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Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 22:50:00 -
[31] - Quote
DTOracle wrote:Flux grenades, are supposed to disable infantry shields with a direct hit. They are working as intended. Armor tanking is a valid counter, so there is no need for the nerf hammer here. Just be glad they don't disrupt all electronics. Imagine your mini map disabled for 10 seconds, or armor reps stop working, etc...
Yeah that would be the definition of OP |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.01.16 23:15:00 -
[32] - 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. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 23:25:00 -
[33] - Quote
Beren Hurin wrote: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.
take the time to edit your post. it comes across as mildly incoherent rant. Past that, +1. Your points are solid, and the connections you make in EVE are valid because EVE and DUST are linked.
If Corps above are having a lousy day and get a fleet of supercaps AWOX'd because their pilots are being stupid then our payouts will be affected while the EVE corps rebuild their strategic assets as a priority over feeding the mercs.
To put it into perspective, Supercaps:
Nyx-class supercarrier approximate cost to manufacture and fit: 35,000,000,000 Isk as a MINIMUM ballpark figure. that's with cheap fits that would get you kicked out of corp just for linking in chat. Real cost is most likely 40-45 bil per ship.
Erebus-class titan: 70,000,000,000 ISK MINIMUM to fit and build. Again, average cost will be quite a bit higher.
Now imagine losing 30-100 of these over the course of a week (these are just the gallente versions). or hell, even a month. since Most of us are EVE players, most of you know exactly what I'm talking about. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.01.16 23:42:00 -
[34] - Quote
Im the OP, not an Imperfect, just find myself agreeing with a lot of them on their points. Next didn't say flux grenades were OP. Nor did i specifically ask for them to be nerfed. I simply postulated the idea that it should perhaps be considered and left the thread open to discussion. It seems everyone wants to bring their bias and not even look at the original post in its entirety. Sorry if you have the attention span of a gnat but when i write a thread i makes sure i use those pesky things called Data and Facts.
Fact Flux nades in their current iteration can wipe the shields off of every infantry no matter how tanked they are. I know because i use them in conjunction with MD. Im the one using them not them being used on me so a nerf HURTS ME. I wrote it not aware that their are racial variants in this game (or there will be) that will reduce the effect of flux grenades. I made the post with the data i had available to me at the current level of the build.
I didnt specifically ask for a nerf but rather variation on the flux nades that can be tailored either to infantry or to tanks. I thought it was worthy of discussion. You just saw flux nades in general discussion and assumed it was a QQ thats you're issue. If my post was vague or unclear then i take responsibility and that is my fault.
Yes flux nades are only limited to shields and yes they do a lot of damage so they can wipe entire squad shields which is fine by me i love it when i do and then wipe everyone out with MD fire. But the question is even if it limited to shields should it do that much damage, i think they need the high level for tanks but hence why not make a tank version and an infantry version thus creating more need for tactical awareness and loadout awareness instead a one size fits all shield destroyer. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.17 00:09:00 -
[35] - Quote
Gunner Visari wrote:Im the OP, not an Imperfect, just find myself agreeing with a lot of them on their points. Next didn't say flux grenades were OP. Nor did i specifically ask for them to be nerfed. I simply postulated the idea that it should perhaps be considered and left the thread open to discussion. It seems everyone wants to bring their bias and not even look at the original post in its entirety. Sorry if you have the attention span of a gnat but when i write a thread i makes sure i use those pesky things called Data and Facts. I apologize if my posting has not made it clear that i agree with you on a lot of this.
Quote:Fact Flux nades in their current iteration can wipe the shields off of every infantry no matter how tanked they are. I know because i use them in conjunction with MD. Im the one using them not them being used on me so a nerf HURTS ME. I wrote it not aware that their are racial variants in this game (or there will be) that will reduce the effect of flux grenades. I made the post with the data i had available to me at the current level of the build. And unfortunately until other iterations of dropsuits make it into the game your commentary will be entirely, and unabashedly valid. while other racial suits aren't here, all we have to judge the balance is with what we have and what we have is logi and assault getting used like a hatrack from flux.
Quote:I didnt specifically ask for a nerf but rather variation on the flux nades that can be tailored either to infantry or to tanks. I thought it was worthy of discussion. You just saw flux nades in general discussion and assumed it was a QQ thats you're issue. If my post was vague or unclear then i take responsibility and that is my fault. This suggestion needs to be considered more. Bluntly the current flux would be better as anticaldari AV grenades. they're pure overkill against the current logi and assault suits. Once we get full suit spread it'd be not so much to worry about... But we don't have the other suits to hardcounter some of the weapons that don't yet have dropsuits that are less vulnerable to them. Your idea for an anti-infantry flux has merit. Adding a like to this post solely because of this.
Quote:Yes flux nades are only limited to shields and yes they do a lot of damage so they can wipe entire squad shields which is fine by me i love it when i do and then wipe everyone out with MD fire. But the question is even if it limited to shields should it do that much damage, i think they need the high level for tanks but hence why not make a tank version and an infantry version thus creating more need for tactical awareness and loadout awareness instead a one size fits all shield destroyer.
Again, good idea, personal note, be less defensive. CCP will take or ignore your ideas as they will and there's no point in worrying whether or not people think you're a whiner.
Once you stop caring about what they think of you the forums become a LOT more fun. And you don't care if you're shooting someone you like in DUST. Business, after all, is business.
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 00:11:00 -
[36] - Quote
hooray. my very first doublepost, because i can't hit the right button. You may now mock me while engaging in a thus far surprisingly troll free discussion. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
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Posted - 2013.01.17 00:19:00 -
[37] - Quote
Gotta say, IMO: The answer to "fix" the flux grenade, is NOT to touch the flux grenade. It affects shields only, so it cant insta-kill by itself like reg grenades.
The answer is to fix armor in this game. Make armor tanking worth it. Either make armor plating give 50% more armor than it does now (but maintain the current speed reduction) OR make it so that you can rep YOURSELF if you carry a repair kit. |
Takron Nistrom
ROGUE SPADES
83
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Posted - 2013.01.17 00:31:00 -
[38] - Quote
I havent really used them as I wasnt totally sure of their function. The electronics portion still has me stumpd. Do they destroy deployables or do they turn off vehicle modules? |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 00:36:00 -
[39] - Quote
Takron Nistrom wrote:I havent really used them as I wasnt totally sure of their function. The electronics portion still has me stumpd. Do they destroy deployables or do they turn off vehicle modules?
no. flux grenades ONLY pop shields. Anything more and I'd be screaming that they were effing OP and mystified why more people don't use them. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2013.01.17 00:38:00 -
[40] - Quote
Takron Nistrom wrote:I havent really used them as I wasnt totally sure of their function. The electronics portion still has me stumpd. Do they destroy deployables or do they turn off vehicle modules? they don't turn anything off.
despite what the flavor text says it's just like the scout suits claiming they are invisable when they are spotted like every other suit. |
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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.17 01:02:00 -
[41] - Quote
A few notes on Flux Grenades. Used in the current playfield, where everybody is out in the open and rarely using cover, an entire discipline of tanking is rendered obsolete. It becomes an "armor-tank or die" game. And that will only stifle the "improve yourself your own way" that this game is supposed to support. Well, until the Locus comes in and brings you to near-death no matter what tank you chose... But that's another story. The fluxes we use now should use AV behavior, not do as much to infantry, and affect armor to a lesser extent. Why? because EM damage hurts armor in New Eden, just against higher resistance.
As for infantry? Well, the Locus should be an anti-armor, explosive damage grenade. Infantry shield-tanks would resist the grenade, but an armor-tank will be creamed. a new Anti-infantry version of the Flux would do the opposite, taking down shield-tanks while letting armor-tankers survive. The end result is that, when grenades start flying, both tanking styles are out of luck, as opposed to one having a chance over the other. The difference for the thrower is whether to start firing before or after. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.17 01:06:00 -
[42] - Quote
Zat Earthshatter wrote:A few notes on Flux Grenades. Used in the current playfield, where everybody is out in the open and rarely using cover, an entire discipline of tanking is rendered obsolete. It becomes an "armor-tank or die" game. And that will only stifle the "improve yourself your own way" that this game is supposed to support. Well, until the Locus comes in and brings you to near-death no matter what tank you chose... But that's another story. The fluxes we use now should use AV behavior, not do as much to infantry, and affect armor to a lesser extent. Why? because EM damage hurts armor in New Eden, just against higher resistance.
As for infantry? Well, the Locus should be an anti-armor, explosive damage grenade. Infantry shields would resist the grenade, but an armor-tank will be creamed. a new Anti-infantry version of the Flux would do the opposite, taking down shield-tanks while letting armor survive. The end result is that, when grenades start flying, both tanking styles are out of luck, as opposed to one having a chance over the other. The difference for the thrower is whether to start firing before or after.
Ideally this statement, while true now will change SOON(TM).How do I make the small TM?
Once we have a better variety of choices in gear (and CCP fixes freaking armor tanking) corp tactical doctrine and counter-doctrines will be implemented and make for a far more dynamic class of fighting than we currently enjoy.
As it stands, Flux bang shields hard, which screws the vast majority of players because the armor tank option as a primary isn't there unless you play heavy. Putting armor plates on caldari dropsuits is kinda like trying to pleasure yourself with a cheese grater. very few people like it, and you're not likely to do it more than once. |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.01.17 01:20:00 -
[43] - Quote
I am a heavy nade user and I think the function of the flux works nicely and I hope no changes are made. Its use on the tanks is very specific. Most AV nades are better for tanks...the appeal of the flux is it has both infantry and vehicle offense, but not a killer for them. I love the balance of it. |
DTOracle
Universal Allies Inc.
95
|
Posted - 2013.01.17 01:39:00 -
[44] - Quote
Breakin Stuff wrote:Takron Nistrom wrote:I havent really used them as I wasnt totally sure of their function. The electronics portion still has me stumpd. Do they destroy deployables or do they turn off vehicle modules? no. flux grenades ONLY pop shields. Anything more and I'd be screaming that they were effing OP and mystified why more people don't use them. Wrong they also destroy deployable equipment, droplinks, remote explosives, etc... |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.17 03:02:00 -
[45] - Quote
i dont care about flux grenades destroying nanohives, droplinks, etc. You can replenish those by swapping fits at a supply depot. |
Zekain Kade
BetaMax.
931
|
Posted - 2013.01.17 04:19:00 -
[46] - 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.
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Beren Hurin
OMNI Endeavors
183
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Posted - 2013.01.17 05:47:00 -
[47] - 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. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.17 08:08:00 -
[48] - Quote
Beren Hurin wrote: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.
Goddamn you for making sense. i was gonna troll the **** out of you then I realized your recharge rate argument is pure gold. |
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