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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
116
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Posted - 2015.06.25 01:11:00 -
[1] - Quote
Or you could add tiercide to grenade's, have them all do the same amount of damage, and increase it's range by 0.50 meter's per level, like 6-6.50-7 meter's. Number can remain as 2.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
117
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Posted - 2015.06.25 01:58:00 -
[2] - Quote
DeadlyAztec11 wrote:demonkiller 12 wrote:Sicerly Yaw wrote:demonkiller 12 wrote:or buff it, its a god damn grenade, should 1 hit every suit but the strongest heavies, feels like a blood water balloon on any heavy or proto assault/logi what needs to happen is that an indicator should pop up if a grenade is withing a 7 meter radius of you they are all fine as they are and I wouldn't even mind a buff to them if this was implemented they could even give it a profile so if you have the scan precision you can see it coming, 55 at std 45 at adv and 35 at proto then i think they do have an indicator, or at least they used to They do not.
They do, but cooking them and throwing them at you at the correct time in general, make's the whole scenario act incredibly fast, if you threw one without cooking the grenade, you'd see the indicator.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
124
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Posted - 2015.06.25 14:39:00 -
[3] - Quote
That's why I proposed tiering them with only minimal increased radius and same damage across the board.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
124
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Posted - 2015.06.25 15:02:00 -
[4] - Quote
Apocalyptic Destroyerr wrote:Stormblade Green wrote:Genral69 death wrote: The core nade is not op, BUT sometimes does over 600 damage
Then pray tell, how I keep getting killed by them in my sentinel suits with it doing over 700 damage? But beside the point cores are getting spammed without hesitation..... especially when one puts up a fight... It always does over 1000 damage to me.
Should deal 600 DMG across all grenades, might be a profile damage issue, cause it only deals 120+ armor damage through profile, it shouldn't be dealing over 1000 damage unless you got hit with 2 grenades in quick succession. Or you got blown up by and RE.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
145
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Posted - 2015.06.29 02:20:00 -
[5] - Quote
Damage of the grenade's simply need to normalize across basic-proto, simply either increase it's radius only (recommended) , or increase the amount of isk they cost and decrease CPU and PG (not recommended). Or find something else for the grenade to tier better at, but clearly damage for explosive's need to be the same across basic to proto (as I said earlier).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
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Posted - 2015.06.29 17:04:00 -
[6] - Quote
Larkson Crazy Eye wrote: 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.
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.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
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Posted - 2015.06.29 20:52:00 -
[7] - Quote
Indianna Pwns wrote:The progression for locus nades makes no sense.
STD - 300 dmg ADV - 400 dmg PRO - 600 dmg!!!
Should be (in my opinion)
STD - 400 ADV - 500 PRO - 600
Blast radius should be normalised amongst all tiers.
For fluxes it should bethe blast radius and detonation time that differentiates tiers not damage.
Pro tip - if your having issues with cores, ditch the damage mods and slap on a few extenders your shields should soak up enough of the damage to leave you alive.
If for whatever reason nades are giving headshot bonus or their is a calculation error obv this needs to be fixed.
I don't feel like radius is the key, I think that normalized damage with tiered radius is more proper as that would better reduce the number of core's you'd see/face and also reduce a lot of isk use for EVERYONE, your idea is still valid though.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
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Posted - 2015.06.30 19:54:00 -
[8] - Quote
nelo kazuma wrote:Ive said it before reduce core to one increase nanite cost increase thunker to 2
That won't change the how grenade's are right now, especially since we can carry 6 hive's at once, if your a cal logi, it'll change nothing. But if you can normalize damage, sure you'll still see nade spam, but it'll be lower standard locus grenade spam, less range than a core locus but still the same damage, people nade spam because it's all they can really do against player's who they know they can't beat toe-to-toe, going toe-to-toe with a shield of 562 and armor of 194 vs an armor of 734? It's suicide even if you have an ARR, especially if they got an AR or heaven forbid a scrambler model.
Player's need something that can give them an edge in combat against armor, grenade's simply tend to be that thing, it's also the only answer for strafers as well, besides other explosive's. Honestly I don't see to much grenade spam, unless it's me doing it, but once more, I'm doing it to get a closer EHP between you and me, an EHP that'll give me a chance to kill you.
Unless shield's are given their original ability to constantly recharge and recharge based on the amount of regulator's they have, it's much more harmful to nerf grenade's any further since it messes with general play style's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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