KingBabar
Seraphim Initiative. CRONOS.
502
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Posted - 2013.03.25 10:20:00 -
[1] - Quote
Zekain Kade wrote:We had thukker nades for isk, which the same,thing for a lv five made, but it was removed because of balance issues.
No they cost AUR, I believe it was 5 a piece which would be 50 with the new aur value. |
KingBabar
Seraphim Initiative. CRONOS.
503
|
Posted - 2013.03.25 11:52:00 -
[2] - Quote
About the nades:
Fused locus nades does 400 damage, has a 6 m blast radius and explodes on impact.
Stats for the ISK locus nades: (Lvl 1)Locus: 400 damage, 6 m BR. (9 cpu, 2 pg) (Lvl 3) M1: 500 Damage, 6.6 m BR. (18 cpu, 3 pg) (Lvl 5) Core: 600 Damage, 7.2 BR. (48 cpu, 6 pg)
The "Cavity Tukker" nades we had for about 3 builds were also direct hit but with the stats of the proto "Core" nades. These were insane and the only item I would classify as "pay to win" now that the 47 cpu standard AR with proto stats have been removed from the market. The other items mentioned in this thread will give a slight benefit, but come on, "pay to win" cause the guy saved 11 CPU on a shield module? Are you all that bad that this is a reason for complaint? Where is the pride? "Oh this guy killed me just because he could save some CPU and fit that SMG which I can't fit since I have to use ISk gear........"
I'm off topic now.... Yes, about the nades... Here is why the normal "cookable" nades are better than the direct hit nades:
- I get 3 instead of 2. Its an increase of 50%, which is a lot. - More versatile. (I could write a whole page about this but I'll keep that page nice and safe in the SI section....) - Can damage people without direct line of sight and by extension without exposing yourself to enemy fire. - More damage and blast radius through the tiers.
The direct hit nades have: - Can be used as a reflex when someone sneaks up on you. - Easier to use for people with no nade skills.
Yes the fused locus nades where king of the battlefield for a month ago when peeps where running around with 330 HP or whatnot. At this stage in the game many run around with far more HP than that. I played a single game yesterday with the fused nades and I didn't get a single OHK. They also felt, well, wrong. I've been using the M1 nades for quite some time now and there where just so much I couldn't do with the direct hit nades.
- Someone was behind a big wall, I couldn't cook them and make them blow right beyond and over, killing the guy taking cover there. I had to move to that location, exposing myself and then get the kill. - I couldn't bounce them off the wall hitting the guys around the corner. Again I had to walk over there, getting shot down before I could even toss the nade. - I was going to die and was running away. Normally I'd "dumbfire" a M1 nade by my feet in the hope of either killing or at least slowing down the guys running after me so that I could get behind cover, regain some health, reload and continue the fight. - I also missed the bouncing across the ground effect the normal nades have....
I dare all of you who claims these babies are the best to go up against someone good, with 650+HP and a Duvolle to see if you manage to toss out two and kill him before he guns you down... Its not as easy as you might think.
As far as the Tukker nades goes, I dunno if it would be a good move to bring them back. You get a "I win" button that either for ISK or AUR comes with risk of this becoming a too nade heavy game.
Disclaimer: With fittings and CPU limitations I would say that the fused nades are better as long as you can't fit the M1 or better nades on a suit. They will be very good on a scout CQC setup for example. I reckon that the 18/3 reqs for the M1 nades is so low that it won't be an issue for most.
TDLR: - Fused Locus nades are only good for those not used to nades and how to cook them. They are severely limited by their design, they're only good in CQC or as a last panic button. In every other way the normal Locus nades are sperior. This means that the "Mercenary pack only" nades aren't "pay to win".
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