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DEADPOOL5241
Imperfects Negative-Feedback
231
|
Posted - 2013.01.16 18:55:00 -
[1] - Quote
(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? |
DUST Fiend
Immobile Infantry
1899
|
Posted - 2013.01.16 19:21:00 -
[2] - Quote
Or just return us to the old fuse because they were basically perfect outside of how they were thrown... |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.01.16 19:23:00 -
[3] - Quote
I like both Ideas above me. |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.01.16 20:49:00 -
[4] - Quote
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?
personally i think the grenade spam will calm down eventually without any help. Once everyone starts getting better suits/ weapons its going to get harder and harder to fit grenades, while at the same time grenades will do less and less relative damage to each suit because most people will eventually get up and over 400 shields. I mean.... lets be honest here, how many people actually go further then level 2 grenadier skill?? the only time i see that is if there trying to unlock better AV grenades, but other then that most people are gonna stick with either the basic or militia grenades.
Back when the thucker grenades came out we all experianced the same exact problem as before, but just like last time, eventually everyone is gonna run out of them, and therefore they wont be there for people to spam anymore. Personally im saving my fused grenades so that i can sell them later on when CCP gives us a free market. (assuming they dont make it so you can buy them with isk, and if we can already then i sound like an idiot but whatever).
Truthfully i dont even mind the grenade spam because half the time i jump away as soon as i see there hands start the throwing animation, and ive begun to assume there going to throw something in a no win situation at all times. Idk, your ideas good too, and it honestly make sense, but the only reason it was brought up is because of the sill amount of grenades weve been seeing after the wipe. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.16 20:53:00 -
[5] - Quote
HTFU.
L2P.
Adapt or perish.
HAND. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.01.16 20:56:00 -
[6] - Quote
i think grenades are fine. the only ones i see complaining about it are the heavies /w HMGs.
the only effective way to get the out of an area is with grenades, if you even step near them they will track and kill you no matter how fast you run. |
Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 21:11:00 -
[7] - Quote
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 |
DEADPOOL5241
Imperfects Negative-Feedback
231
|
Posted - 2013.01.16 21:15:00 -
[8] - Quote
I'm sorry, I am use to actual fighters not wimps when I play FPS games. Reason I don't play games like Halo is the grenade spam. Now here we are in DUST and grenade spam is all over this game.
Players that say grenades are fine, are also I assume the players that are solely using them to get kills.
Match last night, we watched as one player never used his primary weapon, just grenades the WHOLE match.
If you forced players to spend Skill points into grenades the spam would be less, not all, but much less.
We all have to spend SP to get to proto weapons and equipment but lvl 1 grenades need nothing..
|
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.16 21:15:00 -
[9] - Quote
Just return the timer to 5 sec.
K.I.S.S |
DEADPOOL5241
Imperfects Negative-Feedback
231
|
Posted - 2013.01.16 21:19:00 -
[10] - Quote
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.
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Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 21:37:00 -
[11] - Quote
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.
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arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2013.01.16 21:42:00 -
[12] - Quote
most of this sounds reasonable except for no grenades from hives or supply depots slow it down a bit more sure, that I would be cool with.
But am curious about the rational for damage being based on scan profile? |
DEADPOOL5241
Imperfects Negative-Feedback
231
|
Posted - 2013.01.16 21:48:00 -
[13] - Quote
Free Beers wrote: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.
Good stuff. I agree with all but Nanohives/Supply Depot, not giving back grenades. Longer timer for getting them back I can get behind.
All the other solutions are good stuff and would support if CCP did any of this.
See intelligent players from different Corps (corps that are not on the most friendly of terms) can discuss issues in the game and theory craft ideas for CCP to go over in meetings. This is the kind of community we can get behind. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 21:49:00 -
[14] - Quote
DUST Fiend wrote:Or just return us to the old fuse because they were basically perfect outside of how they were thrown...
you mean they were more or less worthless to the average player. |
Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 21:50:00 -
[15] - Quote
arimal lavaren wrote:most of this sounds reasonable except for no grenades from hives or supply depots slow it down a bit more sure, that I would be cool with.
But am curious about the rational for damage being based on scan profile?
This really depend on how ccp does the damage and radius of nades. If they fix them as I said and there is more skill and tatics invovled then i don't see a real need for it.
For flux nades is where I see need for scan profile to effect it. it has such big radius and does so much shield damage that a level 1 can clear any suits shield in the game. Even on the edge of explosion you take full shield wipe.
flux are only nade that damage everything in vehicle and suits with high damage and radius. compare them to av and locus and you will see how powerful they are when combined with any and every other gun.
I use flux when i run heavies/shotgun scouts/ logis/ assualt suit. The are really all purpose, over effective, and very powerful. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 21:55:00 -
[16] - Quote
But for the record I think that shieldtanked dropsuits should significantly reduce the effect of locus grenades. I have no problem diminishing militia bangers. Militia grenades will pop a militia suit (which is working as intended) if you drop the bang to 300. this would make them less effective against caldari assault suits and still devastating against tissue-tanked scouts.
I think that each level of nade should be sufficient to instapop a similar level of dropsuit... IF there are no tank modules installed, or if you try to shield tank a heavy VK.0 or something. Past that they should cause a significant amount of damage if you go for real tank instead of DPS tank
people that put nothing but complex damage mods in a caldari assault suit and die to a locus is working as intended. But a caldari who instapops to a similar locus while properly shield tanked is a problem.
If you DPS tank it means you are paper tanked and your ddropsuit should explode to grenades accordingly. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2013.01.16 22:01:00 -
[17] - Quote
Fair enough seeing as scan profile is somewhat like how "sheilded" your electrical systems are that could work out, I'm a big fan of the flux(no need to tell me how useful they are) and even I think it's a little ridiculous when it does 1000 points of damage to each and every shield in the blast radius. |
Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 22:02:00 -
[18] - Quote
Breakin Stuff wrote:But for the record I think that shieldtanked dropsuits should significantly reduce the effect of locus grenades. I have no problem diminishing militia bangers. Militia grenades will pop a militia suit (which is working as intended) if you drop the bang to 300. this would make them less effective against caldari assault suits and still devastating against tissue-tanked scouts.
I think that each level of nade should be sufficient to instapop a similar level of dropsuit... IF there are no tank modules installed, or if you try to shield tank a heavy VK.0 or something. Past that they should cause a significant amount of damage if you go for real tank instead of DPS tank
people that put nothing but complex damage mods in a caldari assault suit and die to a locus is working as intended. But a caldari who instapops to a similar locus while properly shield tanked is a problem.
If you DPS tank it means you are paper tanked and your ddropsuit should explode to grenades accordingly.
I dont think scaling damage to suit 1:1 is answer as base sheild ehp doesn't go up. Only diff for assault suit is type 1 or 2. My concen really is general effectiveness of nades vs skill level require to use the and shear brokenness of it.
Also I am going to assume that ccp will eventually put in 4 damage types and resists by the time the game is finished in 2019. So trying to balance nades vs suit with resists + or - % on shield or armor will have to be redone by then anyways. |
Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 22:07:00 -
[19] - Quote
arimal lavaren wrote:Fair enough seeing as scan profile is somewhat like how "sheilded" your electrical systems are that could work out, I'm a big fan of the flux(no need to tell me how useful they are) and even I think it's a little ridiculous when it does 1000 points of damage to each and every shield in the blast radius.
As I say I don't fault the player for mechanics ccp has given us. I am always straight up that I am average fps gamer and use everything I can to win. No shame that I nade spam and flux spam. (Note if you are my buddy i will call you a scrub for doing the same things I have admitted too here).
+ 1 for admitting you have a Flux addiction. it's the first step to recrovery
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Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.16 22:14:00 -
[20] - Quote
DEADPOOL5241 wrote:
See intelligent players from different Corps (corps that are not on the most friendly of terms) can discuss issues in the game and theory craft ideas for CCP to go over in meetings. This is the kind of community we can get behind.
How dare you accuse me of being intelligent you no skill, nade spaming, noob tube whor... Wait wut? |
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Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 22:44:00 -
[21] - Quote
Free Beers wrote:DEADPOOL5241 wrote:
See intelligent players from different Corps (corps that are not on the most friendly of terms) can discuss issues in the game and theory craft ideas for CCP to go over in meetings. This is the kind of community we can get behind.
How dare you accuse me of being intelligent you no skill, nade spaming, noob tube whor... Wait wut?
you just trolled yourself. LOL
On a more serious note, I'm not trolling because the douche shiptoaster quotient in this thread is low.
but more the point, flux are only really useful versus assault, logi and shieldtanked vehicles. Fatsuits lose 100 EHP of tank. Boo hoo. you still have to shoot through their armor. Scouts lost shields? So what? if they're THAT close they're about to wipe your smile off with a shotgun anyway.
Using flux on a soma is truly LOLworthy and using AV grenades on a sica doesn't accomplish as much as it does to the Soma.
It's a circle. People constantly rotate through gear to counter the flavor of the month. it is ONLY when there is no counter that a weapon is OP.
Best way to counter locus spam right now is to fit two shield extenders rather than complex damage mods, because your relevant shield skills apply after the extenders are added to the suit HP total, thusly cranking up your overall tankiness.
the counter to flux is to opt for armor plates over shields. basically if someone is using something you think is moronic, swap to the hard counter and exploit the weakness. Once they switch to counter your counter, rotate your fits and murder them again. this is how you eat the flavor of the month for breakfast. tactical flexibility will serve everyone better in the long run than getting things nerfed so that we get the One True Build to Rule Them All. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2013.01.16 22:51:00 -
[22] - Quote
I'd have to disagree fluxing a heavy makes him a plush toy to a good mass driver and fluxing a soma makes it chump meat to swarms and AV nades.
You play alone alot don't you. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 23:00:00 -
[23] - Quote
arimal lavaren wrote:I'd have to disagree fluxing a heavy makes him a plush toy to a good mass driver and fluxing a soma makes it chump meat to swarms and AV nades.
You play alone alot don't you.
that's called using combined arms synergy. You set up your enemy with one tactic then you drop the hammer home.
Now if the flux grenade killed the soma's shields and then proceeded to do similar damage to the armor? Yeah problem.
This requires either teamwork, or something resembling conscious thought to exploit. Does that make more sense? |
The Infected One
CrimeWave Syndicate
126
|
Posted - 2013.01.16 23:32:00 -
[24] - Quote
Breakin Stuff wrote:DUST Fiend wrote:Or just return us to the old fuse because they were basically perfect outside of how they were thrown... you mean they were more or less worthless to the average player.
So instead CCP should pander to the below average players by giving them an easy way out of a gun fight when they are out classes or out gunned with an instant BOOM button? The way grenades were before WAS perfect aside from the throw mechanic forcing one to almost look at their feet to throw straight ahead of them. The fact that it had a fuse was great when you saw someone running around a corner. Throw grenade in front of them, follow behind for the few sec it took to detonate, of they see the grenade and turn around, they have your gun in their face. If they run into it, they either die, or take massive damage and possibly die within a few shots. The point is that takes skill and forethought. If you wanted to get someone above you, you cook it for a couple sec and throw it behind them (or just above their head) and have it explode in the air next to them. Again, this takes practice and skill.
The way it is now, the throw mechanic is great, the fusing is terrible. Because its such an accurate throw, even the most inept player can simply spam as many as they can get off before they ultimately die due to not actually having to have any ability to play the game, and the law of averages states that he/she will get kills because they explode almost instantly, making a panic grenade their best primary weapon, with no requirements for SP or individual player skill.
This game was never planned to be a "give and go" type of shooter where you are get a weapon and expect to be able to murder everyone wit it right away. Every weapon in this game was designed to have players learn how to use them effectively and find one that fit their play style. For example, I'm not going to get mad that I can't get as many kills as someone like ExMaple Core with a HMG the first time I pick it up and use it, nor will most people with any weapon before they have practice, but you can right now with a scout suit, nano hives, and grenades by standing on said hive and chucking to your hearts content at the mass (or potential mass) of enemies around the way.
TL;DR If they had a proper fuse, and this current throw mechanic, they would be damn near perfect. Allowing the skilled players to get some truly amazing kills with them in some pretty impossible seeming locations, and still be effective enough for the new guy to get good with them with a little practice. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.16 23:59:00 -
[25] - Quote
thats a cop out. Everyone who posts a long post on grenade fuses roughly translates to TL;DR, grenades should only be useful against morons and the occasional hail mary rather than a real tactical decision.
All I hear is nothing should be relevant except the gun game. Sorry junior, I like my grenades to be useful. I like throwing one and then holding down the trigger on my GEK to make damned sure you don't escape.
And don't try to use the "realistic fuse times" as an excuse. it doesn't work because it's BS.
Oh yeah, i don't die to grenades very often. however that jackass with the AUR-bought AR? constantly.
You don't see me QQ about Killswitch GEK spam. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.01.17 01:20:00 -
[26] - Quote
Old fuse + new arc. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.17 01:58:00 -
[27] - Quote
Breakin Stuff wrote:thats a cop out. Everyone who posts a long post on grenade fuses roughly translates to TL;DR, grenades should only be useful against morons and the occasional hail mary rather than a real tactical decision.
All I hear is nothing should be relevant except the gun game. Sorry junior, I like my grenades to be useful. I like throwing one and then holding down the trigger on my GEK to make damned sure you don't escape.
And don't try to use the "realistic fuse times" as an excuse. it doesn't work because it's BS.
Oh yeah, i don't die to grenades very often. however that jackass with the AUR-bought AR? constantly.
You don't see me QQ about Killswitch GEK spam. Grenades will still be useful if the fuse is 5 sec. That is ofcourse, if you're good at cooking it.
The current fuse makes it so you might aswell forget about shooting. Just throw a grenade and you'll win the "gun" fight.
Edit: I'm not sure about the killswitch. It's barely got anymore damage than the reg AR. Personally I'd rather get killed by that then the usual "(random) Militia locus grenade blueprint Marauder" |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.17 02:54:00 -
[28] - Quote
5 second grenade is dumb unless accompanied by adding 130% to the blast radius.
before you gripe this means that the person spamming them won't be able to throw them far enough to avoid sucking their own shrapnel without cover. |
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