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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
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Posted - 2014.06.01 20:22:00 -
[1] - Quote
Rather than increasing the damage REs do, why not just separate them into variants. The ones we have now can have their damage lowered to better fit anti-personnel purposes, and introduce higher damaging REs intended for AV use at the cost of longer arming time. Flux grenades on the other hand have no reason to cause both shield and armor damage. That type of tweak would just make shields more in superior to armor. Considering now not only are your shields deactivated for 6+ seconds, now you're also short 10 - 30% of your armor on top of that? Might as well throw one of them REs down at their feet and save them the trouble of getting wrecked by a flux grenade.
Planetside 2
November 20
Join me, Join me now or gtfo
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 01:34:00 -
[2] - Quote
Jaysyn Larrisen wrote:THE-PIMP-NAMED-SLICKBACK wrote:Rather than increasing the damage REs do, why not just separate them into variants. The ones we have now can have their damage lowered to better fit anti-personnel purposes, and introduce higher damaging REs intended for AV use at the cost of longer arming time. Flux grenades on the other hand have no reason to cause both shield and armor damage. That type of tweak would just make shields more in superior to armor. Considering now not only are your shields deactivated for 6+ seconds, now you're also short 10 - 30% of your armor on top of that? Might as well throw one of them REs down at their feet and save them the trouble of getting wrecked by a flux grenade.
I can see the RE damage not needing to be changed and you make a good point about RE variants. If you had to choose AV "shape charges" or anti-infantry that would help a little. Not sure what you meant about the proposed adjustments to Flux grenades making "shields more superior to armor". I think the idea that you can take at least some minor level of damage...say about as much as a Scrambler overheat causes seems pretty legit to be honest. You're frying shields and it stands to reason you would some minor level of damage to the suit. I'm certainly not recommending they be anywhere on par with even locus grenades as far as explosive damage dished out.
Auto spell correct, sorry.
What I wanted to say is that shields would be even less viable, when compared to armor if fluxes did damage to both shields and armor.
As for the REs I just figured if the damage was knocked down to say... 600 - 800 on the normal variant depending on tier, it would still be an effective anti personnel weapon and area denial weapon, but would not be as lethal for heavy classed suits like myself. No matter how hard I try to run the second I hear the sound of the RE I can't escape the blast radius (Gammado suit). That's just what I feel would work but odds are that won't happen.
Planetside 2
November 20
Join me, Join me now or gtfo
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 02:49:00 -
[3] - Quote
Adipem Nothi wrote:May was let's p*ss on everything Scouts use month. It is no longer May.
Hey man when you can simply drop an RE and kill everyone within its blast radius in a little over 2 seconds that's a little ridiculous. We should have a bigger window to escape instead of spending those two seconds of arming time turning our fatasses around and preparing to run. Its impossible to escape them in anything less than a medium suit, yet kills heavies with ease. Nobody wants to nerf its arming time so tweak its damage so heavies can actually survive one blast, that way you can use it as a crippling tool rather than an easy win button.
Planetside 2
June 30
Y'all scrubs joining me or what?
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 04:07:00 -
[4] - Quote
Adipem Nothi wrote:THE-PIMP-NAMED-SLICKBACK wrote:Adipem Nothi wrote:May was let's p*ss on everything Scouts use month. It is no longer May. Hey man when you can simply drop an RE and kill everyone within its blast radius in a little over 2 seconds that's a little ridiculous. We should have a bigger window to escape instead of spending those two seconds of arming time turning our fatasses around and preparing to run. Its impossible to escape them in anything less than a medium suit, yet kills heavies with ease. Nobody wants to nerf its arming time so tweak its damage so heavies can actually survive one blast, that way you can use it as a crippling tool rather than an easy win button. Scouts are about to get nerfed. Significantly. You guys have more going for you at the moment than ever before ... * Massive HP Reserves * Pirouette on a Dime * Grenade Resistance * Stunlock * 30+ meter range (on a CQC weapon) You're looking to take away one of the few effective means by which a high-end Scout can kill a high-end Heavy. You're gear is overpowered, and you're lobbying to nerf the tools by which others can threaten you. You sound like a Pilot.
I'm speaking from the point of view of a commando, I rarely run sentis and when I do they're templar heavies. (Also this is an alt I use for posting since his name is hella slick). My main character's name is Hired_Pinp, he's a tanker I rarely use now.
Arguing that an op piece of equipment should stay op because your dropsuit class is getting nerfed isn't valid, by this logic why doesn't the assault class have their post-nerf rifles back since they're outshined in every roll they were previously used for?
My suggestion isn't even that much of a nerf, you can just no longer insta kill heavies without the least bit of effort. You have the full on advantage to finish him with a shotgun round, or rifle. We deserve a fighting chance, not a death sentence once we hear that lovely sound of a RE dropping. That or use the breach variant at your own risk.
Planetside 2
June 30
Y'all scrubs joining me or what?
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 05:38:00 -
[5] - Quote
TheEnd762 wrote:You nerf RE damage, or increase their arming timer, you make them useless against tanks. REs take a LOT of skill to use effectively. They're certainly not more of an instant win button than rolling around in a proto heavy suit.
Hence why I said to also introduce a breach variant with high damage, and longer arm time. Solves both problems by dividing the uses, don't know why nobody else suggested it.
Planetside 2
June 30
Y'all scrubs joining me or what?
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 06:12:00 -
[6] - Quote
TheEnd762 wrote:THE-PIMP-NAMED-SLICKBACK wrote:Hence why I said to also introduce a breach variant with high damage, and longer arm time. Solves both problems by dividing the uses, don't know why nobody else suggested it. TheEnd762 wrote:You nerf RE damage, or increase their arming timer, you make them useless against tanks. REs take a LOT of skill to use effectively. They're certainly not more of an instant win button than rolling around in a proto heavy suit. Minimal arm time is essential to engaging tanks before dying or they run away.
Well no fix is perfect, and what's your idea then? I could by all means stick a cloak and REs on my skinweve scout and run around tossing them at the feet of anyone I see. They have all of two seconds to find and kill me before I bunny hop away, or run in the opposite direction to the RE, of which they wouldn't know. Sure maybe I can't escape in time for a heavy to gun me down, but I can take their 200k proto suit along with my skinweve.
If anything they need to separate the arming time from the placing time, but I think that might be more of a complex fix. I don't know i'm not a programmer so that may not be a viable option but something has to be done about their easy use.
Planetside 2
June 30
Y'all scrubs joining me or what?
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