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Thread Statistics | Show CCP posts - 1 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8341
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Posted - 2015.05.02 10:23:00 -
[61] - Quote
Aeon Amadi wrote:Breakin Stuff wrote:The state of hrenades is pathetic and useless.
The cries of no skill are a mating call for those lacking situational awareness. You strafe, hold down a button for two seconds, get an instant kill. I have to hold target for the duration of those two seconds, and hope that hit detection is favorable enough for me to put enough rounds on target that you die before you throw the grenade (which will likely happen anyway as you fall to the ground, dead). You say it's a mating call for those lacking situational awareness? I say it's too easy of a gimmick kill that requires less skill than it takes to stay on target for the duration. Ive been killed twice with a core in the last 15 hours of play. They aren't nearly pervasive enough to be a problem, and I find them incredibly easy to dodge away from.
Quite bluntly they should be lethal as hell. The whining that ensues whenever nades can land a kill is nothing short of pathetic. And did it ever occur to you that most suits can throw them back?
OMG IT KILLED ME NERF IT.
Usually your premises for posting are on much more solid foundation. A grenade is a weapon. If the weapon is ineffective at killing it is a useless weapon. If it is a useless weapon it has no place in the loadout.
Grenades are so pathetic in combat that I don't bother putting more than militia grenade BPOs on my suit. Even then it's more habit than intent because they are mostly ineffective.
Thee crying that comes up whenever a weapon is made capable of killing people gets old.
This grwnade has been as is for over a year now. How has it magmagically become an issue just *now*?
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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I-Shayz-I
I----------I
5495
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Posted - 2015.05.02 11:03:00 -
[62] - Quote
Decrease damage, increase blast radius.
That's how I'd do it
7162 wp with a Repair Tool!
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Dead Cavino
RestlessSpirits
50
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Posted - 2015.05.02 11:12:00 -
[63] - Quote
Whatever you do, please don't touch my M8 packed locus.
I don't like two-legged things.
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Stefan Stahl
Seituoda Taskforce Command
1156
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Posted - 2015.05.02 11:31:00 -
[64] - Quote
CCP Rattati wrote:I like normalizing damage and increasing radius with tiers. I also disagree with that we didn't know grenades use would go up, that was the intent, grenades were UP and are currently not a problem. This doesn't have to be an open forum discussion, but do you have a concept on how grenades are supposed to be used?
Right now it works like this: - Standard locus grenades should never be used. - Advanced locus grenades can be used to stop somebody from going somewhere or forcing people out of cover. - Prototype locus grenades are as good at killing stuff as your primary weapon. Choose based on range.
I very much dislike that the mechanic changes based on the tier. If you're new to the game you will quickly learn that locus grenades are mostly useless compared to your primary weapon. As you progress grenades become ever more important. Eventually lobbing core grenades at stuff is as important as shooting stuff.
If the design direction is "Locus grenades OHK single enemies" then we can find numbers for that. If the design direction is "Locus grenades deal minor damage to many enemies" we can find number for that. Etc. Etc.
This discussion is unlikely to find a solution as long as everyone projects a different design philosophy into the locus grenades. I have a preference (see last post) but we can make any design work - once we are settled on a certain design. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8343
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Posted - 2015.05.02 11:47:00 -
[65] - Quote
Locus nades used to be the equalizer against protostompers.
They allowed players, both new and old to level the playing field against more inherently powerful opponents. Again, this was for some reason deemed unfair. Because protostompers should only be killed by proto suits and guns, right?
That removal of any sort of risk in hammering new players has resulted in some of the most horrific early NPE experiences in gaming. I've run the battle academy to get alts into the shark tank and let them generate passive SP because there is no equalizer anymore. The difference between running a fight on this character and running a new alt is the difference between night and day.
When I first started and was facing stomp squads, the locus grenades allowed me to fight and win against overconfident "gun game" enthusiasts who seem to believe that rifle strafe duaduels within 20m are the definition of skill.
And grenades, being as neutered and largely useless as they are, don't even provide a rwliable deterrent against strafing scouts.
I can dodge grenades and escape the blast radius effectively in a triple-plated amarr sentinel. The assertion that grenades are a problem in any context other than being lalargely underpowered is laughable and dishonest.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Stormblade Green
KnightKiller's inc.
74
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Posted - 2015.05.02 11:54:00 -
[66] - Quote
JL3Eleven wrote:Core nades are fine. It's the RE's that need fixing.
Looked at this and laughed.....Core kills me more in one on one engagements than the bloody rifle the fools are carrying. Every time they get to half shields the pop behind cover to cook the thing. REs have a chance for you to avoid unlike the Cores.....
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9911
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Posted - 2015.05.02 16:49:00 -
[67] - Quote
Breakin Stuff wrote:Aeon Amadi wrote:Breakin Stuff wrote:The state of hrenades is pathetic and useless.
The cries of no skill are a mating call for those lacking situational awareness. You strafe, hold down a button for two seconds, get an instant kill. I have to hold target for the duration of those two seconds, and hope that hit detection is favorable enough for me to put enough rounds on target that you die before you throw the grenade (which will likely happen anyway as you fall to the ground, dead). You say it's a mating call for those lacking situational awareness? I say it's too easy of a gimmick kill that requires less skill than it takes to stay on target for the duration. Ive been killed twice with a core in the last 15 hours of play. They aren't nearly pervasive enough to be a problem, and I find them incredibly easy to dodge away from. Quite bluntly they should be lethal as hell. The whining that ensues whenever nades can land a kill is nothing short of pathetic. And did it ever occur to you that most suits can throw them back? OMG IT KILLED ME NERF IT. Usually your premises for posting are on much more solid foundation. A grenade is a weapon. If the weapon is ineffective at killing it is a useless weapon. If it is a useless weapon it has no place in the loadout. Grenades are so pathetic in combat that I don't bother putting more than militia grenade BPOs on my suit. Even then it's more habit than intent because they are mostly ineffective. Thee crying that comes up whenever a weapon is made capable of killing people gets old. This grwnade has been as is for over a year now. How has it magmagically become an issue just *now*?
Do you have anything of value to say other than "people who disagree are just crying and it's laughable"? I mean, for real, you come off as a -major- douchebag.
Stefan Stahl wrote:CCP Rattati wrote:I like normalizing damage and increasing radius with tiers. I also disagree with that we didn't know grenades use would go up, that was the intent, grenades were UP and are currently not a problem. This doesn't have to be an open forum discussion, but do you have a concept on how grenades are supposed to be used? Right now it works like this: - Standard locus grenades should never be used. - Advanced locus grenades can be used to stop somebody from going somewhere or forcing people out of cover. - Prototype locus grenades are as good at killing stuff as your primary weapon. Choose based on range. I very much dislike that the mechanic changes based on the tier. If you're new to the game you will quickly learn that locus grenades are mostly useless compared to your primary weapon. As you progress grenades become ever more important. Eventually lobbing core grenades at stuff is as important as shooting stuff. If the design direction is "Locus grenades OHK single enemies" then we can find numbers for that. If the design direction is "Locus grenades deal minor damage to many enemies" we can find number for that. Etc. Etc. This discussion is unlikely to find a solution as long as everyone projects a different design philosophy into the locus grenades. I have a preference (see last post) but we can make any design work - once we are settled on a certain design.
Pretty much this. I'm of the volition that grenades, as a high-radius splash damage weapon, should do minor damage to many enemies. There's no reason they should do as much damage as they do and still have a higher splash radius than a Mass Driver. In fact, the Core Locus Grenade's splash radius is only ever beaten by the Assault Mass Driver with Mass Driver Operation 5. That's a little ridiculous considering the disparity in use and damage values.
And I can't help but shake my head at the people who say that dodging grenades is easy... You can't dodge a cooked grenade, I don't care how good you think you are.
EDIT: I'd be totally chill with the core locus grenade being as it is if it were on a dedicated role like a Grenadier or something but being as anyone and their mother can use it as proficiently as any primary weapon, it's just a cheap gimmick mechanic that takes place of the shooter game.
You guys are like a broken record with this "CPM material" business xD Let it go
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8349
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Posted - 2015.05.02 17:32:00 -
[68] - Quote
Aeon Amadi wrote:it's just a cheap gimmick mechanic that takes place of the shooter game. this implies that it's the only valid way to play, which it isn't.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9913
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Posted - 2015.05.02 17:48:00 -
[69] - Quote
Breakin Stuff wrote:Aeon Amadi wrote:it's just a cheap gimmick mechanic that takes place of the shooter game. this implies that it's the only valid way to play, which it isn't.
Oh yeah? What else do you do with grenades?
You guys are like a broken record with this "CPM material" business xD Let it go
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5867
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Posted - 2015.05.02 17:49:00 -
[70] - Quote
Seed Dren wrote:Himiko Kuronaga wrote:Some people complained about nades?
Didn't complain loud enough then. All I heard was whine whine vehicles whine whine heavies whine whine scouts whine whine SCR. For somebody that complains that people cannot have smart conversations, that sure didn't sound like a very smart argument.
It wasn't meant to be an argument against anything. I fully recognize Core spam is out of control, therefore I am in agreement.
If I'm arguing anything at all, it's that you didn't make a very loud noise about it being an issue back when it was originally being screwed up.
And you didn't.
Every single day you would see the previously mentioned "issues" get a topic or two of their own. Such was not the case with the nanohive buffs. So, here you are.
Rattati may ask that feedback be kept in a single thread for convenience purposes, but I would hope it's fairly apparent to you now that doesn't actually get results.
Usually banned for being too awesome.
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Twelve Guage
Random Gunz Rise Of Legion.
549
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Posted - 2015.05.02 18:05:00 -
[71] - Quote
LUGMOS wrote:Problem?
It doesn't matter if the grenade goes off at your face or at the end of the 7.5 meter radius, you're dead either way.
Isn't there a way to rudimentarily program something like rings with independent damage stats? Have three rings that do different damages at the very least.
They kinda of did this for the Massdriver so I can't really see why they can't do this for grenades.
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
3375
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Posted - 2015.05.02 18:31:00 -
[72] - Quote
Iron Wolf Saber wrote:I think we should flatten grenade damage and cook-times and have blast radius as the meta gain. That' a good idea; it might make non-Proto grenades actually usable.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 16/30 exclusively Minja
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CeeJ Mantis
Mantodea MC
178
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Posted - 2015.05.02 19:24:00 -
[73] - Quote
CCP Rattati wrote:I like normalizing damage and increasing radius with tiers. I also disagree with that we didn't know grenades use would go up, that was the intent, grenades were UP and are currently not a problem. Don't run blindly around a corner. RE's will be getting a throwing distance nerf in the next hotfix as they were meant as traps more than grenades. Don't forget that there timers bugged as well. It's still 2.5 seconds as opposed to 5 seconds.
Longest plasma cannon kill: 236.45m
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Vesta Opalus
Ostrakon Agency Gallente Federation
645
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Posted - 2015.05.02 19:32:00 -
[74] - Quote
Stefan Stahl wrote:CCP Rattati wrote:I like normalizing damage and increasing radius with tiers. I also disagree with that we didn't know grenades use would go up, that was the intent, grenades were UP and are currently not a problem. This doesn't have to be an open forum discussion, but do you have a concept on how grenades are supposed to be used? Right now it works like this: - Standard locus grenades should never be used. - Advanced locus grenades can be used to stop somebody from going somewhere or forcing people out of cover. - Prototype locus grenades are as good at killing stuff as your primary weapon. Choose based on range. I very much dislike that the mechanic changes based on the tier. If you're new to the game you will quickly learn that locus grenades are mostly useless compared to your primary weapon. As you progress grenades become ever more important. Eventually lobbing core grenades at stuff is as important as shooting stuff. If the design direction is "Locus grenades OHK single enemies" then we can find numbers for that. If the design direction is "Locus grenades deal minor damage to many enemies" we can find number for that. Etc. Etc. This discussion is unlikely to find a solution as long as everyone projects a different design philosophy into the locus grenades. I have a preference (see last post) but we can make any design work - once we are settled on a certain design.
I agree with this, when I was new to this game I had alot of trouble making grenades work, so I just ignored them for a year or two. I was terrible with grenades for a long time, just because I never bothered using them, I would slot in AV to make vehicles run away or flux just to toss on uplinks, never use normal grenades because they sucked.
Eventually I got to the point where I had so many skill points I just went ahead and skilled up grenades, tried out the core grenade, and said to myself OH, WOW, so this is why people use these. The STD level grenades really are absolutely terrible. |
Demandred Moores
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2015.05.02 21:01:00 -
[75] - Quote
Saying that a grenade should deal low damage to multiple enemies is ridiculous, it is a high explosive ordinance and does it's job. Make sure ppl run scans and be aware of your situation. If I can hit 6 guys with a weapon that does little damage it is of little use. See post on previous page for more details on my opinion of nades. |
KEROSIINI-TERO
The Rainbow Effect
1975
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Posted - 2015.05.02 21:29:00 -
[76] - Quote
Demandred Moores wrote:KEROSIINI-TERO wrote:
The original poster is correct that cooked nades are very very good and able to OHK many suits - according to my experience nades do have headshot ability even though there's no message. How else 720+ HP suit could be OHK'd??
Different topic but I gotta mention as early as possible: REs do not need throw distance nerf, they need activation timer nerf (or rather to make sure the announced 5+ s timer would work as listed on the fall of 2014)
They don't have a head shot bonus or it would always kill you cause of the blast radius lol. They do more to armour less to shields what you are seeing is the armour tanked suit getting nuked because he wasn't aware of the situation. this is a prime example of how ppl that don't understand the game come on the forums and try to complain while the vast majority enjoy the game and remain silent. Why should a flux take all of a calidari's shield and leave him with effectively no hp and a core not do massive armour damage? Run more shields it will eat so much of the grenades damage you would be surprised. They are not op you just haven't adapted to a play style you don't like. Basic flux is more op than a core. And don't tell me they don't kill so they aren't I run almost every suit at proto and max vehicles. Flux might as well kill a calidari and doubles as an AV weapon. Try to core spam me and see how op you are my friend. I will melt you.
No understanding of game mechanics? Challenge accepted.
No game has explosive radius calculated in infinite detail.
It is always A) more or less calculated through limited number of radial lines. because of that, ground explosions hits with less lines the top area, where the headshot are. B) 'simple' 3D trigonometrical distance line calculated between two tracked objects. Then again, ground level line is unlikely to touch the headshot area.
In both cases, airbursts are more likely to hit head.
If there is a method C) please go ahead and enlighten us.
I am not saying I - or anyone else non-dev - have the real knowledge of the code within Dust. There is a possibility for other explanations for the damage above the listed. Damage profile is a very good candidate - but shield tanked suits can be instagibd with cores.
I am not saying Core Locus Nades are OP. I am saying they are very very good. I am saying the nanohive #-buff increased the usage of nades.
Good nade use is powerful yet skill intensive. personally majority of my Four-ish kdr is from nades (after the AA implementation of 2013).
PS: Flux is inadequate for AV. As an experienced shield HAV operator, fluxes are laughable as their effect diminishes with range: it is just "bonk" and then one third of the fluxes listed damage.
Looking at both sides of the coin.
Even Aurum one.
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
3378
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Posted - 2015.05.02 22:45:00 -
[77] - Quote
I don't understand why people are saying that Core Locus Grenades are being used as primaries. Aside from the fact that only two are carried at a time (dropping a Nanohive means you're confined to one place, which, while this may be useful if you're being closed in on, is not really viable if you're out in the open), I seldom see grenades in the Killfeed, and the last time I was killed by a grenade was at least a week ago. I'd also like to point out that I have NEVER seen a grenade being used as described above, where someone strafes and throws it at your feet, except maybe in a YT video ONCE. I think that grenades should be used to deal high damage over a respectable radius. They SHOULD be able to kill most things that are hiding in corners or enclosed spaces, like Null Cannon pockets.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 16/30 exclusively Minja
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Zatara Rought
Fatal Absolution Negative-Feedback
5171
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Posted - 2015.05.02 22:59:00 -
[78] - Quote
I've brought this up many times and i'll say it here again. Locus nades just need 2 types...sleek and packed. The core gives you enough of the best of both worlds that it ends up being a little 2 easy to deliver that level of damage.
You need to change locus nades so that at basic, advanced and proto there is a packed variant with low radius but high damage and the sleek version which would have low damage (look at the sleek and scale it) but have a large radius.
And long before you fix this you need to fix RE's.
RE's as a much larger 'copout' than locus do to the MASSIVE dps increase and it takes a comparable amount of time to arm to the grenade's 'cook'
Furthermore you get 2 nades...but up to 4 carried RE's.
If you disagree with the logic feel free to rebuttal.
Founder & CEO of Fatal Absolution
Skype: Zatara.Rought Email: Zatara.Forever@gmail
official pawn of ArkenaKirkMerc
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9916
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Posted - 2015.05.02 23:04:00 -
[79] - Quote
Demandred Moores wrote:Saying that a grenade should deal low damage to multiple enemies is ridiculous, it is a high explosive ordinance and does it's job. Make sure ppl run scans and be aware of your situation. If I can hit 6 guys with a weapon that does little damage it is of little use. See post on previous page for more details on my opinion of nades.
At what point does your interpretation of a high explosive ordinance begin to infringe on my interpretation of science fiction power armor... Neither are incorrect, but belittling my opinion by saying that "it's ridiculous" is just asking for a pointless argument of preferential bias.
Dreis ShadowWeaver wrote:I don't understand why people are saying that Core Locus Grenades are being used as primaries. Aside from the fact that only two are carried at a time (dropping a Nanohive means you're confined to one place, which, while this may be useful if you're being closed in on, is not really viable if you're out in the open), I seldom see grenades in the Killfeed, and the last time I was killed by a grenade was at least a week ago. I'd also like to point out that I have NEVER seen a grenade being used as described above, where someone strafes and throws it at your feet, except maybe in a YT video ONCE. I think that grenades should be used to deal high damage over a respectable radius. They SHOULD be able to kill most things that are hiding in corners or enclosed spaces, like Null Cannon pockets.
X-3 Nanohives are my preferred solution. Can carry six of them as a standard and they give you ammo faster, so you're not so much 'limited to one space' as much as constantly regaining grenades for the duration that you're cooking them.
I'll make you a video later. I'm guilty of using Core Locus Grenades as an opening staple and I might just have to get some video evidence to show everyone how stupidly OP these things can be in normal battles.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9916
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Posted - 2015.05.02 23:06:00 -
[80] - Quote
Zatara Rought wrote:I've brought this up many times and i'll say it here again. Locus nades just need 2 types...sleek and packed. The core gives you enough of the best of both worlds that it ends up being a little 2 easy to deliver that level of damage.
You need to change locus nades so that at basic, advanced and proto there is a packed variant with low radius but high damage and the sleek version which would have low damage (look at the sleek and scale it) but have a large radius.
And long before you fix this you need to fix RE's.
RE's as a much larger 'copout' than locus do to the MASSIVE dps increase and it takes a comparable amount of time to arm to the grenade's 'cook'
Furthermore you get 2 nades...but up to 4 carried RE's.
That'd be fine, but 600 damage over 7.2m is just insane for something that can be replenished by nanohives. I'd even argue that they're more so a problem because of the ability to replenish them with nanohives whereas the Remote Explosives cannot be replenished, save for respawning or going to a supply depot.
You guys are like a broken record with this "CPM material" business xD Let it go
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Shepherd Grey
Capital Acquisitions LLC
488
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Posted - 2015.05.02 23:12:00 -
[81] - Quote
No need to read, nerfing nades is simply ridiculous. The act of cooking makes you completely vulnerable, you only carry 2 nades at a time anyway, cooking/tossing takes aLOT more skill than RE's which do significantly more damage across a wider radius and can be detonated at will. Nades are an assault's only equalizer against an HMG that has an effective range of 40m or more with twice as much eHP. Gives assaults a fighting chance against 11m/s scouts and min assault SG's that can 1 shot you. Could go on and on. It is an EXPLOSIVE.
Name one other FPS where nades ARE NOT 1 hitters? At least in Dust you might live. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9916
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Posted - 2015.05.02 23:14:00 -
[82] - Quote
Shepherd Grey wrote:No need to read, nerfing nades is simply ridiculous. The act of cooking makes you completely vulnerable, you only carry 2 nades at a time anyway, cooking/tossing takes aLOT more skill than RE's which do significantly more damage across a wider radius and can be detonated at will. Nades are an assault's only equalizer against an HMG that has an effective range of 40m or more with twice as much eHP. Gives assaults a fighting chance against 11m/s scouts and min assault SG's that can 1 shot you. Could go on and on. It is an EXPLOSIVE.
Name one other FPS where nades ARE NOT 1 hitters? At least in Dust you might live.
Dude if you're using Grenades on a sentinel you're doing something extremely wrong.
You guys are like a broken record with this "CPM material" business xD Let it go
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Shepherd Grey
Capital Acquisitions LLC
488
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Posted - 2015.05.02 23:22:00 -
[83] - Quote
Aeon Amadi wrote:
Dude if you're using Grenades on a sentinel you're doing something extremely wrong.
Um, I don't believe I said sentinels using them, albeit they actually are pretty effective and I DO utilize them when in my cal heavy (of course, I'm scrub heavy). Na, I said ASSAULTS using them. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9916
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Posted - 2015.05.02 23:26:00 -
[84] - Quote
Shepherd Grey wrote:Aeon Amadi wrote:
Dude if you're using Grenades on a sentinel you're doing something extremely wrong.
Um, I don't believe I said sentinels using them, albeit they actually are pretty effective and I DO utilize them when in my cal heavy (of course, I'm scrub heavy). Na, I said ASSAULTS using them.
O.o; what game are you playing that someone using an HMG is in anything other than a sentinel
You guys are like a broken record with this "CPM material" business xD Let it go
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KEROSIINI-TERO
The Rainbow Effect
1976
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Posted - 2015.05.03 01:03:00 -
[85] - Quote
Aeon Amadi wrote:
That'd be fine, but 600 damage over 7.2m is just insane for something that can be replenished by nanohives. I'd even argue that they're more so a problem because of the ability to replenish them with nanohives whereas the Remote Explosives cannot be replenished, save for respawning or going to a supply depot.
Even though I agree mostly with you, Aeon, I have to correct a bit:
- damage diminishes the further you get from the center of blast, until it barely scratches - dust meters are... well, most likely feet. - giving an explosive weapon a blast radius buff is also a form of damage buff, as the damage around gets higher and the area gets exponentially higher (a comment for your ok sleek+packed nade suggestion)
Looking at both sides of the coin.
Even Aurum one.
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hold that
Capital Acquisitions LLC
809
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Posted - 2015.05.03 01:11:00 -
[86] - Quote
If you guys keep complaining how else are you going to clear the catwalks of Mass Drivers on the train map |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9918
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Posted - 2015.05.03 01:13:00 -
[87] - Quote
hold that wrote:If you guys keep complaining how else are you going to clear the catwalks of Mass Drivers on the train map
By not being a ***** and jumping up there with Myrofibrils like a man.
You guys are like a broken record with this "CPM material" business xD Let it go
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Bright Cloud
Namtar Elite Gallente Federation
922
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Posted - 2015.05.03 01:15:00 -
[88] - Quote
CCP Rattati wrote:I like normalizing damage and increasing radius with tiers. I also disagree with that we didn't know grenades use would go up, that was the intent, grenades were UP and are currently not a problem. Don't run blindly around a corner. RE's will be getting a throwing distance nerf in the next hotfix as they were meant as traps more than grenades. Make the throw distance on RE's 1~2m. That way if you want you still could use the jihad LAV tactic to blow up tanks.
Bright is the opposite of dark! Who would have thought of that?!
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Tectonic Fusion
2376
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Posted - 2015.05.03 01:19:00 -
[89] - Quote
KEROSIINI-TERO wrote:Echo 1991 wrote:Lightning35 Delta514 wrote:
I once complained about op pro tanks and I will tell you what one person posted but for the pro nade. The pro nade need more skill point to use. Normally it takes like 350.000 sp to skill to pro weapons. The pro nades take 650.000. It is good just as it is. Not to mention its 14.000 ISk per nade, compared to the 600 for std NADES.
Just because they cost more doent mean they should be so much better than adv and std. Yes they should be good but not to the point where the other 2 are pointless to use. ^ THIS is the very essence of good game design! If CCP makes core grenades kinda potato, then they should AT LEAST reduce the skill cost. It shouldn't cost more than remote explosives to skill into...
(GIF)
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Sequal's Back
Dead Man's Game RUST415
576
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Posted - 2015.05.03 01:34:00 -
[90] - Quote
You usually make threads much more elaborated than "It killed me, nerf it" Aeon. You disappoint me..
While someone is cooking its grenade, you can shoot him down. And if you see him cooking it, you can avoid it easily. The damage falloff is huge and cores dont deal anything if they're not in a max 3m radius from their target. Quit whining.
Fix the game before trying to add anything else.
(Hint: hit detection, lags, glitches,.. you've got some work :) )
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