horned Wolf wrote:No one else wants to inhibit the weapons of their enemies? Why bother when a locus grenade can nearly kill everyone in a 5m rad? A locus grenade alone won't kill a sentinel, but disabling the HMG would certainly turn the tides of battle greatly. Locus grenades have a longer fuse time, which means you have to spend more precious time cooking it, or you just throw it without cooking and it gets easily avoided.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Denn Maell
PIanet Express Canis Eliminatus Operatives
358
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Posted - 2014.04.29 02:58:00 -
[15] - Quote
don't know about "disabling" the weaponsGǪIt might work, it might not. But I had a thought after reflecting on the whole "Spawn time Glitch" what if your grenade temporarily disabled Passive Skill Bonuses instead? Weapons would suddenly have more kick to them and take longer to reload?
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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BL4CKST4R
WarRavens Final Resolution.
2601
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Posted - 2014.04.29 10:36:00 -
[16] - Quote
I would much rather 1 shot my enemy with a core grenade.
This would be much better if we had a tactical grenade slot.
For the Federation!
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Korvin Lomont
United Pwnage Service RISE of LEGION
942
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Posted - 2014.04.29 10:43:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:Inspired by this, unlike what is described the linked thread, I want a mainly anti-infantry grenade that effects all handdeld weapons. Effect: Temporarily disables currently held infantry weapons (your backup weapons are unaffected). Duration: 2.5 seconds (less than an AR reload time) Radius: 5 meters 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. 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. We need more anti-infantry grenade options besides just damaging. I want it.
This sounds pretty close to the EMP grenade described in the EVE/Dust novels. The EMP grenade disabled all energy based weapons (so every weapon apart from projectile weapons and knives)
And there are already some request to this floating around if I am not mistaken but that does not change that this is a good idea :) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10662
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Posted - 2014.04.29 18:57:00 -
[18] - Quote
BL4CKST4R wrote:I would much rather 1 shot my enemy with a core grenade.
This would be much better if we had a tactical grenade slot. GAAAAAHHHHHH!!!
Either someone thinks its OP, or think its useless. The prototype inhibitor grenade would have more splash splash radius, and less fuse time than the prototype locus grenade. Effect more people at once, and spend less time cooking or waiting, meaning less time the targets can escape.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Dauth Jenkins
Ultramarine Corp
511
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Posted - 2014.04.30 04:24:00 -
[19] - Quote
Would it affect your own team?
-Sincerely
--The Dual Swarm Commando
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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
105
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Posted - 2014.04.30 05:50:00 -
[20] - Quote
Dauth Jenkins wrote:Would it affect your own team?
Interesting concept. Because if it is universal, you would have to be extremely careful about positioning and situational awareness. |
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