Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.01 02:27:00 -
[1] - Quote
Decided to edit to be more specific.
I think that: -Militia and Standard Grenades should only allow you to carry one grenade. -Advanced Grenades should let you carry two. -Proto Grenades should let you carry three. -IF there are such things as officer grenades, make them give you four. -Modules should be offered that allow you to increase your grenade count.
I think this, coupled with my other suggestion here, would reduce grenade spam issues. |
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2013.01.01 02:36:00 -
[2] - Quote
I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.01 05:01:00 -
[3] - Quote
Logi Bro wrote:Currently the militia locus grenade will let you carry two grenades, and the standard locus grenade lets you carry three. I don't know the numbers of other grenades off the top of my head, but I would like these numbers reduced, and a module offered that lets you increase your grenade-carrying capacity. I think this would reduce grenade spam if people actually had to make a sacrifice of one of their modules to carry more grenades.
No. until I can huck grenades faster than my ASSAULT MASS DRIVER... this argument is rediculous. I will be keeping my 3 Flux nades as they are TYVM |
Enji Elric
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
176
|
Posted - 2013.01.01 05:04:00 -
[4] - Quote
Logi Bro wrote:Currently the militia locus grenade will let you carry two grenades, and the standard locus grenade lets you carry three. I don't know the numbers of other grenades off the top of my head, but I would like these numbers reduced, and a module offered that lets you increase your grenade-carrying capacity. I think this would reduce grenade spam if people actually had to make a sacrifice of one of their modules to carry more grenades.
1.) how about a Skill not a module... 2.) if this was implemented people would just stand inside a nanohive and spam grenades... especially AV grenades... sound familiar? |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.01 05:10:00 -
[5] - Quote
Enji Elric wrote:
1.) how about a Skill not a module... 2.) if this was implemented people would just stand inside a nanohive and spam grenades... especially AV grenades... sound familiar?
i do that with Flux grenades whenever i think I can get away with it. |
Thranx1231
CowTek
90
|
Posted - 2013.01.01 06:04:00 -
[6] - Quote
Logi Bro wrote:Snipped the well thought out complaint/idea/modification/whatever. Hey! Logi Bro. I finally saw you in a Battle today. All these posts in the forums and you look amazingly like your icon.
Good seeing you. Virtually anyway.
Thanx1231 out. |
Draco Dustflier
Villore Sec Ops Gallente Federation
45
|
Posted - 2013.01.01 09:26:00 -
[7] - Quote
Sleepy Zan wrote:I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses. that's the only way i've seen you die. i think the fuses should last 3.5 seconds. at least give people enough time to get away. |
Odiain Suliis
ZionTCD Legacy Rising
112
|
Posted - 2013.01.01 09:35:00 -
[8] - Quote
And then we would hear that nades are useles due to long timer and being easy to evade. |
Deveshi
WarRavens
144
|
Posted - 2013.01.01 10:29:00 -
[9] - Quote
At some point in the near future I believe we will be seeing friendly fire. This should solve your nade spamming problem. However, on the same topic I suggest you start moaning about the friendly nade trolling in advance.
May Operation Bobble Hat commence!
EDIT: For all you sheltered people, here's an explanation |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2013.01.01 17:05:00 -
[10] - Quote
Odiain Suliis wrote:And then we would hear that nades are useles due to long timer and being easy to evade.
just bring back cooking a grenade like last build to shorten the timer. A bit of skill by the player is required rather than the death spam nades we are getting now. Distance/ Placement should be determined by arc
no to carrying less militia grenades. Though wouldn't surprise me if there was an SP book like this in the final build of the game as part of the RPG role (though not the way I think the RPG/ FPS marriage should happen) |
|
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2013.01.01 17:34:00 -
[11] - Quote
Grenade spam is already suicide if you are being shot at, what more do you want? Grenades just don't have a large enough splash radius to kill someone without leading your target and throwing accurately, or getting lucky, and they take a second or so to throw. Even then, the delay means that your target can run away. Shortening the delay requires forfeiting your 'grenade spam' (which only consists of about 3 grenades, not worthy of being called spamming). At the end of the day, grenades are useful, but not overpowered, and you don't need to make them less useful than they are. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2013.01.01 18:40:00 -
[12] - Quote
Sleepy Zan wrote:I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses.
and people were mad at RE's having a similar timer, why grenades now have this super short fuse is beyond me. |
Integral Zan
IMPSwarm Negative-Feedback
46
|
Posted - 2013.01.01 21:50:00 -
[13] - Quote
Draco Dustflier wrote:Sleepy Zan wrote:I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses. that's the only way i've seen you die. i think the fuses should last 3.5 seconds. at least give people enough time to get away. I was actually thinking around 5 seconds and maybe get the charge indicator while cooking the grenade so you know how much time is left. I'm not against well timed and thrown grenades but you shouldn't be able to freely spam them over the hill.
I don't know why CCP constantly wants the option of instant explosives but I don't think it will ever work when it comes to balancing. (unless we have the option of explosive resistance) |
Deveshi
WarRavens
144
|
Posted - 2013.01.01 21:56:00 -
[14] - Quote
Integral Zan wrote:Draco Dustflier wrote:Sleepy Zan wrote:I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses. that's the only way i've seen you die. i think the fuses should last 3.5 seconds. at least give people enough time to get away. I was actually thinking around 5 seconds and maybe get the charge indicator while cooking the grenade so you know how much time is left. I'm not against well timed and thrown grenades but you shouldn't be able to freely spam them over the hill. I don't know why CCP constantly wants the option of instant explosives but I don't think it will ever work when it comes to balancing. (unless we have the option of explosive resistance)
specific resistences already exist in Eve (EM, thermal, kinetic and explosive). It would not suprise if this was incorperated into Dust at a later date. |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2013.01.01 23:49:00 -
[15] - Quote
Rather than add a skill or module to increase the amount of grenades, a simpler approach might be to reduce the amount carried at current meta levels. Militia would be 1 grenade, standard 2 and advanced 3 etc. At the moment there isn't a good enough reason to go beyond level 2. |
Enji Elric
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
176
|
Posted - 2013.01.02 07:43:00 -
[16] - Quote
Deveshi wrote:At some point in the near future I believe we will be seeing friendly fire. This should solve your nade spamming problem. However, on the same topic I suggest you start moaning about the friendly nade trolling in advance. May Operation Bobble Hat commence! EDIT: For all you sheltered people, here's an explanation Oh Gawd wish i could play Operation Bobblehat on some of our snipers |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.02 08:11:00 -
[17] - Quote
RolyatDerTeufel wrote:Sleepy Zan wrote:I don't care much about the amount of grenades people can carry. What pisses me off and what I think contributes to the rise in grenade spam is the shorter 2 second fuses. and people were mad at RE's having a similar timer, why grenades now have this super short fuse is beyond me.
Its things like this that really tempt me to quit playing the beta since it was supposed to be fixed and yet they do the same problem AGAIN only this time with grenades instead of remote explosives.
|
Guinevere Bravo
SVER True Blood Unclaimed.
140
|
Posted - 2013.01.02 12:04:00 -
[18] - Quote
Some great suggestions here guys, I'll just re-iterate the points above.
I would also like to see the two second timer removed,
Good idea by Sytonis Auran; The "Meta" level being taken into consideration i.e Millitia carries one, Basic carries two , Advanced carries three.
Another good idea by Integral Zan; A future "charge" indicator would be great for giving us a good idea how "cooked" the grenade is without having to count in my head!.
|
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.03 04:17:00 -
[19] - Quote
bumped for edit |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2013.01.04 00:38:00 -
[20] - Quote
Logi Bro wrote:Decided to edit to be more specific. I think that: -Militia and Standard Grenades should only allow you to carry one grenade. -Advanced Grenades should let you carry two. -Proto Grenades should let you carry three. -IF there are such things as officer grenades, make them give you four. -Modules should be offered that allow you to increase your grenade count. I think this, coupled with my other suggestion here, would reduce grenade spam issues.
I approve, but only for Locus. Keep AV and Flux as is. |
|
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2013.01.04 10:43:00 -
[21] - Quote
First off, the militia nades gives you 2, not 3.
We have had this number of nades since the beginning and its just now after Chromosome that the nade spamming has become an issue.
So is it the numbers or the restock rate that is the problem?
NO.
IT'S THE DAMN 2 SEC FUSE, JUST TUNE IT BACK TO THE OLD 4 SEC AND ALL WILL BE GOOD! |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.05 20:46:00 -
[22] - Quote
KingBabar wrote:First off, the militia nades gives you 2, not 3.
We have had this number of nades since the beginning and its just now after Chromosome that the nade spamming has become an issue.
So is it the numbers or the restock rate that is the problem?
NO.
IT'S THE DAMN 2 SEC FUSE, JUST TUNE IT BACK TO THE OLD 4 SEC AND ALL WILL BE GOOD!
I never did say they let you carry 3...I said they SHOULD only let you carry one. BTW, once they fix the 2 second fuse, they will likely introduce cooking, which will leave us in the same boat we are in now. |
|
|
|
Pages: 1 :: [one page] |