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Happy Violentime
OMFGZOMBIESRUN
1159
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Posted - 2015.05.04 05:09:00 -
[121] - Quote
I'm not really seeing a problem with core nades either.
Except for the fact that I don't know why the other tiers even exist... Same with AV and Flux.
We just need 3 nades Core locus/lai dai av/ basic flux.
Remove all the other grenade assets from game - that should also help with releasing some resources for new content. |
Ghost Kaisar
Fatal Absolution Negative-Feedback
10996
|
Posted - 2015.05.04 06:07:00 -
[122] - Quote
Aeon Amadi wrote:xTheSiLLyRaBBiTx wrote:Aeon Amadi wrote:Cook for two seconds, instant or near kill. Things do way too much damage for the ability to simply cook and collect bacon over a 7.2m radius. To be clear, the effective range of this thing is larger then than of the Shotgun's optimal range. For 720 damage to armor you effectively negate the entire defense of most suits just by holding down the button for a few seconds.
IMO, grenade shouldn't be the first thing you resort to when in an engagement. Softening targets is one thing but killing multiple targets outright is a little ridiculous. For such a low-skill weapon, it's power needs to be scaled down rather dramatically. It's not like placing a well-aimed PLC shot or Forge-gun round (who's splash damage is lower, still) and I'd even argue that placing Mass Driver rounds on target takes more skill than just holding down the button and vaguely facing the enemy's direction.
Proposal (any number of these will work):
- Nerf the damage so that it's used as a proper splash damage weapon and not a way to cop-out of the shooter game. - Remove it from the Nanohives' restock capability; you should only be able to get them from supply depots. - Increase the PG/CPU so it has the costs of a primary weapon, since it basically is at this point.
(Do me a solid and don't bring up the Flux Grenade. That's for a different thread.) Your post is coming off more of a personal problem than one that would do well to serve all who use it. It's a grenade yo... it's suppose to kill and mutilate. It's not a tennis ball A personal problem that at least 22 other people are in agreement on.
Which means that 50% of the Dust forums agree with him!
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3437
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Posted - 2015.05.04 06:11:00 -
[123] - Quote
Ghost Kaisar wrote:KILL3R H3LLH0UND wrote:OR.... do what they did in battlefield 4... yount cook a nade. you hit r2 and you have 0.4 sec to pull the pin and throw it. Amen. In Battlefield, grenades are used to flush people out of spots they are sitting in. Grenade comes in, they have a choice. Try and eat the grenade and hope they live, or leave cover. Most people choose the second, and have to try to run through enemy fire. I like it this way. You can't just go "Oh, he's right behind there. Say hello to my pocket grenade launcher", and then chuck a cooked nade on his head. Buff contact nades, and then remove cooking on the other ones. You want instant explosion? Use a contact; you have very high damage and have severely reduced splash radius. You want to flush people out? Use a normal nade;You can't cook, but you have high damage and range. Then we can buff the sleek nade and give them HUGE range but very low splash damage. Think of them as equipment killers, toss very far onto roofs and watch the EQ pop. This goes for fluxes too. Contact fluxes would be really cool to see. Imagine a super high damage flux nade that explodes on contact. Great for Cal Heavies or Tanks (Still has VERY small radius). Just my thoughts on the matter.
So is this why game developers tend not to let people cook nades in their games any more? (Because of easy mode abuseage) because I have always liked how this game lets you cook grenades but you do have a point....
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Ghost Kaisar
Fatal Absolution Negative-Feedback
10997
|
Posted - 2015.05.04 06:17:00 -
[124] - Quote
CommanderBolt wrote:Ghost Kaisar wrote:KILL3R H3LLH0UND wrote:OR.... do what they did in battlefield 4... yount cook a nade. you hit r2 and you have 0.4 sec to pull the pin and throw it. Amen. In Battlefield, grenades are used to flush people out of spots they are sitting in. Grenade comes in, they have a choice. Try and eat the grenade and hope they live, or leave cover. Most people choose the second, and have to try to run through enemy fire. I like it this way. You can't just go "Oh, he's right behind there. Say hello to my pocket grenade launcher", and then chuck a cooked nade on his head. Buff contact nades, and then remove cooking on the other ones. You want instant explosion? Use a contact; you have very high damage and have severely reduced splash radius. You want to flush people out? Use a normal nade;You can't cook, but you have high damage and range. Then we can buff the sleek nade and give them HUGE range but very low splash damage. Think of them as equipment killers, toss very far onto roofs and watch the EQ pop. This goes for fluxes too. Contact fluxes would be really cool to see. Imagine a super high damage flux nade that explodes on contact. Great for Cal Heavies or Tanks (Still has VERY small radius). Just my thoughts on the matter. So is this why game developers tend not to let people cook nades in their games any more? (Because of easy mode abuseage) because I have always liked how this game lets you cook grenades but you do have a point....
I'm not sure if thats what the developers though, but it made sense to me. Noob tubes were used in BF2 to kill people in cover (when it was indestructible), as the splash would hit them through it. Grenades couldn't be cooked, but everyone had access to them.
Most people dealt with people in cover by tossing a grenade and pre-firing where they would be running out. Assaults didn't have to. They could just launch a noob tube at the dude. Call em the wrecking balls. Cooking greandes allow grenades to trespass onto noob tube territory. If made too strong, why carry one? Everyone know has a pocket grenade launcher.
Speaking of which, I want my underslung weapon system. I would kill for an underslung shotgun or launcher in Dust. With varible damage profiles.
EMP launcher on a combat rifle. I'm drooling at the thought.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9959
|
Posted - 2015.05.04 16:48:00 -
[125] - Quote
Ghost Kaisar wrote:Aeon Amadi wrote:xTheSiLLyRaBBiTx wrote:Aeon Amadi wrote:Cook for two seconds, instant or near kill. Things do way too much damage for the ability to simply cook and collect bacon over a 7.2m radius. To be clear, the effective range of this thing is larger then than of the Shotgun's optimal range. For 720 damage to armor you effectively negate the entire defense of most suits just by holding down the button for a few seconds.
IMO, grenade shouldn't be the first thing you resort to when in an engagement. Softening targets is one thing but killing multiple targets outright is a little ridiculous. For such a low-skill weapon, it's power needs to be scaled down rather dramatically. It's not like placing a well-aimed PLC shot or Forge-gun round (who's splash damage is lower, still) and I'd even argue that placing Mass Driver rounds on target takes more skill than just holding down the button and vaguely facing the enemy's direction.
Proposal (any number of these will work):
- Nerf the damage so that it's used as a proper splash damage weapon and not a way to cop-out of the shooter game. - Remove it from the Nanohives' restock capability; you should only be able to get them from supply depots. - Increase the PG/CPU so it has the costs of a primary weapon, since it basically is at this point.
(Do me a solid and don't bring up the Flux Grenade. That's for a different thread.) Your post is coming off more of a personal problem than one that would do well to serve all who use it. It's a grenade yo... it's suppose to kill and mutilate. It's not a tennis ball A personal problem that at least 22 other people are in agreement on. Which means that 50% of the Dust forums agree with him!
Well, don't say it's a personal problem when there are other people who feel the same way O.o???
You guys are like a broken record with this "CPM material" business xD Let it go
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Vesta Opalus
Ostrakon Agency Gallente Federation
652
|
Posted - 2015.05.04 18:47:00 -
[126] - Quote
Alena Ventrallis 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. 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. I think we should normalize splash and have damage increase on a smaller curve. Splash radius: 6m STD: 400 dmg ADV: 450 dmg PRO: 500 dmg PRo is still better, but not god-tier better.
I like this idea, also thukkers need a bit of a radius increase, they are worthless. |
Vesta Opalus
Ostrakon Agency Gallente Federation
652
|
Posted - 2015.05.04 18:49:00 -
[127] - Quote
Ghost Kaisar wrote:CommanderBolt wrote:Ghost Kaisar wrote:KILL3R H3LLH0UND wrote:OR.... do what they did in battlefield 4... yount cook a nade. you hit r2 and you have 0.4 sec to pull the pin and throw it. Amen. In Battlefield, grenades are used to flush people out of spots they are sitting in. Grenade comes in, they have a choice. Try and eat the grenade and hope they live, or leave cover. Most people choose the second, and have to try to run through enemy fire. I like it this way. You can't just go "Oh, he's right behind there. Say hello to my pocket grenade launcher", and then chuck a cooked nade on his head. Buff contact nades, and then remove cooking on the other ones. You want instant explosion? Use a contact; you have very high damage and have severely reduced splash radius. You want to flush people out? Use a normal nade;You can't cook, but you have high damage and range. Then we can buff the sleek nade and give them HUGE range but very low splash damage. Think of them as equipment killers, toss very far onto roofs and watch the EQ pop. This goes for fluxes too. Contact fluxes would be really cool to see. Imagine a super high damage flux nade that explodes on contact. Great for Cal Heavies or Tanks (Still has VERY small radius). Just my thoughts on the matter. So is this why game developers tend not to let people cook nades in their games any more? (Because of easy mode abuseage) because I have always liked how this game lets you cook grenades but you do have a point.... I'm not sure if thats what the developers though, but it made sense to me. Noob tubes were used in BF2 to kill people in cover (when it was indestructible), as the splash would hit them through it. Grenades couldn't be cooked, but everyone had access to them. Most people dealt with people in cover by tossing a grenade and pre-firing where they would be running out. Assaults didn't have to. They could just launch a noob tube at the dude. Call em the wrecking balls. Cooking greandes allow grenades to trespass onto noob tube territory. If made too strong, why carry one? Everyone know has a pocket grenade launcher. Speaking of which, I want my underslung weapon system. I would kill for an underslung shotgun or launcher in Dust. With varible damage profiles. EMP launcher on a combat rifle. I'm drooling at the thought.
Me and two friends used to run a noob tube assembly line in BF2, just roll up to a position, one guy dropping medpacks and reviving if someone died, other guy dumping out ammo constantly, and me just noob tubing anyone who showed their faces. Was so fun (until they rightly nerfed the noob tube so it had a time delay before contact would explode the grenade). |
Adipem Nothi
Nos Nothi
9409
|
Posted - 2015.05.04 19:11:00 -
[128] - Quote
Vesta Opalus wrote:Alena Ventrallis 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. 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. I think we should normalize splash and have damage increase on a smaller curve. Splash radius: 6m STD: 400 dmg ADV: 450 dmg PRO: 500 dmg PRo is still better, but not god-tier better. I like this idea, also thukkers need a bit of a radius increase, they are worthless. Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600).
In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion.
If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
Shoot scout with yes.
- Ripley Riley
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Bradric Banewolf
D3ATH CARD RUST415
870
|
Posted - 2015.05.04 19:42:00 -
[129] - Quote
Himiko Kuronaga wrote:Aeon Amadi wrote:Cook for two seconds, instant or near kill. Things do way too much damage for the ability to simply cook and collect bacon over a 7.2m radius. To be clear, the effective range of this thing is larger then than of the Shotgun's optimal range. For 720 damage to armor you effectively negate the entire defense of most suits just by holding down the button for a few seconds.
IMO, grenade shouldn't be the first thing you resort to when in an engagement. Softening targets is one thing but killing multiple targets outright is a little ridiculous. For such a low-skill weapon, it's power needs to be scaled down rather dramatically. It's not like placing a well-aimed PLC shot or Forge-gun round (who's splash damage is lower, still) and I'd even argue that placing Mass Driver rounds on target takes more skill than just holding down the button and vaguely facing the enemy's direction.
Proposal (any number of these will work):
- Nerf the damage so that it's used as a proper splash damage weapon and not a way to cop-out of the shooter game. - Remove it from the Nanohives' restock capability; you should only be able to get them from supply depots. - Increase the PG/CPU so it has the costs of a primary weapon, since it basically is at this point.
(Do me a solid and don't bring up the Flux Grenade. That's for a different thread.) Cores were fine. Then Rattati buffed nanohives and they became abusable. Everyone saw it coming, no one said anything.
:) in my logi on a balcony screaming "touchdown" every time I kill someone lol!
"Anybody order chaos?"
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9959
|
Posted - 2015.05.04 20:03:00 -
[130] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Alena Ventrallis 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. 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. I think we should normalize splash and have damage increase on a smaller curve. Splash radius: 6m STD: 400 dmg ADV: 450 dmg PRO: 500 dmg PRo is still better, but not god-tier better. I like this idea, also thukkers need a bit of a radius increase, they are worthless. Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600). In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion. If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
TTK doesn't need to be lower, it needs to be higher. I don't think HP levels are high enough and weapon damage has been getting higher and higher ever since 1.9. Game is losing it's tactical aspect and becoming more and more of a blobby-twitch shooter.
You guys are like a broken record with this "CPM material" business xD Let it go
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Adipem Nothi
Nos Nothi
9415
|
Posted - 2015.05.04 20:15:00 -
[131] - Quote
Aeon Amadi wrote:Adipem Nothi wrote: Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600).
In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion.
If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
TTK doesn't need to be lower, it needs to be higher. I don't think HP levels are high enough and weapon damage has been getting higher and higher ever since 1.9. Game is losing it's tactical aspect and becoming more and more of a blobby-twitch shooter. I don't like it, and you don't like it, but blobbing up is a tactic. Tossing a grenade into the blob could and should be a counter-tactic. Grenades are too weak to be of tactical benefit against blobs. Making them weaker won't make them more tactical.
In my opinion, this game was at its best in Chromosome. Everything was deadly, and everyone died quickly. There were no free passes, and newbro who got the drop on a vet more often than not killed the vet.
Shoot scout with yes.
- Ripley Riley
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9959
|
Posted - 2015.05.04 21:17:00 -
[132] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600).
In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion.
If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
TTK doesn't need to be lower, it needs to be higher. I don't think HP levels are high enough and weapon damage has been getting higher and higher ever since 1.9. Game is losing it's tactical aspect and becoming more and more of a blobby-twitch shooter. I don't like it, and you don't like it, but blobbing up is a tactic. Tossing a grenade into the blob could and should be a counter-tactic. Unfortunately, grenades are too weak to be of tactical benefit against blobs. Making them weaker won't make them more tactical. In my opinion, this game was at its best in Chromosome when everything was deadly, and everyone died quickly. There were no free passes, so when a newbro got the drop on a vet, he more often than not killed that vet. There was little time to respond once you were outplayed, so you watched your buddies backs and tried not to get outplayed. Today, weapons are gentler and HP pools are deeper, so when you're hit (even in the back) there's lots of time to react. In my mind, TTK increases do not benefit gameplay; they benefit lazy play. Shouldn't tactics be more proactive rather reactive?
I think we have vastly different memories of what Chromosome was like. I remember it being more tactical as a circumstance because of semi-reliable hit detection and a lack of aim assist which made TTK higher. Blobbing can be a tactic, sure, whatever, but there's better ways to go about it than Core Locus Grenades. Grenades aren't going to stop blobbing, they never have, and if they ever were supposed to then Uprising 1.5 would have been when we saw it all fall apart with Flaylock Pistols and Contact Grenades running rampant.
You're not going to stop people from grouping up and I believe it was you who said that there wasn't enough cover in the game, which means that they're grouping up -because- of that lack of cover. Grenades don't do anything to push people out of cover they just kill them outright. That's not engaging gameplay that's just putting people in a ****** situation no matter what, there's no choice system in play and I can't make the conscious decision to either leave cover or stay in cover - I just die.
Tactics come from higher TTK because you have to consider options, you have to know whether your weapon is going to work against your target well or if you should consider finding someone else to shoot at. That's not the case in Dust 514 because weaponry has been homogenized to the point that an ASCR will eat through armor just as well as any other weapon and an HMG doesn't care if you're using Shields or Armor - you're just going to die.
So, yes, tactics should be more proactive but you're not gaining that by saying "Let me have my OHK grenade that no-one has time to react to" - that's contrary to what you're wanting in the first place because there's no decision making in how a person wants to die.
You guys are like a broken record with this "CPM material" business xD Let it go
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Adipem Nothi
Nos Nothi
9417
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Posted - 2015.05.04 23:34:00 -
[133] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600).
In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion.
If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
TTK doesn't need to be lower, it needs to be higher. I don't think HP levels are high enough and weapon damage has been getting higher and higher ever since 1.9. Game is losing it's tactical aspect and becoming more and more of a blobby-twitch shooter. I don't like it, and you don't like it, but blobbing up is a tactic. Tossing a grenade into the blob could and should be a counter-tactic. Unfortunately, grenades are too weak to be of tactical benefit against blobs. Making them weaker won't make them more tactical. In my opinion, this game was at its best in Chromosome when everything was deadly, and everyone died quickly. There were no free passes, so when a newbro got the drop on a vet, he more often than not killed that vet. There was little time to respond once you were outplayed, so you watched your buddies backs and tried not to get outplayed. Today, weapons are gentler and HP pools are deeper, so when you're hit (even in the back) there's lots of time to react. In my mind, TTK increases do not benefit gameplay; they benefit lazy play. Shouldn't tactics be more proactive than reactive? I think we have vastly different memories of what Chromosome was like. I remember it being more tactical as a circumstance because of semi-reliable hit detection and a lack of aim assist which made TTK higher. Blobbing can be a tactic, sure, whatever, but there's better ways to go about it than Core Locus Grenades. Grenades aren't going to stop blobbing, they never have, and if they ever were supposed to then Uprising 1.5 would have been when we saw it all fall apart with Flaylock Pistols and Contact Grenades running rampant. You're not going to stop people from grouping up and (1) I believe it was you who said that there wasn't enough cover in the game, which means that they're grouping up -because- of that lack of cover. Grenades don't do anything to push people out of cover they just kill them outright. That's not engaging gameplay that's just putting people in a ****** situation no matter what, there's no (2) choice system in play and I can't make the conscious decision to either leave cover or stay in cover - I just die. Tactics come from higher TTK because you have to consider options, you have to know whether your weapon is going to work against your target well or if you should consider finding someone else to shoot at. That's not the case in Dust 514 because weaponry has been homogenized to the point that an ASCR will eat through armor just as well as any other weapon and an HMG doesn't care if you're using Shields or Armor - you're just going to die. So, yes, (3) tactics should be more proactive but you're not gaining that by saying (4) "Let me have my OHK grenade that no-one has time to react to" - that's contrary to what you're wanting in the first place because there's no decision making in how a person wants to die.
1. Yes, I might have said "Dust needs more cover" at some point during AR-514 before cloak was introduced. Back then, as I'm sure you recall, a Duvolle could gun down a speed-tanked Scout at 70m in about half a second. Cover would've helped.
2. The slightest misstep or miscalculation leads to death in other shooters. How is that so many people play them?
3. I agree. And lowering TTK would transform tactics from their presently reactive state to a more proactive state. Call it "twitch" if you want, but making bad decisions or getting outplayed should have consequences in combat. Having lots of time to react to a mistake begets lazy play and is likely to blame for the present King HP meta.
4. I didn't ask for OHK grenades. I asked that we not nerf grenades.
Shoot scout with yes.
- Ripley Riley
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Shepherd Grey
Capital Acquisitions LLC
495
|
Posted - 2015.05.05 01:28:00 -
[134] - Quote
Ghost Kaisar wrote:
Which means that 50% of the Dust forums agree with him!
Bro, I KNOW you did not just say let's make nades like bf4. Talk about the dumbest set up, mechanics, execution, philosophy E.V.E.R. We should, however, have a tag collection system like bf4
Aggro, lawl. How is isk relevant to philosophical opinions on game mechanics. Separate topic entirely.
How are nades "infinitely better than RE's". Again, back to the argument. Nades must be cooked and lobbed with coordination of timing and physics under a live fire situation - one that leaves you completely and utterly exposed to enemy combat. RE's are a place and forget style, no cooking necessary. Albeit they can ALSO be used much like a frisbee grenade, WITH NO COOKING NECESSARY. I guess according to you, we should nerf nova knives too: cuz it what unimaginable world would a set of knives deal more damage than a futuristic explosive device.
If you have the skill to cook and place the grenade properly, in effect you earned that kill. If you are an idiot that gets killed by noob nades, go back to academy. YOU CAN HEAR SOMEONE COOKING THEM, AND SEE THEM THROWN, AND HEAR THEM HIT THE GROUND. I'm going with a classic quote on this one: "WORKING AS INTENDED" |
Aggrohim
Escrow Removal and Acquisition
104
|
Posted - 2015.05.05 06:43:00 -
[135] - Quote
Shepherd Grey wrote:Ghost Kaisar wrote:
Which means that 50% of the Dust forums agree with him!
Bro, I KNOW you did not just say let's make nades like bf4. Talk about the dumbest set up, mechanics, execution, philosophy E.V.E.R. We should, however, have a tag collection system like bf4 Aggro, lawl. How is isk relevant to philosophical opinions on game mechanics. Separate topic entirely. How are nades "infinitely better than RE's". Again, back to the argument. Nades must be cooked and lobbed with coordination of timing and physics under a live fire situation - one that leaves you completely and utterly exposed to enemy combat. RE's are a place and forget style, no cooking necessary. Albeit they can ALSO be used much like a frisbee grenade, WITH NO COOKING NECESSARY. I guess according to you, we should nerf nova knives too: cuz it what unimaginable world would a set of knives deal more damage than a futuristic explosive device. If you have the skill to cook and place the grenade properly, in effect you earned that kill. If you are an idiot that gets killed by noob nades, go back to academy. YOU CAN HEAR SOMEONE COOKING THEM, AND SEE THEM THROWN, AND HEAR THEM HIT THE GROUND. I'm going with a classic quote on this one: "WORKING AS INTENDED" Nova Knives are a skilled weapon. Only a noob or forge gun/sniper stands completely still while firing . And yes getting random kills with nades are quite often .All you have to know is the general direction of the enemy team and boom any weak suites are wiped out. And with a run and go nades can be thrown considerably far from behind cover it isn't like your completely vulnerable when cooking a nade. If some1 comes within your range of view you can just throw it at them And more than likely kill them. I've seen it done and it's happened to me before. With all these Damped Min Assaults running around it fairly hard to get an completely accurate position on them until you see them.
-CEO of -ERA-
-Corp Count:20
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8386
|
Posted - 2015.05.05 08:36:00 -
[136] - Quote
Or, you know.
We could ask rattati nicely to remove or reduce the headshot multiplier on splash weapons.
Just a little thought.
But cooking should absolutely stay.
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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KEROSIINI-TERO
The Rainbow Effect
1987
|
Posted - 2015.05.05 11:46:00 -
[137] - Quote
Adipem Nothi wrote:
Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600).
In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion.
If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
Remember, upping the range effectively increases actual damage.
Looking at both sides of the coin.
Even Aurum one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8388
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Posted - 2015.05.05 11:48:00 -
[138] - Quote
KEROSIINI-TERO wrote: Remember, upping the range effectively increases actual damage.
the problem is if we drop nade damage again we wind up with worthless nades. Again.
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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KEROSIINI-TERO
The Rainbow Effect
1987
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Posted - 2015.05.05 11:58:00 -
[139] - Quote
Okay, I uploaded video that touches the subject. Dust 514: Pub#249 L Camping the depot, tight logitrain
Following points can be seen there: - nade resupply is too easy (best fix still the resupply rate/speed) - nade spamming is possible due to above - cooking is powerful - cooking requires dexterity and some planning - nades work against blobs and can be used to kill logitrains
( A longish video, but it is non-stop action straight from the beginning! Explosions everywhere. I was primarying as a rep logi (rare thing for me as I usually suck at it) but somehow I ended up with top kills. Well not somehow, 90% or so kills were nade kills... =P )
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1987
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Posted - 2015.05.05 12:01:00 -
[140] - Quote
Breakin Stuff wrote:KEROSIINI-TERO wrote: Remember, upping the range effectively increases actual damage.
the problem is if we drop nade damage again we wind up with worthless nades. Again.
By no means I'm advocating damage drop, just pointed out to the gent there that range is more than just the range where nades can touch people.
(lol reminded me of "aaawww show me on the doll where the bad grenade touched you" )
Looking at both sides of the coin.
Even Aurum one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8389
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Posted - 2015.05.05 13:17:00 -
[141] - Quote
You know that old quote is more appropriate than you think.
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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Poison Diego
Vengeance Unbound RUST415
596
|
Posted - 2015.05.05 13:29:00 -
[142] - Quote
agreed, the cores need a damage nerf and no replenish from nanohives
Nýja Eden er bara byrjunin.
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Vesta Opalus
Ostrakon Agency Gallente Federation
656
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Posted - 2015.05.05 17:37:00 -
[143] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Alena Ventrallis 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. 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. I think we should normalize splash and have damage increase on a smaller curve. Splash radius: 6m STD: 400 dmg ADV: 450 dmg PRO: 500 dmg PRo is still better, but not god-tier better. I like this idea, also thukkers need a bit of a radius increase, they are worthless. Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600). In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion. If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m).
I agree with you with the exception of the HP levels are too high to justify a nerf to damage output comment, I think HP levels are too high ON BRICKED SUITS and brick tanking needs to be nerfed via module caps or diminishing returns on HP modules. 600 damage already wrecks my x3 shield extender fits, and shields are supposed to be good against explosives, how many HP modules do I need to throw on my suits to not get one shotted by a grenade?
I think 500 at proto is fine, the problem we can agree on is that HP is POTENTIALLY too high for that, however I dont think the answer is to keep grenades at 600, because that hurts non-HP stacked fittings, which just reinforces the high HP values we generally see and ensures the HP meta (which is ******* boring in my opinion) will continue. |
Lahut K'mar
sarges heros New Eden's Heros
72
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Posted - 2015.05.05 17:46:00 -
[144] - 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.
Horrifying? That's a strange way to spell "romantic".
FIX THE WHEEL, CCP!
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Lahut K'mar
sarges heros New Eden's Heros
72
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Posted - 2015.05.05 17:47:00 -
[145] - Quote
CCP Rattati wrote:RE's will be getting a throwing distance nerf in the next hotfix as they were meant as traps more than grenades. Fine, but could you increase the speed at which they are detonated? I can understand the pause between throwing and being allowed to detonate so people don't murderfrisbee (die in a hole) but the time between L1 and BOOM causes problems. It takes what? Half a second to press the button? Depending on your target, that's time for allot of variables. Sentinels and hackers wouldn't get a chance. Lighter suits require a little bit of foresight. Scouts you will generally need to press L1 before they're even in the radius. And vehicles you will need to press L1 while they're several metres away. In that time a scout could do a spacejump or turn a different corner. A minja has a decent chance of lucking out. Vehicles are even worse: In that time an LAV could brake, U-turn or even just turn 30 degrees and completely miss the trap. I'd give an LAV a 70% chance of survival.
Horrifying? That's a strange way to spell "romantic".
FIX THE WHEEL, CCP!
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Adipem Nothi
Nos Nothi
9428
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Posted - 2015.05.05 17:51:00 -
[146] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote:Alena Ventrallis 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. 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. I think we should normalize splash and have damage increase on a smaller curve. Splash radius: 6m STD: 400 dmg ADV: 450 dmg PRO: 500 dmg PRo is still better, but not god-tier better. I like this idea, also thukkers need a bit of a radius increase, they are worthless. Increments of 50 DMG won't justify the expense or resource req'ts of running prototype grenades. If the goal is to normalize progressions, I'd recommend 400/500/600 (from 300/400/600). In my opinion, HP levels are simply too high to justify a nerf to damage output. When a newbro cooks, tosses and explodes an anti-personnel grenade a foot from your face, it needs to hurt. If it doesn't hurt, it breaks immersion. If we're tuning blast radii, I agree that Thukker (2.5m) is too tight as is M8 packed locus (3.3m). I agree with you with the exception of the HP levels are too high to justify a nerf to damage output comment, I think HP levels are too high ON BRICKED SUITS and brick tanking needs to be nerfed ... That's a fair assessment, Vesta, and I completely agree.
Shoot scout with yes.
- Ripley Riley
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11002
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Posted - 2015.05.05 18:08:00 -
[147] - Quote
Shepherd Grey wrote:Ghost Kaisar wrote:
Which means that 50% of the Dust forums agree with him!
Bro, I KNOW you did not just say let's make nades like bf4. Talk about the dumbest set up, mechanics, execution, philosophy E.V.E.R. We should, however, have a tag collection system like bf4 Aggro, lawl. How is isk relevant to philosophical opinions on game mechanics. Separate topic entirely. How are nades "infinitely better than RE's". Again, back to the argument. Nades must be cooked and lobbed with coordination of timing and physics under a live fire situation - one that leaves you completely and utterly exposed to enemy combat. RE's are a place and forget style, no cooking necessary. Albeit they can ALSO be used much like a frisbee grenade, WITH NO COOKING NECESSARY. I guess according to you, we should nerf nova knives too: cuz it what unimaginable world would a set of knives deal more damage than a futuristic explosive device. If you have the skill to cook and place the grenade properly, in effect you earned that kill. If you are an idiot that gets killed by noob nades, go back to academy. YOU CAN HEAR SOMEONE COOKING THEM, AND SEE THEM THROWN, AND HEAR THEM HIT THE GROUND. I'm going with a classic quote on this one: "WORKING AS INTENDED"
That quote was more of a jab at forum activity, don't take it out of context.
Grenades in battlefield are DEADLY. They WILL kill you. To balance it, they are made so that you can't cook them and throw insta kills all over the place. If you want something like that, they let you use the noob tube. I was fine with this. I also detailed how they were mainly used as utility or room clearer (Removing people from cover or forcing them to back away from that corner they are camping). I LIKE grenades like this.
RE's need a fix. Frisbee does need to stop, and I agree with it. They are easy to detect via scanning and eyes, but pack a significant punch, just like C4 in Battlefield. Remove throwing, and I will consider RE's fixed. Retain throwing for packed RE's, solely for anti-vehicle applications.
Nova Knife argument is dumb. They have high damage due to balance. High Risk, High Reward. While RE's are much easier to use, and pack similar damage, they also aren't reusable like knives, nor as easy to use in the heat of the moment (With previously mentioned changes, you won't be able to throw one down willy nilly).
Not denying that cooking nades take skill to use and implement correctly. I can appreciate a good throw when I see one (Or on the receiving end). However, I do believe that they as a whole are enroaching on the Mass Driver. With so many nanohives available, why use an MD? Cores deal a good 3-4 shots of damage with a single quick throw. If you want the ability to routinely deal with targets around corners, I think that people should use the mass driver to do so, rather than shoehorning the grenade into that tool.
You get my drift Shep?
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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Happy Violentime
OMFGZOMBIESRUN
1176
|
Posted - 2015.05.05 21:21:00 -
[148] - Quote
KEROSIINI-TERO wrote:Okay, I uploaded video that touches the subject. Dust 514: Pub#249 L Camping the depot, tight logitrainFollowing points can be seen there: - nade resupply is too easy (best fix still the resupply rate/speed) - nade spamming is possible due to above - cooking is powerful - cooking requires dexterity and some planning - nades work against blobs and can be used to kill logitrains ( A longish video, but it is non-stop action straight from the beginning! Explosions everywhere. I was primarying as a rep logi (rare thing for me as I usually suck at it) but somehow I ended up with top kills. Well not somehow, 90% or so kills were nade kills... =P )
****ing m6 lol
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KEROSIINI-TERO
The Rainbow Effect
1995
|
Posted - 2015.05.05 23:32:00 -
[149] - Quote
Dat M6 indeed, luckily he has not seen this video, he would BURST with self-endulgence, the d-wad.
Looking at both sides of the coin.
Even Aurum one.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9961
|
Posted - 2015.05.06 16:48:00 -
[150] - Quote
Ghost Kaisar wrote:Shepherd Grey wrote:Ghost Kaisar wrote:
Which means that 50% of the Dust forums agree with him!
Bro, I KNOW you did not just say let's make nades like bf4. Talk about the dumbest set up, mechanics, execution, philosophy E.V.E.R. We should, however, have a tag collection system like bf4 Aggro, lawl. How is isk relevant to philosophical opinions on game mechanics. Separate topic entirely. How are nades "infinitely better than RE's". Again, back to the argument. Nades must be cooked and lobbed with coordination of timing and physics under a live fire situation - one that leaves you completely and utterly exposed to enemy combat. RE's are a place and forget style, no cooking necessary. Albeit they can ALSO be used much like a frisbee grenade, WITH NO COOKING NECESSARY. I guess according to you, we should nerf nova knives too: cuz it what unimaginable world would a set of knives deal more damage than a futuristic explosive device. If you have the skill to cook and place the grenade properly, in effect you earned that kill. If you are an idiot that gets killed by noob nades, go back to academy. YOU CAN HEAR SOMEONE COOKING THEM, AND SEE THEM THROWN, AND HEAR THEM HIT THE GROUND. I'm going with a classic quote on this one: "WORKING AS INTENDED" That quote was more of a jab at forum activity, don't take it out of context. Grenades in battlefield are DEADLY. They WILL kill you. To balance it, they are made so that you can't cook them and throw insta kills all over the place. If you want something like that, they let you use the noob tube. I was fine with this. I also detailed how they were mainly used as utility or room clearer (Removing people from cover or forcing them to back away from that corner they are camping). I LIKE grenades like this. RE's need a fix. Frisbee does need to stop, and I agree with it. They are easy to detect via scanning and eyes, but pack a significant punch, just like C4 in Battlefield. Remove throwing, and I will consider RE's fixed. Retain throwing for packed RE's, solely for anti-vehicle applications. Nova Knife argument is dumb. They have high damage due to balance. High Risk, High Reward. While RE's are much easier to use, and pack similar damage, they also aren't reusable like knives, nor as easy to use in the heat of the moment (With previously mentioned changes, you won't be able to throw one down willy nilly). Not denying that cooking nades take skill to use and implement correctly. I can appreciate a good throw when I see one (Or on the receiving end). However, I do believe that they as a whole are enroaching on the Mass Driver. With so many nanohives available, why use an MD? Cores deal a good 3-4 shots of damage with a single quick throw. If you want the ability to routinely deal with targets around corners, I think that people should use the mass driver to do so, rather than shoehorning the grenade into that tool. You get my drift Shep?
What this guy said.
You guys are like a broken record with this "CPM material" business xD Let it go
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