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Beren Hurin
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Posted - 2013.01.16 18:42:00 -
[1] - Quote
Dude, its rock paper scissors. As a logi, I use my flux nades and MD to keep you fast shield scouts and assaults away from me and my HMG heavy. I don't need more of you shooting at us. Go armor tank if you have a problem with flux grenades. Everything has its hard counter. If the team you are playing seems to be anti shield, make sure you have a tank setup ready to respawn with.
This is not your mothers FPS. HTFU. |
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Beren Hurin
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Posted - 2013.01.16 18:44:00 -
[2] - Quote
Free Beers wrote:DEADPOOL5241 wrote:Release the Kraken!!!
Dear god, please stay away from my Flux grenades. They are the only "manly" grenades out there. flux has been broke forever. I get it you spam flux then use the noob tube. I do the same on my alt because I would be embarrased as a gamer to banter knowing thats how i get my kills. flux should effect suits or vehicles based on profile size so a flux aka damage scaling. So tanks get full damage while a scout may only lose half its shields. Heavies could lose most (since some have more) I solve the problem. next item
No the problem is already solved. When an infantry loses all of its shields it is totally different than when a vehicle loses most of its shield. Already the grenade is a lot less 'effective' in the HP damage its done.
Also, an additional downside of the flux grenades is that if you lose your shields and then you die to weapon fire, you can still be injected on the field. With regular grenades thats not an option.
Also, it says they hurt electronics, but can anyone confirm that this actually happens to anything like sensors, shiled modules, or vehicle mods? |
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Beren Hurin
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Posted - 2013.01.16 23:15:00 -
[3] - Quote
What I'm hearing from the 'leet' Imperfects&co is that they should be allowed to run around in quick shield armor suits AND sit safely at objectives with large numbers all the while expecting their shields to be safe and their expensive suits and high KDR to not be at risk.
My point is the paradigm of this game is an order of magnitude more complicated than other stuff out there. Tactically, grenades make sense against more or less stationary targets. Shield tanks generally have an upper hand in a more mobile, skiddish, and skirmishy combat. Another aspect of Eve that isn't making it into people thick heads here is that things will have REAL VALUE. You can't think that just because you have the best gear you should be more comfortable than 'lame noobs'. In Eve, it really hurts when people lose in game assets worth the relative time an effort value of sometimes hundreds or thousands of real dollars.
When people really start to get the hang of real squad based approaches to things like having off grid scouts for spotting as well as sniping, and doctrinal approaches to combat rather than the brainless 'spawn>maneuver>engage>regroup' approach that is so much more individualistic , you will quickly start to have much more fun.
In Eve, a main thing that keeps the game exciting is that there are constant unpredictable and asymmetric threats to much of what occurs. People wrecklessly flying things worth billions of isk can be lost by others who leverage a few million. The key difference is that engagements are limited by size on either side in Dust.
A 2000 isk suit that can take out a 50000 isk suit with relative ease should not be seen as OP. That 2000 isk should should have at least a soft counter in your squad to keep high value assets from being so vulnerable.
If there is anything that is OP in this game it will be the UVT, as it will be likely that to compete at any decent level you will need that ability. |
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Beren Hurin
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Posted - 2013.01.17 05:47:00 -
[4] - Quote
Another way of seeing it...shields are projectile and explosive resistance. As far as shields go, the best counter to flux grenades is not having a bigger buffer tank, it's having a shorter time before your shield recharges.
Think of this shield tank in terms of damage it can take in a minute of skirmishing. Shield tanks jump into fire, apply damage, and jump out, recharge reload, and engage. When a shield reps at 25 hp/s normally after< 5s after damage or 10sec after exhaustion. For a 125 hp shield that could be seen at least 500 HP in a minute if exhausted 4 times. It could tank upwards of 750 HP in a min if you get out of battle before losing all shields. An militia armor tank at best will tank under 700 armor in a minute, while less mobile. It can do more with a logi, but so can anyone.
Regulators and rechargers improve this. A bigger buffer will defend against an alpha hit, but if you can take the first couple seconds of damage and avoid more damage these modules will pay off in HP tanked per minute than a buffer. |
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