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Gunner Nightingale
Internal Error. Negative-Feedback
417
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Posted - 2013.03.29 01:01:00 -
[1] - Quote
As a flux user ive already mentioned the overwhelming power flux nades have on infantry.
The reason they have flown under the radar is two reasons.
1. People insist they are balanced since they only have effect on shields and not armor compared to locus nades.
2. They simply arent used as widely as they should be.
First things first all damage radius are incorrect.
For instance std locus and flux nade are 6.0m in DIAMETER not RADIUS.
Even though it says radius they clearly are the diameter.
Easiest way to prove this is to have two friends position themselves on either side of you in center exactly 3.0m away from you. You hold a flux nade and cook it till it detonates in your hand, the two friends will be at the edge of the bubble.
Now a few things ive noticed is that the flux field is a perfect sphere but damage isnt done in a sphere and sometimes it doesnt go through objects properly but it should and often does do damage as long as you are within the field that said lately it seems as if the damage is proportional to distance to field. (A simply test would be to take two people on opposite teams and have one cook a flux while the other stands at the edge of the 3.0m radius and see if they lose all shields)
Now for the last few weeks to me flux nades feel off as i used to get people with them constantly and now its as if all explosivse are off somehow.
Regardless flux nades never received the contact fuse timer change the locus nades did when CCP recently changed that back to 5 seconds. Moreover anyone who knows what they are doing run full squads of flux nades as they double both as a Shield vehicle deterrent and infantry deterrent. While advanced level locus nades seem nice, Often times you can wipe the shields off entire squads and they simply can't even react to it because of the short timer and the ability of flux to damage to wipe full shields off any infantry at just basic levels.
Anyone who can't see that as a gameplay balance issue on a team level doesn't fully appreciate the game at the levels outside of 1v1. In a group firefight, nade spam with locus is one things as you can take cover to avoid damage, the same can't be said about flux, I helped REG with a nade video and we have footage of the flux working through a wall. Moreover with a 2 second contact timer flux nades are far from balanced compared to locus nades.
Oh and wait till you run into full teams of running nothing but flux nades and m1 locus nade and then tell me that std flux doesn't scare you more than m1 locus nades.
TL; DR Are flux OP, no. Do they need a bit more consideration sure. Now i need to test if enemy flux fry sheild regulators and shield recharger modules. If they don't then an argument can be made that the counter to flux is use of those modules. If they do then that is a different story in terms of balance.
Regardless flux nades should have a different nade indicator based on shape and it should have at least 5s contact timer unless cooked. The damage should be proportional. But still a single flux should be in the vicinity of 40, 60, 80% shield loss(the more you shield tank the more you lose but the proportion stays the same regardless and is effected only by nade level)
ALL infantry based on gear level of nade (std/adv/pro)
Vehicles should stay as is. |
Gunner Nightingale
Internal Error. Negative-Feedback
484
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Posted - 2013.04.12 22:55:00 -
[2] - Quote
Good lord if you are going to post please know the basics.
Flux grenades work through cover
Flux grenades work in 3D actaully more effectively than any other explosive(md rounds and locus are pathtetic on the y and z axis)
0 armor 0 shields can be survivable but as to the reason why is pure speculation nobody knows exactly why.
A individual who then proceeds to regen their shields does not die from a flux.
However fluxes can kill you under certain conditions which have been reported to CCP.
Lastly when grenade timers were increased from 2s to 5s contact timer, flux nades were not taken along for the ride allowing them to become the new spam nade. There was wide concensus that at a certain point the 2s timer while on an individual level maybe manageable a large force of constant nade spam with no ability or time to react was detrimental to game balance and skill, thats why
FLUX NADES TIMER NEEDS FIX
for all those that say its QQ clearly don't understand gameplay balance. Primarily that flux combined with CQC zerg is near impossible to defend since taking cover is not a possibility since flux works through cover. Those who say it doesnt simply dont know how to throw them end of story.
Not shield tanking as an answer is about the only logical answer ive heard of and given it looks like armor plates maybe losing movement penalties then yea that maybe the appropriate defensive counter to flux but that is only one counter, when grenades allow you to utilize cover and run away which flux does not.
As far as armor tanking, armor tanking simply is not a sustainable defense on its own given all the weapons that have damage bonus to armor.
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Gunner Nightingale
Internal Error. Negative-Feedback
484
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Posted - 2013.04.12 23:23:00 -
[3] - Quote
Bojo The Mighty wrote:I see flux nades now as our only real hope to combat shield tankers. So in a sense, they are only OP if you shield tank.
LR, AR, Scrambler, all do good damage to shields.
OP is not a word i like to use, unbalanced is better and the balance factors cant be simply negated by saying if it doesnt kill then it works well.
There is such a thing as too good at suppression. |
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