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Larkson Crazy Eye
warravens D.E.F.I.A.N.C.E
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Posted - 2015.06.29 07:33:00 -
[1] - Quote
Well I've died to a few nades in my time, many of which I didn't even see the guy who threw them. While I heartily agree with removing the head shot bonus, since it doesn't seem like other explosive weapons can get that, at least I've never gotten one using a mass driver. While dealing extra dmg for hitting a weak point makes sense, it's usually for precision weapons. Jabbing a guy in the throat with a finger can crush a wind pipe and take him out. Smashing him with a two by four in the same area still hurts, but hardly as likely to intestinally get any vital organs.
I would also like to throw in there from a logi's perspective, increasing the nanite cluster coast of nades again and again is NOT a good way to balance them. Sure it hurts the guy who spams grenades one after another a little bit, but it hurts every one else a lot more. As a Logi it's not uncommon to see my nano hives blow up within seconds of being put down, even advanced to proto ones due to people missing their grenades. I still only get one or two ticks of 'team supply' off them, while the hive is destroyed.
If the only answer to grenade spam is to keep increasing their restock cost it's just going to drive people away from nano hives completely. Already in pub matches you might see 50 uplinks down but good luck at finding a single active nano any more. Few people put them down, and if they are down they expire way to quickly.
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Larkson Crazy Eye
warravens D.E.F.I.A.N.C.E
1
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Posted - 2015.06.29 07:45:00 -
[2] - Quote
Just had a great thought on how to balance nades in a new way, one that might just make them still useful without drastic changes that hurt every one. Simply put, make them put the grenade hurler at a brief disadvantage after each throw. Not unlike the seize of a weapon over heating. Being unable to sprint or fire your real weapon for even just 1 or two seconds after each grenade would help get rid of those cooked grenade chucker's.
You could even make it something like the scrambler riffle charge shot and have it impair your mobility before you throw it instead of after. Which is another big point, scrambler riffles and forge guns have a glowing light show and a bit humming noise to tell people your charging up a deadly shot. Why are grenades so salient and deadly? Who ever heard of stealthy explosives.
Going back to the 'grenades in real life' scenario. They were never ment to be thrown in the face of a guy 5 feet from you. You tossed them over walls, around corners etc. It was a strong toss, one you put effort into, and in many cases forced you to expose yourself to enemy fire to do so.
Alternatively you could just alter the explosive timer to be a bit more random. That way if you try to cook them to long it blow up in your hands since you don't know if it will explode on 4 seconds or 7. This would still allow them to be good tactical weapons, tossing them at people in cover to either hurt/kill them or to force them to break cover to get away from the nade. I think grenades should be deadly, but not as silent as they are now. More visible on scree indicator would be nice, perhaps a tell tale sound as they pass threw the air that you can actually hear. If there is one now I never hear it over the rest of the combat sounds.
But not as something you prime up and chuck at a guy as you charge up at him in full sprint. |
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
4
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Posted - 2015.06.29 17:31:00 -
[3] - Quote
Zan Azikuchi wrote:] You want to remove the cooking ability? And hinder movement speed? Hope it come with longer throw's, larger blast radius, and 600 damage across the board for any of them to be useful, also got to remember, low EHP player's need to take out high EHP player's, not many weapon's can do that.
Those are simply my opinion's, though I don't want to see the cooking ability go as that has taken quite a bit of skill to use, knowing just when to throw it before you hear the massive "CLICK" is very much my favorite past time in dust, at least as a shield user anyway. However removing the cooking part of the grenade's would also help AV player's as they wouldn't have to worry about the grenade's exploding in their hand's, hell they could function far better as mine's even.
I'm not saying that they remove the cooking ability entirely, just make it a bit more risky to cook a grenade to the last second and toss it at a guy in your face. By putting a small amount of randomness in the time it explodes you won't see as many nades tossed from 6 meters away.
One thing I do think is highly important however is what ever adjustments that might be done to locus and/or flux grenades should not affect AV. Simply put AV is pretty weak as it is. Spamming 3 grenades real fast is about only reasonable way most newer players have any chance of hurting a tank or even a LAV. Even at proto 5 swarm launcher with proto swarms it takes 4-5 missiles to kill most tanks and drop ships. That's firing a full clip and reloading, all from 175 away. Easy range for any vehicle to kill you or run away. At least AV nades are something even a starter fit provides and has a fair chance of at least scaring a tank away.
Over all though I just think there should be a bigger investment of risk to using a grenade if their so easy to use to kill just about any one. How that's done is really up to CCP in the end. Still not a bad way to go is weaken all but one type of locus grenade, leave that to be a true player killer but make it's CPU/PG cost high enough that it's a serious drain on a suite. That way if people want an ultimate weapon, they have it while the rest of us can carry weaker but still tactically useful nades for less. |
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