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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1070
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Posted - 2014.06.01 19:55:00 -
[1] - Quote
Issue: With the impending changes in Hotfix Alpha to grenades having a significantly increase tiering in Locus variant damage and nanite resupply cost this has brought up a parallel discussion on REs due to how both are employed and their relative combat effectiveness.
Discussion: 1) Tiering the locus damage will incentivize SP investment to maintain lethality.
2) This may have the effect of increasing the use of Flux or Fused nades
3) Nades have had their base ammo reduced to 2x and REs can carry 3 to 4
4) There is a high CPU/PG cost for proto hades that may well deter the usage based on the benefit
5) REs have become at least as prevalent in usage as the Core Locus used to be which triggered much of the concern over grenade spam due to lower CPU/PG cost for significantly increased lethality at lower tiers and multiple employment tactics.
6) REs can be thrown fairly well, particularly if you have a height advantage.
7) If the base number of available REs is higher than grenades you begin to establish a situation where it will limit ability to clear objectives prior to hacking
8) If resupply of grenades is further restricted (removed or limited to supply depots only) in the future this will exacerbate the disparity between the two equipment types.
9) Locus grenades have become somewhat devalued not only by RE usage increase but with the increasing number of players using Heavy suits with significant resistances and eHP or even well tanked scouts (above the damage threshold that even a Core Locus can deliver),.
Recommendations: a) Level the amount of carried equipment and resupply rates between grenades and REs. Recommend 1 / Standard and 2 at Advanced & Proto for both and keep the nanite cost and any future resupply constraints the same.
b) Lower CPU / PG cost for grenades and REs by 15% or allow additional reductions in resource cost with SP investment to maintain incentive to use proto gear
c) If future Dust balance iterations indicate that resupply should not be allowed for grenades or REs then increase the damage noticeable to increase the criticality of employing the weapon.
d) Consider adding some minor level of armor damage to flux grenades to increase the utility of flux grenades.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
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Posted - 2014.06.01 20:22:00 -
[2] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1071
|
Posted - 2014.06.01 23:04:00 -
[3] - Quote
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.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
128
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Posted - 2014.06.01 23:57:00 -
[4] - Quote
Personally it drives me f*cking crazy that a basic Remote can kill my full proto Amarr Sentinel with little to no effort.
A basic tier RE shouldn't do more damage than a Proto Forge.
If you want to instakill proto heavies, you should have to pay a higher PG/CPU and ISK price for it.
dinosaurs for legion, oh wait i won't be playing it
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 01:34:00 -
[5] - 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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Adipem Nothi
Nos Nothi
1248
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Posted - 2014.06.02 02:31:00 -
[6] - Quote
May was let's p*ss on everything Scouts use month. It is no longer May.
Shoot scout with yes...
- Ripley Riley
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 02:49:00 -
[7] - 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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Adipem Nothi
Nos Nothi
1248
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Posted - 2014.06.02 03:28:00 -
[8] - Quote
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.
Shoot scout with yes...
- Ripley Riley
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 04:07:00 -
[9] - 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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Appia Nappia
843
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Posted - 2014.06.02 04:13:00 -
[10] - Quote
Adipem Nothi wrote:
TL;DR: If you're concerned about "Frisbee RE" then convince Rattati to increase arming time. Nerfing any other aspect of REs (A) is unwarranted and (B) will interfere with AV functions.
As someone that has all 4 commandos, let me tell you that my favorite equipment is the Frisbee are Remote Explosives. I say this as someone that uses them as better grenades, as someone that's been using them as better grenades for a long time: they need a longer arming time.
Secretly Appia Vibbia
If you can read my signature... I'm on the wrong alt.
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Immortal John Ripper
22136
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Posted - 2014.06.02 04:26:00 -
[11] - Quote
Appia Nappia wrote:Adipem Nothi wrote:
TL;DR: If you're concerned about "Frisbee RE" then convince Rattati to increase arming time. Nerfing any other aspect of REs (A) is unwarranted and (B) will interfere with AV functions.
As someone that has all 4 commandos, let me tell you that my favorite equipment is the Frisbee are Remote Explosives. I say this as someone that uses them as better grenades, as someone that's been using them as better grenades for a long time: they need a longer arming time. Res are my favorite for just about any suit! They are awesome!
The legend never dies.
Appia Vibbia is paying me 100m isk to tell you "Vote for appia"
Message her if u want isk too.
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General John Ripper
22159
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Posted - 2014.06.02 04:26:00 -
[12] - Quote
Appia Nappia wrote:Adipem Nothi wrote:
TL;DR: If you're concerned about "Frisbee RE" then convince Rattati to increase arming time. Nerfing any other aspect of REs (A) is unwarranted and (B) will interfere with AV functions.
As someone that has all 4 commandos, let me tell you that my favorite equipment is the Frisbee are Remote Explosives. I say this as someone that uses them as better grenades, as someone that's been using them as better grenades for a long time: they need a longer arming time. Res are my favorite for just about any suit! They are awesome!
The legend never dies.
Appia Vibbia is paying me 100m isk to tell you "Vote for appia"
Message her if u want isk too.
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TheEnd762
Sver true blood Dirt Nap Squad.
498
|
Posted - 2014.06.02 04:58:00 -
[13] - Quote
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. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
|
Posted - 2014.06.02 05:38:00 -
[14] - 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?
|
TheEnd762
Sver true blood Dirt Nap Squad.
498
|
Posted - 2014.06.02 06:01:00 -
[15] - Quote
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. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
|
Posted - 2014.06.02 06:12:00 -
[16] - 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?
|
Bayeth Mal
OSG Planetary Operations Covert Intervention
491
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Posted - 2014.06.02 10:06:00 -
[17] - Quote
Velociraptor antirrhopus wrote:Personally it drives me f*cking crazy that a basic Remote can kill my full proto Amarr Sentinel with little to no effort.
A basic tier RE shouldn't do more damage than a Proto Forge.
If you want to instakill proto heavies, you should have to pay a higher PG/CPU and ISK price for it.
If your proto sentinel gets wiped by a single RE then you're doing it wrong.
Hell I survived REs pre 1.8. And now we have -25% damage from explosives.
You know you're supposed to put complex plates on the proto Amarr sentinel suit right? Not hacking mods.
Sure you can't just shrug them off, they'll leave you pretty weak. But the rule for Amarr and Gal sentinels is simple.
"It puts the rep-tool on its skin or else it has to spawn again."
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
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Master Smurf
Nos Nothi
492
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Posted - 2014.06.02 12:30:00 -
[18] - Quote
I think the grenade change is already stupid - Pushing another change based on whats happening with nades is a step in the wrong direction imo.
I understand people want to balance out the perceived (some actual) problems that may arise but these moves make for a less deadly experience in a world where death should come easy because we are immortal.
Grenades should kill or severely weaken, whether thrown expertly or luckily. As it stands heavies already do well against them and we have already had nerfs.
RE's can be armed quickly and when used by skilled players they can infiltrate a spot quickly and bring down a group but more time than not its a one or two person kill and then the RE user has to move an reposition. I could see a slight increase to the arm time where progression up skill tree reduces arm time.
We have already had the bleed out kill option removed so an RE user can be killed before detonation; they can also be spotted if you are careful and scanned but not many want to use scanners.
I would much prefer more push back on grenades than moving to a system where only a few weapons kill.
Lets also dispense with some of the comparisons. A forge can fire repeatedly, an RE can only detonate once. Elevation is advantageous for all weapons.
"Shine bright like a diamond"
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1046
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Posted - 2014.06.02 12:33:00 -
[19] - Quote
Lobbying for Heavy 514.
After the hotfix, RE will be the only existing counter to a heavy blob right now. Also, it's one of the few remaining useful AV weapons.
You can't nerf RE without taking into account how that would affect the balance against vehicles and heavies. |
Adipem Nothi
Nos Nothi
1257
|
Posted - 2014.06.02 13:35:00 -
[20] - Quote
Flyingconejo wrote:Lobbying for Heavy 514. After the hotfix, RE will be the only existing counter to a heavy blob right now. Also, it's one of the few remaining useful AV weapons. You can't nerf RE without taking into account how that would affect the balance against vehicles and heavies.
Absolutely correct.
Shoot scout with yes...
- Ripley Riley
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Appia Nappia
847
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Posted - 2014.06.02 13:45:00 -
[21] - 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.
increasing arming time shouldn't increase the speed in which you deploy them, on the time between thrown and detonation when rapidly pressing L1
Secretly Appia Vibbia
If you can read my signature... I'm on the wrong alt.
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Adipem Nothi
Nos Nothi
1263
|
Posted - 2014.06.02 13:48:00 -
[22] - Quote
Appia Nappia wrote: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. increasing arming time shouldn't increase the speed in which you deploy them, on the time between thrown and detonation when rapidly pressing L1
Would absolutely favor trading Faster Toss for Delayed Detonation. This way we could get them onto tanks more reliably.
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2721
|
Posted - 2014.06.02 15:52:00 -
[23] - Quote
Jaysyn Larrisen wrote:Issue: With the impending changes in Hotfix Alpha to grenades having a significantly increase tiering in Locus variant damage and nanite resupply cost this has brought up a parallel discussion on REs due to how both are employed and their relative combat effectiveness.
Discussion: 1) Tiering the locus damage will incentivize SP investment to maintain lethality.
2) This may have the effect of increasing the use of Flux or Fused nades
3) Nades have had their base ammo reduced to 2x and REs can carry 3 to 4
4) There is a high CPU/PG cost for proto hades that may well deter the usage based on the benefit
5) REs have become at least as prevalent in usage as the Core Locus used to be which triggered much of the concern over grenade spam due to lower CPU/PG cost for significantly increased lethality at lower tiers and multiple employment tactics.
6) REs can be thrown fairly well, particularly if you have a height advantage.
7) If the base number of available REs is higher than grenades you begin to establish a situation where it will limit ability to clear objectives prior to hacking
8) If resupply of grenades is further restricted (removed or limited to supply depots only) in the future this will exacerbate the disparity between the two equipment types.
9) Locus grenades have become somewhat devalued not only by RE usage increase but with the increasing number of players using Heavy suits with significant resistances and eHP or even well tanked scouts (above the damage threshold that even a Core Locus can deliver),.
Recommendations: a) Level the amount of carried equipment and resupply rates between grenades and REs. Recommend 1 / Standard and 2 at Advanced & Proto for both and keep the nanite cost and any future resupply constraints the same.
b) Lower CPU / PG cost for grenades and REs by 15% or allow additional reductions in resource cost with SP investment to maintain incentive to use proto gear
c) If future Dust balance iterations indicate that resupply should not be allowed for grenades or REs then increase the damage noticeable to increase the criticality of employing the weapon.
d) Consider adding some minor level of armor damage to flux grenades to increase the utility of flux grenades.
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.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1073
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Posted - 2014.06.03 00:24:00 -
[24] - Quote
Appia Vibbia wrote: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.
Appia,
I appreciate the detailed feedback. By and large I believe I agree with your comments and i've got a couple points of clarification in areas I might not have been clear on. Quick note: I'll keep using the number / letter headers just so I can keep track.
1 - agreed 2 - agreed
3 - I might not have been clear. You can already carry more REs, which i think we agree have greater utility and lethality, than grenades. By increasing the nanite cost or potentially removing replenishment from nano hives for grenades it would continue to make the RE a far better choice for a player.
4 - I agree that SP pays for minor increases in effectiveness vs increased cost of CPU/PG, no issues with that. My point is that the relative value that proto nades (particularly locus) give you vs the CPU/PG cost has now shifted somewhat out of balance. With the ability to carry less (and no variant that gives you that option) and a nerf to resupply capabilty my subjective opinion is that they aren't quite worthy the CPU/PG outlay. Admittedly, this could be just reflective of my personal view and not indicitive of anyone else.
I do think it's safe to say that most folks would agree the proto RE options are more value per resouce cost (CPU/PG) than proto nades.
5 & 6 - agreed. The throw distance in the AV game is good point and one I didn't consider as I was focusing primarly on anti-infantry and AV function after the RE had been emplaced.
7 - I see your point on distance factors and tactical employment; my point is that not every objective gets 2 to 3 REs. On a purely one for one basis it is imbalanced.
8 - agreed
9 - I take a little issue with referring to it as hyperbole; i.e. "hyping" things to make the point. Granted it is a subjective assesment but i suspect you would agree that there is a distince uptick in heavy suits and "tanked" scouts.
Also - i should have clarified that I had CCP Rattati's comments about his subjective effectiveness tiering of nades vs various suits and meta levels. Basically...militia nade should kill militia medium suit and it scales up so that proto nades kill proto non-sentinel suits. Based on the tiering noted in Hotfix Alpha the numbers don't seem to jive with that based on relative amounts fo eHP and calculated resistances.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1073
|
Posted - 2014.06.03 01:27:00 -
[25] - Quote
Appia Vibbia wrote: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.
Recommendation responses cont...
A) Really not seeing how this is in poor form. I'm not sure this makes the grenadier skill "too vital" at all; I also truly don't see it to being a nerf to tactical employment, however, It certainly makes you choose your shots more carefully - similar to what was done when # of nades carried was reduced.
As for the it being a secondary nerf to AV - you are spot on; I didn't consider that. As noted earlier I was primarly focused on the anti-infantry aspect.
Quick note on this...I am not in anyway trying to nerf RE's to a effective level below grenades. My overall point, which some of your comments cemented is that REs are simply overmatching nades at all meta levels. You are very skilled RE user and I happen to favor grenades and I think we are both trying to figure out something where players can enjoy using their preferred equipment without feeling it's OP/UP.
B) Fair point and I do stand by my statement that value =/= resource cost for Locus or Flux at proto level.
C) Again...fair point. Counter question...should RE's have enough lethality to OHK? This could also lead into a side discussion of needing AV specific variants of REs, i.e. much lower effect on infantry vs increased effect on vehicles.
D) My point was simply that some minor increase to delivered damage to armor positivley shifts the value for proto fluxes. Saying that it would require a complete redo of flux grenades is bit over the top; however, I didn't make it clear how minor the proposed flat damage rate would be...i was literally thinking of proto flux delivering at most something akin to scram rifle overheat damage.
Also...i suspect I had the EVE side model of damage constructs where even EMP weapons that have major bonues vs shields do at least a minor amount of damage to armor.
Again, really appreciate the detailed feedback!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Appia Nappia
854
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Posted - 2014.06.03 04:07:00 -
[26] - Quote
Jaysyn Larrisen wrote: Appia,
I appreciate the detailed feedback. By and large I believe I agree with your comments and i've got a couple points of clarification in areas I might not have been clear on. Quick note: I'll keep using the number / letter headers just so I can keep track.
...
3 - I might not have been clear. You can already carry more REs, which i think we agree have greater utility and lethality, than grenades. By increasing the nanite cost or potentially removing replenishment from nano hives for grenades it would continue to make the RE a far better choice for a player.
4 - I agree that SP pays for minor increases in effectiveness vs increased cost of CPU/PG, no issues with that. My point is that the relative value that proto nades (particularly locus) give you vs the CPU/PG cost has now shifted somewhat out of balance. With the ability to carry less (and no variant that gives you that option) and a nerf to resupply capabilty my subjective opinion is that they aren't quite worthy the CPU/PG outlay. Admittedly, this could be just reflective of my personal view and not indicitive of anyone else.
I do think it's safe to say that most folks would agree the proto RE options are more value per resouce cost (CPU/PG) than proto nades.
...
7 - I see your point on distance factors and tactical employment; my point is that not every objective gets 2 to 3 REs. On a purely one for one basis it is imbalanced.
. . .
9 - I take a little issue with referring to it as hyperbole; i.e. "hyping" things to make the point. Granted it is a subjective assesment but i suspect you would agree that there is a distince uptick in heavy suits and "tanked" scouts.
Also - i should have clarified that I had CCP Rattati's comments about his subjective effectiveness tiering of nades vs various suits and meta levels. Basically...militia nade should kill militia medium suit and it scales up so that proto nades kill proto non-sentinel suits. Based on the tiering noted in Hotfix Alpha the numbers don't seem to jive with that based on relative amounts fo eHP and calculated resistances.
#3 is me being a jerk and telling you that comparing Grenade slot to Equipment slot numbers isn't the same thing. There's no reason you can't carry both. With grenade and REs each serving a distinct purpose
#4 I think you're undervaluing the increase in range for locus grenades and overvaluing the increased number of deployable REs. I could go into this point specifically if you'd like.
#7 . . . They serve different puposes. They shouldn't be equivalent on a 1 on 1 direct comparison.
And to the last part, yeah. Those numbers don't really work out. The STD damage is less than the base HP on Medium suits. And a a few basic HP mods protect Medium Frames from the ADV level. It seems like the new numbers are only there to OHK scouts. But still I completely disagree with a single item that's easily restocked and can be thrown will little personal skill being able to just kill someone instantly.
Secretly Appia Vibbia
If you can read my signature... I'm on the wrong alt.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1073
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Posted - 2014.06.03 07:36:00 -
[27] - Quote
"#7 . . . They serve different puposes. They shouldn't be equivalent on a 1 on 1 direct comparison.'
^ I think the crux of my concern is that i agree with the concept you are describing but that's not really how things are playing out as far as employment and tactics are going.
My base opinion is that RE's have too much overlap with grenades...and are simply more useful in many ways.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Adipem Nothi
Nos Nothi
1302
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Posted - 2014.06.03 11:35:00 -
[28] - Quote
Jaysyn Larrisen wrote: My base opinion is that RE's have too much overlap with grenades...and are simply more useful in many ways.
So .....
Nerf 'em!
:: facepalm ::
Shoot scout with yes...
- Ripley Riley
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1073
|
Posted - 2014.06.03 13:50:00 -
[29] - Quote
Adipem Nothi wrote:Jaysyn Larrisen wrote: My base opinion is that RE's have too much overlap with grenades...and are simply more useful in many ways.
Utility is not (and never has been) grounds for the Nerf Bat. Perhaps the argument could be made ... Over Utilization = Potential Nerf Under Utilization = Potential BuffBut are REs over-utilized? No. TL/DR: You're attempting to solve a non-problem.
Ok, just to be clear, you believe that REs are fine as they are?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Adipem Nothi
Nos Nothi
1311
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Posted - 2014.06.03 14:26:00 -
[30] - Quote
Jaysyn Larrisen wrote:
Ok, just to be clear, you believe that REs are fine as they are?
For the most part, yes.
Arguments could be made for a slight increase in time-to-arm to discourage use-as-grenade. Arguments could be made for faster release to encourage use-as-AV.
REs may need polish but they are not broken; other things are -- quite plainly -- broken. Time and resources are limited; would they not be best spent on fixing broken things?
Shoot scout with yes...
- Ripley Riley
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Cross Atu
OSG Planetary Operations Covert Intervention
2226
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Posted - 2014.06.03 17:45:00 -
[31] - Quote
Adipem Nothi wrote:Jaysyn Larrisen wrote:
Ok, just to be clear, you believe that REs are fine as they are?
For the most part, yes. Arguments could be made for a slight increase in time-to-arm to discourage use-as-grenade. Arguments could be made for faster toss and/or further toss to encourage use-as-AV. REs may need polish but they are not broken; other things are -- quite plainly -- broken. Time and resources are limited; would they not be best spent on first fixing broken things? I agree with the above, but with a caveat.
REs can be considered workable from the perspective of a stand alone assessment (though I'd still make the case that both of your above arguments be adopted, or at least time to arm) but they rather clearly cannot be viewed at contextually balanced when compared to other in game assets at this point.
As I've said elsewhere they are currently
- more effective at AV than AV nades or Swarms(alpha may change this, but it may exacerbate it as well, we'll have to see).
- They're as, or more effective against infantry than Locus (as or more being situational)
- They're not in slot competition with Flux and so are given synergistic advantages.
- They possess synergies with Proxy giving them a further AV boost (and making them effectively 'dumbfire' assets within this context)
- Possess battle shaping assets in that you can establish ZoC which cost opposing forces extra time to clear (and thus loss of the initiative), an effect which persists after use because a team who knows there could be REs will spend extra time checking even if it turns out there aren't any at the moment.
- Can be used as a partial counter to equipment clearing by dropping hives, links etc on top of REs. This is also a 'fire and forget' use.
- They can be used in synergy with friendly vehicles via adhesion.
- They resupply from hives at a lower cluster rate than Nads (last I checked, could be outdated).
That's quite a bit of versatility, meaning that they overlap with the possible use of various other assets. As such those other assets need to be more effective within their more specialized roles or they simply won't have a viable place on the field because the RE will be the better choice.
TL;DR The RE may be generally fine with regards to it's current capabilities, but it is outperforming many other assets even within their own roles which has negative balance implications. Those assets should be buffed into a better state (as much as possible without making them OP) and then the REs scaled accordingly if any further touch ups are needed.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1074
|
Posted - 2014.06.03 20:38:00 -
[32] - Quote
Good post, Cross. You carved it down fairly well.
Adipem Nothi - You are absolutely correct in that there are bigger fish to fire so to speak. That said, it seems like something well within the grasp of the CCP team to address in an upcoming hotfix.
The OP was primarily a result of an in game conversation I had with some folks and sparked my curiousity as to what the forum folks thought about RE & Grenades...particularly in light of the Alpha fix.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2014
|
Posted - 2014.06.04 01:00:00 -
[33] - Quote
Bayeth Mal wrote:Velociraptor antirrhopus wrote:Personally it drives me f*cking crazy that a basic Remote can kill my full proto Amarr Sentinel with little to no effort.
A basic tier RE shouldn't do more damage than a Proto Forge.
If you want to instakill proto heavies, you should have to pay a higher PG/CPU and ISK price for it. If your proto sentinel gets wiped by a single RE then you're doing it wrong. Hell I survived REs pre 1.8. And now we have -25% damage from explosives. You know you're supposed to put complex plates on the proto Amarr sentinel suit right? Not hacking mods. Sure you can't just shrug them off, they'll leave you pretty weak. But the rule for Amarr and Gal sentinels is simple."It puts the rep-tool on its skin or else it has to spawn again." Remote Double Tap is the rule for them.
Minmatar Weapons Specialist
Explosives Connoisseur
Logi for Hire
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