DEADPOOL5241 wrote:Free Beers wrote:DEADPOOL5241 wrote:(K.I.S.S. is Keep it simple stupid) FYI
Easy way to fix all grenades (ALL)
Make players actually have to spend skill points to make them effective.
Example, as a Mass Driver (the mighty noob tube) We spend skill points into Radius (5%) with 5 levels to spec into.
Why is that a grenade allows you to spend 12,000 SP and you get to use them as full powered grenades.
Basic lvl 1 grenades should have smaller radius if not less damage, then a lvl 5 grenade. As you spend points you get bigger radius and if you go into proficiency you get more damage (BTW x8 for that skill book).
Now we don't have every player and their mother spamming grenades, well not until you actually skill into them.
Thoughts?
You dont play eve i take it do you? CCP learned in EvE that trying to limit things by requiring skill level or isk isn't a balancing mechanism that works.
The only thing you do it give people with higher sp or isk an advantage over those that have level skills or isk.
What needs to be done is look at mechanics and damage of nades. I.E fuse timer, contact mechanic, damage low level nades, throwing mechanics, and nanohive replentishment.
Remember in the summer when everyone hated thukker? CCP just heard the aurum cries and not the threads about the fact they were quick fuse and contact aka spam. I remember getting 20 kills in a match with thukkers just camping a supply depot.
+1 for addressing the idea even if I strongly disagree with your proposal
Nope, Sorry Free Beers. I don't play Eve, so I appreciate the history lesson.
Trying man, just trying to get involved in the community and get some ideas out there for "We the players" to take a look at and discuss. So I appreciate the post and ideas you presented.
Maybe its a combo of both ideas?
Lowering the damage of the first lvl grenades, would stop noob spam. Which is really all I am talking about. Real fighters (see both of us) don't make grenades the primary and last resort to get kills. I like Flux but thats about as far as I go.
I do agree with keep it simple stupid (learned that in being a dev go figure). the nad spam and mechanics are 2 different things.
Issue - martyrdom aka nade before death
solution - fuse timer back to 5 and no contact
Reason - nades are powerful and should require more skill to use. Just because you are about to die in a gun fight doesn't mean you deservere leave the other guy with a final FU for beating you.
Issue - nade spam
solution - nades shouldn't be replenished by nanohives or supply depots
Reason - nades are supplamental in dust and shouldn't be a primary if so they should take up gun slots and use a lot more cpu/pg.
Issue - low level nade damage
solution - scale down the direct damage on lower end stuff especially free.
Reason - Milita nades don't need to be good enough like milita guns and suits since those are required and nades are not.
for the record I nade spam because i pretty much have 4 kdr with free suits doing this. Using a gun where i have sp in its probably close to a 2 kdr.
So there I have addressed known issues specifically. I still expect scrubs to QQ for their only means of killing regardless
Now i know heavies are beating the crap out of everyone but that is more the fact they are more powerful on lower levels then any other suit. nades are the main counter to these so i get the damage is concern if its reduced. lastly i think nades, including flux, should damage based on profile of what they damage.