Jaysyn Larrisen wrote:
snip
1) If DUST were to keep the tiers and remove the skill level requirement for items (e.g. Grenadier I gave you access to all grenades) then the tiered damage would make sense. But the numbers don't incentivize spending SP on the skill, but rather they make the disparity in SP more noticeable.
2) Flux grenades are, and should be, the grenade of choice in matches with Friendly Fire turned on. It took most of the PC crowd a very, very long time to realize that locus grenades get you more "-50 Team Kill" than "+50 Kill" displays. Zatara Rought has still killed me with more blue grenades than he has as an enemy and we haven't been corp mates for 7 months.
With AV grenades being buffed FF matches should be favoring AV and Flux over Locus. And with the Core being buffed by 50HP in pub matches it's just going to be spammed more.
3) I can only carry 1 cloak, but I can carry 2-9 nanohives.
4)That is how all modules should be. It's a minor improvement for a steep increase in fitting cost. STD should cost Y. ADV should cost Y+X, and PRO should cost Y+3X. That's very general concept and in actuality the cost comes close but none have those number specifically but it's pretty close.
5) This is a problem with the fuse time, Pretty sure "Lock on time" is the name of the category it falls in. The REs have a lock on time of 1 second and a reload time of 1 second. Lowering the reload time to 0.8 seconds would greatly increase it's use for deploying them on tanks. While increasing the lock on time to 2 seconds would give any suit that sees an RE thrown or dropped on them to safely move away from it. With a change like that REs could still be used for ambushes and traps as well as AV but would hinder the use as superior grenades.
6) Hmm. I'm too biased to answer this one. Personally I like to throw my REs above eye-level so no one sees them and with hope that enemies will be within my 5m radius while the RE is outside the 5-7m radius of a Flux grenade thrown to clear my trap.
The distance thrown is also incredibly useful for placing REs on vehicles. I think that with an increased minimum time to detonate this issue would be less severe, and something to talk about at a later date.
7) This isn't really true. Most REs are usually placed within the blast range of each other allowing a single flux grenade to take out 3+ at a time. While if in FW or PC where friendly fire in on then blowing up 1 will set off the others.
8) I think the proposed changes on nanite cluster cost for grenades in the Hotfix Alpha Numbers post is at good place. I would not support further increasing the nanite cost.
9) You post is mostly hyperbole.
A) This is in poor form because it makes grenadier skill far too vital to play DUST514. It's a nerf to AV, one we don't need in this game. It's a nerf to the tactical use of REs
B) I disagree with this based on my previous statement of PRO being a small difference in effect for a large cost in fitting.
C) OHK grenades are a terrible, terrible, terrible idea. It favors twitch shoot gameplay over tactical game play. The same reason short fuse time on REs needs to be changed, the same reason fuse time went from 2 seconds to 5 seconds.
D)
I don't like d. That would make Flux Grenades way too powerful if they did armor damage. They already have a huge damage value. Enough to take out a Shield tanked proto Cal-Sentinel and deplete a gunnlogi's shields with 2 grenades. Giving them any value of damage to armor would need to completely redo the flux grenades.