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XxGhazbaranxX
Endless Hatred
1884
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Posted - 2014.11.21 09:47:00 -
[1] - Quote
I remember when CCP sold contact grenades that needed no skills to use. These became FoTM instantly due to their high power and no SP requirements.
During this pay to win debacle CCP decided to make all contact grenades the same (complete crap) so that no one could say they were pay to win. As it stands though Thukker contact grenades require level 5 grenadier cost 21,000, have a 2.5 splash radius and only do 300 damage and if I am not mistaken, you can only carry one at a time. This of course is a huge problem because with 15 aurum you can buy an exact same type of grenade that requires no skill. I suggest augmenting the damage of the THUKKER contact grenade to 600 damage to equalize its damage with the core locust grenade which is cheaper 14,160, has a 7.2 splash radius and does 600 damage.
TL;DR
PROBLEM
Thukker grenades do too little damage for their price point, sp investment and limited stock when equipped. Their usage can be considered lower than that of fringe weaponry like the plasma cannon and I haven't actually seen one on the kill feed.
SOLUTION
Increase the damage of the thukker grenade to 600, same as the core locust grenade, and leave all other stats the same. This would make it a skill grenade that has the same punch as a grenade that is much easier to use
BALANCING ISSUES
Before the great nerf, contact grenades, fused locust grenades to be exact (15 aurum each) were being abused because of their availability, damage and splash radius. Now that you the merc can only carry one at a time and the splash radius is 2.5, I think it is safe to assume that there will not be anymore balancing issues since people would still preffer the core locust due to it's much larger radius and lower cost.
WHY DO I WANT THEM TO BE BUFFED
I am a huge thukker fan and would like to see the name as part of somthing relatively usefull. I also have a tendency to use underpowered weapons to see what they are lacking and what needs to be fixed. I like the contact grenade mechanics and have used them before but think that 300 damage for a grenade that requires 1,400,000 skillpoints to use is absolutely unacceptable when even the basic locus grenade does the same damage and has more than 50% extra splash radius.
PSA to TROLL
We all know they were overpowered and thats why they got nerfed but they were overpowered because you could carry 3 of them, they had a larger splash radius and did around 600 damage without any skill investment. The fused locus grenade is fine as is with just 300 damage for 0 sp investment but the Thukker contact grenade is an embarrassment to the THUKKER TRIBE as a whole. Please CCP fix the. It's easy and no balancing testing has to be done sin core locus grenades already have more splash radius and can carry two at the same time whereas thukker can only be carried 1 at a time.
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1886
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Posted - 2014.11.21 14:38:00 -
[2] - Quote
John Demonsbane wrote:Ah yes, the old chuck-and duck.
As long as you don't get 3 of them with the old bugged 2x damage, sure, why not.
I completely agree, they should only have 1 grenade and you can use it in a tough situation or strategically. That would keep it balance and deter spam.
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1890
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Posted - 2014.11.22 02:05:00 -
[3] - Quote
Zindorak wrote:I never knew these things existed untill i checked all of the marketplace a while back.
that how bad they are right now. No one knows that they even exist.
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1893
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Posted - 2014.11.23 02:35:00 -
[4] - Quote
thanks for the suppurt
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1893
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Posted - 2014.11.23 03:13:00 -
[5] - Quote
korrah silain wrote:Holy crap there are non aurum contact grenades?!
yes but they were weaker than the aurum ones and you had to have grenadier 5
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1898
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Posted - 2014.11.23 12:36:00 -
[6] - Quote
VikingKong iBUN wrote:It's Locus Locusts are those creepy bugs from the bible.
And 600 damage would be too much, they should do a lot less damage than a Core. We already learned the lesson that 1-hit kill contact grenades are not a good idea. That said, you should at least be able to carry 2 of them considering they are near useless right now. And maybe a small blast radius buff could make them viable again, but you'd have to be very careful not to turn them crazy op like they used to be.
Only one should be the limit. 600 damahe ona 2.5 meter radus ezplosion is more than fair. You need level 5 to use them an d have to learn to aim.
Unlike the core locus which does 600 damage on a 7.2meter area of effel will stil make the core generally better no mattrr what anyone say. Thukker on the other hand haglvnear perfect aimingbwtt ttith grenades.
Plasma Cannon Advocate
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XxGhazbaranxX
Endless Hatred
1899
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Posted - 2014.11.23 19:35:00 -
[7] - Quote
Vrain Matari wrote:@ OP. I agree with your analysis and the posted history, nice work on the presentation.
But on the other hand, it still feels like DUST has an overabundance of AOE explosive weapons - the fps cheez factor is already alarmingly high for this game: Plasma cannons, mass drivers, flayloks, nades, REs, splash turrets....did i miss any?
I don't think we need more contact grenades, tbh, and i like that the ones we do have are expensive. Honestly would like to see contact nades removed from the AUR store completely so that if mercs want to go for the instagib cheez advantage at least they have to earn the ISK in game.
300 damage on a proto contact grenade is not instagib. 2.5 meter splash damage radius is less than a flaylock, having a max of 1 is less than th core and 10k extra isk is hardly fair
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XxGhazbaranxX
Endless Hatred
1900
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Posted - 2014.11.25 10:21:00 -
[8] - Quote
Only bump for Rattati then ill ket it die
Plasma Cannon Advocate
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