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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.14 02:52:00 -
[1] - Quote
1 hit kill grenade, fine Instant detonation grenade, fine But not both.
If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill.
Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered.
EDIT: This should apply to the Thukker grenade as well. Instantly detonating on someone AND being a 1 hit kill is too much. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.14 02:54:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:1 hit kill grenade, fine Instant detonation grenade, fine But not both.
If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill.
Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered. I'm using M1 grenades now, and I get less kills than someone with Fused ones. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.10.14 18:03:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:1 hit kill grenade, fine Instant detonation grenade, fine But not both.
If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill.
Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered.
its to counteract those one hit kill grenades that detonate on contact, Plus its a fragmentation grenade, whens the last time you survived billions of little bits of metal flying though your shield. or dropsuit if you dont have an shields, remember this dropsuits have limited areas where plates of armor are, and your helmet is more enviormental than armoured, so try to think of it in those terms :3c
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Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.10.14 19:36:00 -
[4] - Quote
Thats also why you can't buy fused locus grenades. They only come with the merc pack from the PSN store. Once they're gone, they're gone unless you spend another $20. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.14 19:50:00 -
[5] - Quote
DarkShadowFox wrote:KAGEHOSHI Horned Wolf wrote:1 hit kill grenade, fine Instant detonation grenade, fine But not both.
If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill.
Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered. its to counteract those one hit kill grenades that detonate on contact, Plus its a fragmentation grenade, whens the last time you survived billions of little bits of metal flying though your shield. or dropsuit if you dont have an shields, remember this dropsuits have limited areas where plates of armor are, and your helmet is more enviormental than armoured, so try to think of it in those terms :3c
What? The fused grenades ARE those one hit kill grenades that detonate on contact, they are the ones I am talking about. Game balance is more important than whatever sense of realism you're trying to invoke. The damage we take from shots has nothing to do with where on the dropsuit model has more or less armor plating, I don't see why it should be any different for grenades. If you want some in game explanation as to why they would be lower, than the description can just they they have less explosive material than regular locus grenades. |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
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Posted - 2012.10.15 16:39:00 -
[6] - Quote
I would actually agree that grenades seem quite OP right now in general... especially considering there is 1 GÇó No Grenade Icon (they should show up on your HUD as a signature!) 2 GÇó There is no real need to "cook" them. This is what generally balanced Grenades in other games, where if you want to insta-kill someone with them it has to be through luck they're standing near it or that you've taken a second or so to cook it.
I know alot of people were complaining when they were nearly useless to use because of the speed, but the changes have just led to Nanohive + Grenade spam; where they are the FIRST reaction not something you use in a tactical situation or such.
What I would likely suggest is a greater selection of grenade types. Flux (Electro-Magnetic) [High Shield Damage, Low Armour Damage] Static (ECM) [Generates HUD Interference that Prevents Lock-on Modules / Weaponry, plus acts as an Electronic Flashbang] Fused (Explosive) [High Armour Damage, Low Shield] Dust (Smoke) [Generates a cloud of Electro-Magnetic Dust that HUDs cannot penetrate, used for cover means] Hydra (Kinetic) [Detonates into a Range of Low-Yield Cluster Grenades that do Average Shield / Armour Damage] Leech (Thermal) [Magnetically attachs to Surfaces, Low-Yield that do Average Shield / Armour Damage]
All of the Grenade Types should have 3 different variations: Perses (Mine) [Detonates within 5meters] Chronos (Grenade) [5-Second Fuse] Hades (Claymore) [Detonates on Contact] Hephaestus (C4) [Detonates with a Remote Detonator]
(There are always reasons behind naming conventions in both EVE and DUST, trust me the names fit their roles well)
As such, these could then all be classed under "Personal Explosives" weaponry... with each of the 4-types acting in a similar means to Racial specific, where they have a Main Skill (allows for use), 4 Support Skills (increase effectiveness) and then 2 Specialisation Per Role to allow for their Type-2 Variants.
Result would be not only a very versitile weapon set that becomes more specialised but also: 4 Base Models, with 3 Base Texture Set (1x Diffuse, 3x PGS, 1x Specular) and 6 Type-1 Materials, 12 Type-2 Materials. Especially if you consider that realistically only the Mask Colour and Diffuse Overlay colour needs to really be changed in each material.
Of course I think Smoke (Alpha Partical Effects) may need to be looked at prior to this due to performance issues incurred by them right now. The ones currently being used in-game are too intensive for the PS3 hardware imo so need to be scaled back with the number of particles and looked at more in terms of a better Material Texture animation implimentation.
Still I think this would balance them out quite well with a nice variety available for specialised tasks. If Explosion Radius was tied in to Signature Radius (rather than Sig Radius making ppl invisible on the mini-map, which imo is just kitten mess) then it would scale incredibly well making them a tactical suit choice rather than a simple case of OP free kills they are today. |
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