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IZI doro
Northern Rangers
4
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Posted - 2014.11.08 07:00:00 -
[1] - Quote
Keeping this short and simple, Flux Grenades (FG) should soften up targets more and not solely knock out shields. Since the concept is along the lines of a small-scale EMP emitter charge, all electronic processes should be affected by a Flux. More accurately, anything caught in the effective wave radius (e.g. dropsuits, vehicles, equipment) should be knocked offline. Effectively, anything affected needs to boot up again if it can.
Gameplay wise, equipment and weapons are stalled, dropsuits are hindered, and vehicles are shifted into a low-powered state:
- HUD becomes invisible (DropSuit onboard systems going offline)
- Sprinting is disabled (DS movement assist protocols offline)
- Shield/Armor reps are stalled (DS defensive/life support protocols offline; nerf to shield direct damage)
- Weapon/turret handling is much worse (DS fire control protocols going offline)
- Deployable equipment destroyed (Capacitor overload)
- "Active-use" equipment unusable until DS is back online (DS device interface controllers offline)
- Vehicles and turrets operate inefficiently (use of emergency/auxiliary systems)
New Eden Triage and Transportation Services (N.E.T.T)
"Not to be confused with 'New Eden Tanks and Taxi Specialists.' "
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Racro 01 Arifistan
501st Knights of Leanbox
450
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Posted - 2014.11.08 08:55:00 -
[2] - Quote
not ganna lie. but this would make the flux nade OP. and how it is currently, its fine and balanced. great for clearing rooms/frreing up for mass drivers or annoying gunnlogis.
Elite Gallenten Soldier
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
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Posted - 2014.11.08 09:24:00 -
[3] - Quote
Locking up weapons is a no-no. One, completely imbalanced. Two, Minmatar use projectiles, those don't care about EMP.
Proof that Rattati/CCP do listen to the playerbase.
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Fizzer XCIV
Heaven's Lost Property
895
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Posted - 2014.11.08 09:38:00 -
[4] - Quote
Alena Ventrallis wrote:Locking up weapons is a no-no. One, completely imbalanced. Two, Minmatar use projectiles, those don't care about EMP. I'm pretty sure all the weapons use computers on them (hence CPU requirements), but I agree. Fluxes are fine as is.
Swag-suit4lyfe!
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Cat Merc
Onslaught Inc RISE of LEGION
13099
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Posted - 2014.11.08 10:58:00 -
[5] - Quote
Fizzer XCIV wrote:Alena Ventrallis wrote:Locking up weapons is a no-no. One, completely imbalanced. Two, Minmatar use projectiles, those don't care about EMP. I'm pretty sure all the weapons use computers on them (hence CPU requirements), but I agree. Fluxes are fine as is. IIRC the CPU requirements on weapons is the dropsuit's targeting computer doing voodoo to make bullets fly more accurately and stuff. Basically, handling.
But yeah, as much as I love flux nades, these would be extremely overpowered and spammed non stop.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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IZI doro
Terminal Courtesy Proficiency V.
5
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Posted - 2014.11.13 21:43:00 -
[6] - Quote
I understand that the original proposition was incredibly overpowering, but I want to see the flux as more of a "altered game" influence instead of "direct damage" influence. This could also allow the missing Amarrian racial hand-charge to be implemented:
Current Grenade Distribution
- Amarr - None
- Caldari - AV (Direct Damage: Vehicle-Seeking)
- Gallente - Flux (Direct Damage: Personnel Shield)
- Minmatar - Locus (Direct Damage: Personnel Shield / Armor)
Proposed Grenade Distribution
- Amarr - "Religious Name" (e.g. Holy, Sacred, Divine, Cleansing, etc) (Area-Denial, Damage-over-Time: Heat Emitter)
- Caldari - AV (Anti-Armor, Vehicle Debuffer: "Webifiers")
- Gallente - Flux (EWar, Personnel Debuffer: EMP emitter)
- Minmatar - Locus (Anti-Personnel, High Alpha Direct Damage: Shrapnel Charge)
The reasoning behind the rework is to emphasize each races play style. As for the previously proposed Flux Grenade alterations, they were too overpowering. Here is a revised proposition:
Proposed Flux Grenade Mechanics
- HUD knocked offline (for 2/3.5/5 seconds)
- Bonuses become ineffective for a short duration (effectively operate at lvl-0 skills for 2/3.5/5 seconds)
Knocking the HUD out and setting someone back to basic skills actually does a lot more than nullifying any shields. No mini-map, no damage indicators, and no reticule would shake anyone. Effectively, it would cause the large margin caused by fittings and skills to be shortened to simply the modules on each suit and the reaction of each player.
New Eden Triage and Transportation Services (N.E.T.T)
"Not to be confused with 'New Eden Tanks and Taxi Specialists.' "
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John Demonsbane
Unorganized Ninja Infantry Tactics
4529
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Posted - 2014.11.13 22:14:00 -
[7] - Quote
I've said from the very beginning that fluxes should knock out cloaks. The rest of the suggestions are a bit OP tho....
(The godfather of tactical logistics)
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137H4RGIC
Bloodline Rebellion Capital Punishment.
292
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Posted - 2014.11.13 23:55:00 -
[8] - Quote
I think for a grenade to do all these things in one package is too much. But if we were to have ewar grenades that each food over of these effects individually or some combination thereof, that would be awesome.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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Imp Smash
Molon Labe. General Tso's Alliance
381
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Posted - 2014.11.14 01:12:00 -
[9] - Quote
IZI doro wrote:Keeping this short and simple, Flux Grenades (FG) should soften up targets more and not solely knock out shields. Since the concept is along the lines of a small-scale EMP emitter charge, all electronic processes should be affected by a Flux. More accurately, anything caught in the effective wave radius (e.g. dropsuits, vehicles, equipment) should be knocked offline. Effectively, anything affected needs to boot up again if it can. Gameplay wise, equipment and weapons are stalled, dropsuits are hindered, and vehicles are shifted into a low-powered state:
- HUD becomes invisible (DropSuit onboard systems going offline)
- Sprinting is disabled (DS movement assist protocols offline)
- Shield/Armor reps are stalled (DS defensive/life support protocols offline; nerf to shield direct damage)
- Weapon/turret handling is much worse (DS fire control protocols going offline)
- Deployable equipment destroyed (Capacitor overload)
- "Active-use" equipment unusable until DS is back online (DS device interface controllers offline)
- Vehicles and turrets operate inefficiently (use of emergency/auxiliary systems)
That is all logical but ridiculous in terms of game design.
HUD/Radar becoming invisible is a great idea though. If a flux did that it would be excellent without breaking the game!
And an area denial DoT grenade for the Amarr is also a great idea. |
IZI doro
Terminal Courtesy Proficiency V.
5
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Posted - 2014.11.14 21:27:00 -
[10] - Quote
John Demonsbane wrote:I've said from the very beginning that fluxes should knock out cloaks. The rest of the suggestions are a bit OP tho....
137H4RGIC wrote:I think for a grenade to do all these things in one package is too much. But if we were to have ewar grenades that each food over of these effects individually or some combination thereof, that would be awesome.
Imp Smash wrote:That is all logical but ridiculous in terms of game design.
HUD/Radar becoming invisible is a great idea though. If a flux did that it would be excellent without breaking the game!
And an area denial DoT grenade for the Amarr is also a great idea.
First off, I get the impression that EWAR optimization is near the top of the list for current game development. That was the main reasoning behind my proposal for reworking the Flux Grenade. Conversely, the initial proposal was too much for one piece of equipment, as stated by those kind enough to provide feedback. This is where the idea for developing a complete list of racial hand-charges came to mind.
The Amarr are still missing a "throwable" device. Introducing another hand-charge would demand balancing of the other 3 charges. So, in trying to incorporate racial combat philosophies while balancing their capabilities here is another:
- Amarr- (Heat Emitter): This throwable charge contains a finely packed, powder compound that causes an almost instantaneous increase in temperature within its effective area. Upon detonation, the thermite compound is dispersed into the air that both obscures optics and causes erosion to anything until the cloud dissipates.
-"Smoke" grenade -Increased heat generation in the cloud -Minor Damage-over-Time
- Caldari- (Shaped Charge): This throwable warhead comes equipped with a simple weapons guidance system that automatically targets on-board control systems commonly found in tactical vehicles. If the guidance system fails to locate a target within it's "seeking interval" the guidance system detonates the warhead within a compact radius.
-"AV" grenade -Seeks Vehicles and impacts on-board systems ("webifier" effects) -Minuscule anti-personnel capabilities (compact effective radius)
- Gallente- (Wave Emitter): This throwable device houses a wave emitter that produces a disruptive signal across a wide spectrum that affects a range of unshielded electronics. Upon detonation, a pulse of electro-magnetic energy floods the area overloading electronic systems
-"Flashbang" grenade -HUD and Equipment unusable (weapons and movement are fine, but lack of reticule, map, HP and IFF is confusing enough. Friendly fire potential???) -No damage, but self-repairs offline until onboard systems reboot (Reboot times possibly offset by DS Upgrades > Electronics?)
- Minmatar- (Shrapnel Charge): This throwable explosive includes a simple charge enclosed inside a solid core of material designed to fragment evenly across a wide radius. Upon detonation, shrapnel is jettisoned in every direction, inflicting severe damage to anything within the blast radius.
-"Fragmentation" grenade -Bouncy (depending on expertise, really OP or frustratingly difficult) -Standard-issue direct damage grenade
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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Terry Webber
Molon Labe. General Tso's Alliance
490
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Posted - 2014.11.14 21:54:00 -
[11] - Quote
The wave emitter, shrapnel charge and shaped charge seem much too similar to the flux, AV, and locus grenades but the heat emitter looks interesting and the webefier effect should have its own grenade type. Also, maybe for the Amarr, a grenade that can blast lasers upon detonation can be added. |
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