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semperfi1999
Internal Error. Negative-Feedback
388
|
Posted - 2013.03.28 17:20:00 -
[1] - Quote
Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think? |
RINON114
B.S.A.A.
77
|
Posted - 2013.03.28 17:24:00 -
[2] - Quote
semperfi1999 wrote:Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think? Yes. Marry me.
+1 |
slypie11
Planetary Response Organisation Test Friends Please Ignore
32
|
Posted - 2013.03.28 17:41:00 -
[3] - Quote
I don't use flux nades nor have I ever been hit by one, but this seems fair I guess. |
semperfi1999
Internal Error. Negative-Feedback
388
|
Posted - 2013.03.28 17:42:00 -
[4] - Quote
Glad you approve but I am already taken. Sorry to disappoint you. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1815
|
Posted - 2013.03.28 18:10:00 -
[5] - Quote
It is kind of silly that someone who hasn't dedicated much SP towards grenades can be able to wipe out all shields with just the standard Flux grenades. I recommend letting the higher-tier Flux grenades have that benefit. |
Jathniel
G I A N T
119
|
Posted - 2013.03.28 18:11:00 -
[6] - Quote
Nope. Sorry OP. At first I thought you were going to only address the bug, but then you start calling it overpowered. Nope. Disagree 100%.
Flux Nades are the ONLY thing that can knock a shield-tank Assault flat on to his ass, especially proto. They can force a firing squad of Assaults to double-back. If an assault flanks me while im sniping, it also gives my SMG a fighting chance to take him down.
No. Just no. They are not overpowered, and are EASILY avoided. The smallest cover will neutralize it's effects even if you're within blast radius. The Flux grenade CAN be used against shield HAVs, but it actually seems less effective than packed AV grenades. (av grenades are the ones that need to be looked at... that homing trick is nonsense.)
Don't even start with it being "overpowered", just because someone can deploy it properly. That profile remedy is not a remedy; it's a nerf. If you are caught naked in the blast yield, your shields are going down. Why should it have reduced effect on you when there's no cover? That makes no sense.
Should a sniper rifle have no sway like an assault rifle? Should a heavy machine gun have the range and accuracy of an assault rifle? Should a Heavy run as fast as an assault? Should a scout tank? Should the AR get nerfed? Should shield extender stacking receive a penalty?
Answer these correctly, and you'll get the answer to your proposal on flux nades. |
Jathniel
G I A N T
119
|
Posted - 2013.03.28 18:14:00 -
[7] - Quote
Maken Tosch wrote:It is kind of silly that someone who hasn't dedicated much SP towards grenades can be able to wipe out all shields with just the standard Flux grenades. I recommend letting the higher-tier Flux grenades have that benefit.
Next, we'll call it silly that a militia grenade can kill.
No, Maken don't start supporting this.
The flux grenade serves it's purpose, and there is no free MLT variant. SP is spent to get basic functionality, and that's what it will give. Any improvement past that, namely blast radius, must be acquired with SP. |
Buster Friently
Rosen Association
219
|
Posted - 2013.03.28 18:16:00 -
[8] - Quote
semperfi1999 wrote:Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think?
Not a bad idea in principle, but as a flux user let me offer some important feedback. If the flux grenade was nerfed to do less than full damage to shields, I doubt I would use it. The reason is that the standard grenade becomes better than the flux pretty easily if either the flux damage is reduced or the flux AOE is reduced, simply because the standard grenade works all the time, and still does half the flux damage, albeit with a smaller radius.
While I like the idea of making higher tier flux grenades more worthwhile, I think a flux nerf without a corresponding regular grenade nerf will just serve to remove the flux from the game. |
Jathniel
G I A N T
119
|
Posted - 2013.03.28 18:17:00 -
[9] - Quote
Buster Friently wrote:semperfi1999 wrote:Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think? Not a bad idea in principle, but as a flux user let me offer some important feedback. If the flux grenade was nerfed to do less than full damage to shields, I doubt I would use it. The reason is that the standard grenade becomes better than the flux pretty easily if either the flux damage is reduced or the flux AOE is reduced, simply because the standard grenade works all the time, and still does half the flux damage, albeit with a smaller radius. While I like the idea of making higher tier flux grenades more worthwhile, I think a flux nerf without a corresponding regular grenade nerf will just serve to remove the flux from the game.
A flux nerf, AND a regular grenade buff will just leave everyone in general more vulnerable to shield-tank assault firing squads in general. For now, things that go boom help keep everything balanced. I hope this isn't even considered past a day or two. |
C Saunders
Tech Guard
164
|
Posted - 2013.03.28 18:19:00 -
[10] - Quote
Flux nades are absolutely fine, their supposed to strip people of their shields.
If you don't like flux nades don't rely on shields use armour plates instead. |
|
Buster Friently
Rosen Association
219
|
Posted - 2013.03.28 18:19:00 -
[11] - Quote
Jathniel wrote:Buster Friently wrote:semperfi1999 wrote:Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think? Not a bad idea in principle, but as a flux user let me offer some important feedback. If the flux grenade was nerfed to do less than full damage to shields, I doubt I would use it. The reason is that the standard grenade becomes better than the flux pretty easily if either the flux damage is reduced or the flux AOE is reduced, simply because the standard grenade works all the time, and still does half the flux damage, albeit with a smaller radius. While I like the idea of making higher tier flux grenades more worthwhile, I think a flux nerf without a corresponding regular grenade nerf will just serve to remove the flux from the game. A flux nerf, AND a regular grenade buff will just leave everyone in general more vulnerable to shield-tank assault firing squads in general. For now, things that go boom help keep everything balanced. I hope this isn't even considered past a day or two.
Yes, I'm in basic agreement with this.
|
Jathniel
G I A N T
119
|
Posted - 2013.03.28 18:24:00 -
[12] - Quote
Buster Friently wrote:Jathniel wrote:Buster Friently wrote:semperfi1999 wrote:Despite the fact that there needs to be some obvious adjustments due since the flux nades have once again started to kill people due to a bug/glitch I believe there needs to be some other adjustments done to this grenade.
Frankly this grenade is far too powerful against infantry. You will never have to go beyond the standard gear since the standard flux already does far more dmg to shields than any infantry character could ever have. I think this is a pretty serious balance issue. To be able to clear all sheilds from all infantry for a good 7-10 seconds just by throwing a nade with a large AOE seems to be pretty unbalanced. But to be honest despite this issue I did not have any ideas myself on how to balance this grenade as I believe that it does the correct amount of dmg to shields when going up against a tank......so how do you balance something that is balanced against tanks but OP against infantry.
Well to be honest I didnt come up with the idea so I give full credit to Beers who came up with the idea (based on how similar weapons work in Eve). The game should take into account the profile signature of the enemy in its AOE. Since HAVs have the highest signature profile they should take 100% dmg from the flux nade. However LAVs have a lower sig profile so they should take a percentage less dmg from the flux based on that profile difference. This would become even more apparent when taking infantry into account as infantry profiles are ALOT smaller than the tanks or LAVs meaning that the damage against shields for infantry would be significantly lower than the amount of damage it would do against a tank.
So the troll threads that are sure to come aside......what do you guys think? Not a bad idea in principle, but as a flux user let me offer some important feedback. If the flux grenade was nerfed to do less than full damage to shields, I doubt I would use it. The reason is that the standard grenade becomes better than the flux pretty easily if either the flux damage is reduced or the flux AOE is reduced, simply because the standard grenade works all the time, and still does half the flux damage, albeit with a smaller radius. While I like the idea of making higher tier flux grenades more worthwhile, I think a flux nerf without a corresponding regular grenade nerf will just serve to remove the flux from the game. A flux nerf, AND a regular grenade buff will just leave everyone in general more vulnerable to shield-tank assault firing squads in general. For now, things that go boom help keep everything balanced. I hope this isn't even considered past a day or two. Yes, I'm in basic agreement with this. I'm sorry I meant flux grenade nerf and regular grenade nerf. Sorry for the miscommunication. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
32
|
Posted - 2013.03.28 18:33:00 -
[13] - Quote
no regular grenade nerf. |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
100
|
Posted - 2013.03.28 18:53:00 -
[14] - Quote
Possible solution here. Rather than have a flux grenade be an AoE, have it be a small computer that autotargets the nearest X enemies within Y meters and neutralizes a portion of their shields. Then you could have variants that can handle more targets but within less range, and more range but fewer targets.
EDIT: I just read your thing about tanks, and my solution fits perfectly with that. |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 19:16:00 -
[15] - Quote
Halador Osiris wrote:Possible solution here. Rather than have a flux grenade be an AoE, have it be a small computer that autotargets the nearest X enemies within Y meters and neutralizes a portion of their shields. Then you could have variants that can handle more targets but within less range, and more range but fewer targets.
EDIT: I just read your thing about tanks, if you added a modifier where scan profile size would increase the effect, it'd be great against tanks.
Possible solution?
A problem actually has to be identified first (other than the occasional flux kill).
Any form of operation other than the current, for flux grenades, is a nerf.
It neutralizes shields. Totally shuts them down, and that's it.
If we're fussing about that now, imagine the tears when EMP strikes are introduced.
It's perfectly OKAY for your shields to get turned off, guys.... wow.... |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 19:26:00 -
[16] - Quote
The thing about scan profile size is a bad idea, that will change next to nothing except making flux grenades useless against infantry and overwhelming vs. HAV.
Fluxes won't work against Scouts? No one would care. They are barely in range, and if they are every weapon kills them near instantly shields up or down anyway.
Fluxes won't work against Heavies? No one would care. Their defense is comprised of armor mostly, and the AR and every other weapon chews through them in time anyway.
Fluxes won't work against Assaults? Serious change. They were the only ones it had a distinct effect against to begin with. (The shield variants anyway.) |
semperfi1999
Internal Error. Negative-Feedback
388
|
Posted - 2013.03.28 20:11:00 -
[17] - Quote
Jathniel wrote:The thing about scan profile size is a bad idea, that will change next to nothing except making flux grenades useless against infantry and overwhelming vs. HAV.
Fluxes won't work against Scouts? No one would care. They are barely in range, and if they are every weapon kills them near instantly shields up or down anyway.
Fluxes won't work against Heavies? No one would care. Their defense is comprised of armor mostly, and the AR and every other weapon chews through them in time anyway.
Fluxes won't work against Assaults? Serious change. They were the only ones it had a distinct effect against to begin with. (The shield variants anyway.)
Actually thats not true at all. Heavies by an large have massive amounts of shields to go with their armor and it nullifies their shields completely. I am not saying that the amount it shield dmg done to an HAV should change that should remain the same. Currently the scale of the dmg is way off. The flux is scaled to do dmg to vehicles but does that same amount of dmg to infantry. So I am only talking about infantry.....and the fact is if the flux even touches you then you lose 100% of your shields no matter what you have upgraded into for infantry. Currently for a measly 46K SP (I think thats lvl 1 nade it might be lower than this) you can completely nullify a proto suit. What this will mean is when we actually have racial varients you will probably see Gallente suits become the norm (since the Gallente are biased towards armor) and they will carry flux nades to completely nullify anyone who runs shields.
Like i said Eve apparently has weapons that nullify shields but it is based on the signature profile while it why they are a good weapon but not OP. Right now throw 1 flux nade and everything loses all shields. I enjoy how its pretty apparent by your post that you did not even think about this at all but just responded with a I USE IT DONT NERF WHAT I RELY ON TO GET MY KILLS!!
Lets put this a different way. DO you think it would be balanced if I had an AOE weapon where if I removed all the shields from an enemy I could throw it and it would do a full 1200 dmg to all armor in its AOE? Basically if you have lost your shields as a heavy and this is used it would insta kill your 1000 HP heavy suit?
Now I am not saying that they should only do 100 dmg to shields or something. Your sig profile gets larger the more shield extenders you use. So someone who is shields tanking would still take a lot harder hit from this than someone who does not shield tank. |
Protoman Is God
Red and Silver Hand Amarr Empire
8
|
Posted - 2013.03.28 20:13:00 -
[18] - Quote
Flux grenades need a larger fuse time. You should have to cook them in the same fashion as a locus grenade. |
Negris Albedo
Nuevo Atlas Corporation
5
|
Posted - 2013.03.28 20:23:00 -
[19] - Quote
semperfi1999 wrote:Like i said Eve apparently has weapons that nullify shields EVE works differently. There are four damage types: EM, Thermal, Kinetic and Explosive, and four resistances for those damage types. There is no weapon in EVE that only damages shield. Even EM and Thermal damage still damages Armor, though to a lesser extent. |
Bojo The Mighty
Bojo's School of the Trades
733
|
Posted - 2013.03.28 20:30:00 -
[20] - Quote
I kinda like it. As a flux nade using scout.
It's a buff for profile dampening, and nerfing Fluxes but within a limit.
But there's a foreseeable problem. Signature: Damage ratio.
At what ratio could you find a balance where the flux nades will do full damage but purely shield wise to something with such great signature and then apply that to something with such small signature? The grenade might get over nerfed on the level of infantry signatures and not be able to damage shields considerably let alone strip them completely?
EDIT: Secondly, what would be signature of factor for 100% Damage? And how could that signature of factor be scaled to be just as effective with infantry (not % of shield stripped, more like shields stripped to overall potential of nade)? |
|
slypie11
Planetary Response Organisation Test Friends Please Ignore
35
|
Posted - 2013.03.28 20:39:00 -
[21] - Quote
maybe it should just do less damage the farther you are from the center of the explosion or whatever it does. Only if you were right next to the impact area would your shields be completely depleted. Also you should have to cook them. |
semperfi1999
Internal Error. Negative-Feedback
388
|
Posted - 2013.03.28 21:12:00 -
[22] - Quote
Bojo The Mighty wrote:I kinda like it. As a flux nade using scout.
It's a buff for profile dampening, and nerfing Fluxes but within a limit.
But there's a foreseeable problem. Signature: Damage ratio.
At what ratio could you find a balance where the flux nades will do full damage but purely shield wise to something with such great signature and then apply that to something with such small signature? The grenade might get over nerfed on the level of infantry signatures and not be able to damage shields considerably let alone strip them completely?
EDIT: Secondly, what would be signature of factor for 100% Damage? And how could that signature of factor be scaled to be just as effective with infantry (not % of shield stripped, more like shields stripped to overall potential of nade)?
However with this nerf, the Flux nade needs to be able to work by disregarding cover. I've used my Flux nades and some fool halfway behind a crate will not receive any damage.
Those are good questions. I honestly dont know how much the signature profile of the HAV is in comparison to a dropsuit. Also I think that the scaling could be dropped off if the differences are too drastic to make it truly scalable between the HAV and the dropsuit. So that towards the bottom end it would take more signature profile lowering to lower the effectiveness of the flux nade. Like i said it was an idea that Beers thought of and I liked it. I dont have all the answers but thought that it at least diserved a post so that the prospect could be considered and debated. Posts like Jathniel that just immediately disregard this possible issue are not productive those kind of posts just show that they dont want to even possibly consider the fact that a lvl 1 nade that can completely anihilate the shields of a 200K+ suit is probably slightly out of wack. |
Cross Atu
Conspiratus Immortalis
865
|
Posted - 2013.03.28 21:37:00 -
[23] - Quote
Infantry Scout:: 45 dB Assault: 50 dB Logistics: 50 dB Heavy: 65 dB
Vehicles All unlisted (unless I missed one when I checked)
Proposal, since the values for vehicles are unlisted set all vehicles to take 100% damage. Scaling for infantry could work something like this;
F * [(S + 10) / 100] = Damage applied.
Where; F = total Flux damage S = signature
Now this is just a first attempt of the top of my head so it may not be optimal/properly balanced at this point but hopefully it conveys the basic concept. Two factors to keep in mind when considering this are A) Who low a mark can a profile reach with fully skill and fittings support, B) will being lit up by an active scanner have any effect on these interactions (I'm assuming "no" but it's good to cover the bases :) ).
Cheers, Cross |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 22:01:00 -
[24] - Quote
semperfi1999 wrote:Bojo The Mighty wrote:I kinda like it. As a flux nade using scout.
It's a buff for profile dampening, and nerfing Fluxes but within a limit.
But there's a foreseeable problem. Signature: Damage ratio.
At what ratio could you find a balance where the flux nades will do full damage but purely shield wise to something with such great signature and then apply that to something with such small signature? The grenade might get over nerfed on the level of infantry signatures and not be able to damage shields considerably let alone strip them completely?
EDIT: Secondly, what would be signature of factor for 100% Damage? And how could that signature of factor be scaled to be just as effective with infantry (not % of shield stripped, more like shields stripped to overall potential of nade)?
However with this nerf, the Flux nade needs to be able to work by disregarding cover. I've used my Flux nades and some fool halfway behind a crate will not receive any damage. Those are good questions. I honestly dont know how much the signature profile of the HAV is in comparison to a dropsuit. Also I think that the scaling could be dropped off if the differences are too drastic to make it truly scalable between the HAV and the dropsuit. So that towards the bottom end it would take more signature profile lowering to lower the effectiveness of the flux nade. Like i said it was an idea that Beers thought of and I liked it. I dont have all the answers but thought that it at least diserved a post so that the prospect could be considered and debated. Posts like Jathniel that just immediately disregard this possible issue are not productive those kind of posts just show that they dont want to even possibly consider the fact that a lvl 1 nade that can completely anihilate the shields of a 200K+ suit is probably slightly out of wack.
Okay. You spent money on a suit that uses shields, knowing that there is a weapon dedicated to shield annihilation. How does the amount of money you spent on the suit factor in? An armor plate or two would help compensate for some perceived 'unfairness factor' for getting fluxed.
In general, shields have no disadvantages save vs. Flux and Forge.
Why is this so hard to understand? For infantry, Shields have a critical advantage over every other defense principle, and only two flux grenades keep it in check.
if you somehow think the amount of isk you spend is supposed to somehow reduce the effectiveness of the weapon DESIGNED to neutralize your defense, you are sorely mistaken. I'm sorry. |
Bojo The Mighty
Bojo's School of the Trades
735
|
Posted - 2013.03.28 22:08:00 -
[25] - Quote
This basically means Jathniel that Shield tanking will result in more damage done to your shields by Flux nades. I don't know if it will be a linear function of damage to signature, as that would just equate to loss of the same % of shields, but nonetheless, more shields = more damage sustained by Flux nades.
But in my honest opinion, I think that flux nades should strip out all shields within a given area of the nade and deliver severe damage to shields outside of primary area. It gives more purpose to use the Shield Regulators. |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 22:15:00 -
[26] - Quote
Cross Atu wrote:Infantry Scout:: 45 dB Assault: 50 dB Logistics: 50 dB Heavy: 65 dB
Vehicles All unlisted (unless I missed one when I checked)
Proposal, since the values for vehicles are unlisted set all vehicles to take 100% damage. Scaling for infantry could work something like this;
F * [(S + 10) / 100] = Damage applied.
Where; F = total Flux damage S = signature
Now this is just a first attempt of the top of my head so it may not be optimal/properly balanced at this point but hopefully it conveys the basic concept. Two factors to keep in mind when considering this are A) Who low a mark can a profile reach with fully skill and fittings support, B) will being lit up by an active scanner have any effect on these interactions (I'm assuming "no" but it's good to cover the bases :) ).
Cheers, Cross
If we go with this math, then delivery system for Flux would have to change. Perhaps a forward projected pulse. If you limit the effectiveness, you must improve the means of delivery. It better be hard to miss with.
At this point, if you keep it as a grenade, you're better off using regular grenades and speccing into the higher end.
OR you need to give Flux grenades some measure of controlled armor damage.
Either way, if you end the ability to drop shields, you need to make up for the loss of reliability in some other way. |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 22:17:00 -
[27] - Quote
Bojo The Mighty wrote:This basically means Jathniel that Shield tanking will result in more damage done to your shields by Flux nades. I don't know if it will be a linear function of damage to signature, as that would just equate to loss of the same % of shields, but nonetheless, more shields = more damage sustained by Flux nades.
But in my honest opinion, I think that flux nades should strip out all shields within a given area of the nade and deliver severe damage to shields outside of primary area. It gives more purpose to use the Shield Regulators.
This^
So much this.
If you're caught in the blast yield, down the shields go. If you're nearby, you simply take some damage. The effectiveness would actually be enhanced by this. |
semperfi1999
Internal Error. Negative-Feedback
389
|
Posted - 2013.03.28 22:29:00 -
[28] - Quote
Jathniel wrote:semperfi1999 wrote:Bojo The Mighty wrote:I kinda like it. As a flux nade using scout.
It's a buff for profile dampening, and nerfing Fluxes but within a limit.
But there's a foreseeable problem. Signature: Damage ratio.
At what ratio could you find a balance where the flux nades will do full damage but purely shield wise to something with such great signature and then apply that to something with such small signature? The grenade might get over nerfed on the level of infantry signatures and not be able to damage shields considerably let alone strip them completely?
EDIT: Secondly, what would be signature of factor for 100% Damage? And how could that signature of factor be scaled to be just as effective with infantry (not % of shield stripped, more like shields stripped to overall potential of nade)?
However with this nerf, the Flux nade needs to be able to work by disregarding cover. I've used my Flux nades and some fool halfway behind a crate will not receive any damage. Those are good questions. I honestly dont know how much the signature profile of the HAV is in comparison to a dropsuit. Also I think that the scaling could be dropped off if the differences are too drastic to make it truly scalable between the HAV and the dropsuit. So that towards the bottom end it would take more signature profile lowering to lower the effectiveness of the flux nade. Like i said it was an idea that Beers thought of and I liked it. I dont have all the answers but thought that it at least diserved a post so that the prospect could be considered and debated. Posts like Jathniel that just immediately disregard this possible issue are not productive those kind of posts just show that they dont want to even possibly consider the fact that a lvl 1 nade that can completely anihilate the shields of a 200K+ suit is probably slightly out of wack. Okay. You spent money on a suit that uses shields, knowing that there is a weapon dedicated to shield annihilation. How does the amount of money you spent on the suit factor in? An armor plate or two would help compensate for some perceived 'unfairness factor' for getting fluxed. In general, shields have no disadvantages save vs. Flux and Forge. Why is this so hard to understand? For infantry, Shields have a critical advantage over every other defense principle, and only two flux grenades keep it in check. if you somehow think the amount of isk you spend is supposed to somehow reduce the effectiveness of the weapon DESIGNED to neutralize your defense, you are sorely mistaken. I'm sorry.
By your argument a militia forge should be able to easily kill a proto HAV because it was designed to kill the tank. However we all know that the lower lvl forge guns take many shots before they do significant dmg to the tank. You said 2 nades...why do you use 2 nades all you need it 1 to completely nullify all infantry shields in a large radius.
Also you spend your time defending the flux but you dont even consider the hypothesis I posed where if there was a weapon that would insta destroy all armor at standard level wouldnt that be unbalanced? Why have you note responded.....I believe its probably because you know that weapon to be unbalanced. Even if you argue..... well you have shields dont you if you dont have enough shields and they are taken down easily then you should die to the X nade.....you probably realize how rediculous that sounds. Yet that is the same argument you are using. I am sorry but I dont agree that there should be a weapon that will instantly nullify all shields for infantry just because that weapon was scaled to do shield damage to shield tanks.
Oh and BTW most weapons are designed to hurt shields more than armor. AR 110% against shields, LR 120%, Shotgun (not sure the actual percentage but it was designed to destroy shields just as fast as armor), Forge, Flux, Scrambler. All of these get bonus dmg or do 100% dmg against shields. Yes you state that there needs to be a AOE weapon that if it only slightly touches you will remove up to 1200 shields at standard lvl? I go back to my argument....does a nade that does 1200 armor at standard lvl with a large AOE sound balanced to you? |
semperfi1999
Internal Error. Negative-Feedback
389
|
Posted - 2013.03.28 23:18:00 -
[29] - Quote
Bojo The Mighty wrote:This basically means Jathniel that Shield tanking will result in more damage done to your shields by Flux nades. I don't know if it will be a linear function of damage to signature, as that would just equate to loss of the same % of shields, but nonetheless, more shields = more damage sustained by Flux nades.
But in my honest opinion, I think that flux nades should strip out all shields within a given area of the nade and deliver severe damage to shields outside of primary area. It gives more purpose to use the Shield Regulators.
I could see this being a possible solution as well. Where distance from the nade will determine the extend of dmg the flux does to the shields. Right now the standard have a 6 meter radius i believe where is does full dmg to shields and then none outside of it. If you change it so that is does 1200 dmg to 0-1.5 meters, 900 1.5-2.0 meters, 600 2.0-2.5 meters, 500 2.5 - 3.0 meters, 400 3.0- 3.5 meters, 3.5 - 6.0 meters does 300 shield dmg. This would still keep its effectiveness against vehicles and give a reason for using higher tier flux vs infantry as you would do more dmg to shields in the extreme edge of the flux.
Although I still think flux nades taking sig profile into account would be a better option. Because then people who are shield tanked will take a heavier hit from a flux then someone who is armor tanked. Right now it just doesnt matter. The flux is scaled to do good dmg vs a shield HAV and it also has the benefit of completely stripping all shields from all infantry in a large AOE. |
Jathniel
G I A N T
120
|
Posted - 2013.03.28 23:24:00 -
[30] - Quote
semperfi1999 wrote:Jathniel wrote:semperfi1999 wrote:Bojo The Mighty wrote:I kinda like it. As a flux nade using scout.
It's a buff for profile dampening, and nerfing Fluxes but within a limit.
But there's a foreseeable problem. Signature: Damage ratio.
At what ratio could you find a balance where the flux nades will do full damage but purely shield wise to something with such great signature and then apply that to something with such small signature? The grenade might get over nerfed on the level of infantry signatures and not be able to damage shields considerably let alone strip them completely?
EDIT: Secondly, what would be signature of factor for 100% Damage? And how could that signature of factor be scaled to be just as effective with infantry (not % of shield stripped, more like shields stripped to overall potential of nade)?
However with this nerf, the Flux nade needs to be able to work by disregarding cover. I've used my Flux nades and some fool halfway behind a crate will not receive any damage. Those are good questions. I honestly dont know how much the signature profile of the HAV is in comparison to a dropsuit. Also I think that the scaling could be dropped off if the differences are too drastic to make it truly scalable between the HAV and the dropsuit. So that towards the bottom end it would take more signature profile lowering to lower the effectiveness of the flux nade. Like i said it was an idea that Beers thought of and I liked it. I dont have all the answers but thought that it at least diserved a post so that the prospect could be considered and debated. Posts like Jathniel that just immediately disregard this possible issue are not productive those kind of posts just show that they dont want to even possibly consider the fact that a lvl 1 nade that can completely anihilate the shields of a 200K+ suit is probably slightly out of wack. Okay. You spent money on a suit that uses shields, knowing that there is a weapon dedicated to shield annihilation. How does the amount of money you spent on the suit factor in? An armor plate or two would help compensate for some perceived 'unfairness factor' for getting fluxed. In general, shields have no disadvantages save vs. Flux and Forge. Why is this so hard to understand? For infantry, Shields have a critical advantage over every other defense principle, and only two flux grenades keep it in check. if you somehow think the amount of isk you spend is supposed to somehow reduce the effectiveness of the weapon DESIGNED to neutralize your defense, you are sorely mistaken. I'm sorry. By your argument a militia forge should be able to easily kill a proto HAV because it was designed to kill the tank. However we all know that the lower lvl forge guns take many shots before they do significant dmg to the tank. You said 2 nades...why do you use 2 nades all you need it 1 to completely nullify all infantry shields in a large radius. Also you spend your time defending the flux but you dont even consider the hypothesis I posed where if there was a weapon that would insta destroy all armor at standard level wouldnt that be unbalanced? Why have you note responded.....I believe its probably because you know that weapon to be unbalanced. Even if you argue..... well you have shields dont you if you dont have enough shields and they are taken down easily then you should die to the X nade.....you probably realize how rediculous that sounds. Yet that is the same argument you are using. I am sorry but I dont agree that there should be a weapon that will instantly nullify all shields for infantry just because that weapon was scaled to do shield damage to shield tanks. Oh and BTW most weapons are designed to hurt shields more than armor. AR 110% against shields, LR 120%, Shotgun (not sure the actual percentage but it was designed to destroy shields just as fast as armor), Forge, Flux, Scrambler. All of these get bonus dmg or do 100% dmg against shields. Yes you state that there needs to be a AOE weapon that if it only slightly touches you will remove up to 1200 shields at standard lvl? I go back to my argument....does a nade that does 1200 armor at standard lvl with a large AOE sound balanced to you?
My speaking of two grenades was a typo. I apologize for any misunderstanding that may have caused.
You die when (usually) armor hits 0, not when shields hit 0.
Shields go back up nearly instantaneously compared to armor. To claim that shields dropping instantly would be as critical or imbalanced as armor dropping instantly is inexact, erroneous, and dishonest. All it does is reveal an error that you and many others potentially have in your builds... too heavy a reliance on shields. If this were not the case, then this thread would not be here.
I didn't say anything about ARs, or maximum effective ranges. I said a flux grenade should knock off your shields. Whether it does 1200 HP shield damage is irrelevant, since you don't have nearly that much to begin with.
All you are looking for is an excuse for it not to hurt you anymore. Or not hurt you 'as much'. You invested so much into your shields after all. You don't like that someone else, who you should have an advantage over with all your shield capacity, has a chance at balancing the odds, or turning the odds against you, in a firefight with a Flux. Or perhaps you don't like that a skilled flanker can pop your entire squad with a Flux, and then proceed to mop up each and every one of you with your left over 100+ armor HP.
In any case, the error is with you, not the Flux Grenade. |
|
Jathniel
G I A N T
120
|
Posted - 2013.03.28 23:34:00 -
[31] - Quote
semperfi1999 wrote:Bojo The Mighty wrote:This basically means Jathniel that Shield tanking will result in more damage done to your shields by Flux nades. I don't know if it will be a linear function of damage to signature, as that would just equate to loss of the same % of shields, but nonetheless, more shields = more damage sustained by Flux nades.
But in my honest opinion, I think that flux nades should strip out all shields within a given area of the nade and deliver severe damage to shields outside of primary area. It gives more purpose to use the Shield Regulators. I could see this being a possible solution as well. Where distance from the nade will determine the extend of dmg the flux does to the shields. Right now the standard have a 6 meter radius i believe where is does full dmg to shields and then none outside of it. If you change it so that is does 1200 dmg to 0-1.5 meters, 900 1.5-2.0 meters, 600 2.0-2.5 meters, 500 2.5 - 3.0 meters, 400 3.0- 3.5 meters, 3.5 - 6.0 meters does 300 shield dmg. This would still keep its effectiveness against vehicles and give a reason for using higher tier flux vs infantry as you would do more dmg to shields in the extreme edge of the flux. Although I still think flux nades taking sig profile into account would be a better option. Because then people who are shield tanked will take a heavier hit from a flux then someone who is armor tanked. Right now it just doesnt matter. The flux is scaled to do good dmg vs a shield HAV and it also has the benefit of completely stripping all shields from all infantry in a large AOE.
I don't agree with these numbers.
Tanks are actually quick moving in a match, and catching them with direct hits with the center of a flux grenade is quite challenging. These numbers will render them useless against tanks.
The damage should remain the same at the 6-meter radius. I would however give you an adjustment to proto flux. With expanding it's max radius to 7.5 or 7.8, have it do 300 shield damage at the 7meter mark, and a negligible 100 shield damage at the 7.5-7.8 meter range. |
DeadlyAztec11
One-Armed Bandits
8
|
Posted - 2013.03.28 23:50:00 -
[32] - Quote
Jathniel wrote:semperfi1999 wrote:Bojo The Mighty wrote:This basically means Jathniel that Shield tanking will result in more damage done to your shields by Flux nades. I don't know if it will be a linear function of damage to signature, as that would just equate to loss of the same % of shields, but nonetheless, more shields = more damage sustained by Flux nades.
But in my honest opinion, I think that flux nades should strip out all shields within a given area of the nade and deliver severe damage to shields outside of primary area. It gives more purpose to use the Shield Regulators. I could see this being a possible solution as well. Where distance from the nade will determine the extend of dmg the flux does to the shields. Right now the standard have a 6 meter radius i believe where is does full dmg to shields and then none outside of it. If you change it so that is does 1200 dmg to 0-1.5 meters, 900 1.5-2.0 meters, 600 2.0-2.5 meters, 500 2.5 - 3.0 meters, 400 3.0- 3.5 meters, 3.5 - 6.0 meters does 300 shield dmg. This would still keep its effectiveness against vehicles and give a reason for using higher tier flux vs infantry as you would do more dmg to shields in the extreme edge of the flux. Although I still think flux nades taking sig profile into account would be a better option. Because then people who are shield tanked will take a heavier hit from a flux then someone who is armor tanked. Right now it just doesnt matter. The flux is scaled to do good dmg vs a shield HAV and it also has the benefit of completely stripping all shields from all infantry in a large AOE. I don't agree with these numbers. Tanks are actually quick moving in a match, and catching them with direct hits with the center of a flux grenade is quite challenging. These numbers will render them useless against tanks. The damage should remain the same at the 6-meter radius. I would however give you an adjustment to proto flux. With expanding it's max radius to 7.5 or 7.8, have it do 300 shield damage at the 7meter mark, and a negligible 100 shield damage at the 7.5-7.8 meter range.
+1 This^
I was not even aware that Flux grenades affected vehicles as all vehicles I have thrown it at have not been affected by it, because all of them move out of the way relatively quick. Asides from the flux grenades animation being bigger then the AOE I see no problems with it |
Thrillhouse Van Houten
DIOS EX.
51
|
Posted - 2013.03.29 00:01:00 -
[33] - Quote
I like Cross' math. I would suggest the "+10" be changed to "+V" where "V" is the variant of Flux Grenade being used.
It'd look like this: F[(S + V)/100]=D F is the Flux Grenade's base damage S is the Scan Profile of target V is a numerical factor based on variant level D is the applied damage
Some numbers to square it up.
Lets say a MLT/STD has F=300 and V=0 and we are attacking an unmodified Assault suit 300[(50 + 0)/100] = 150 applied damage (draining most MLT shields if no extenders)
Now an ADV nade has F=500 and v=5 and we are attacking the same guy 500[(50 + 5)/100] = 275 shield damage
Finally, a PRO nade has F=700 and v=10 and we are attacking the same guy 700[(50 + 10)/100] = 420
So lets tinker with the suit a bit.
Our MLT nade, again, vs. a PRO suit with 4 PRO shield extenders and decent scan profile skills. For the sake of easy arguing, lets just say that the skills and shield extender profile penalty nullify. You'd do the same damage. 150 from, what, 512 shields(66*4 plus 250)? Not real great...might need to play with some numbers.
Our PRO nade does 420 to the same suit. I'd say a PRO Flux should either completely drain all infantry shields or DAMN CLOSE.
SO lets modify the V...
Lets say a MLT/STD has F=300 and V=10 and we are attacking an unmodified Assault suit 300[(50 + 10)/100] = 180 applied damage
Now an ADV nade has F=500 and v=20 and we are attacking the same guy 500[(50 + 20)/100] = 350 shield damage
Finally, a PRO nade has F=700 and v=30 and we are attacking the same guy 700[(50 + 30)/100] = 560
There...that may be a little more like it.
Lets say a tank has a profile of...500
700[(500 + 30)/100] = 3710 damage to a HAV. Don't know if that is fair but it looks pretty good to me.
NOW, this whole system comes with a caveat. Cover doesn't apply anymore and Flux' get a AoE buff. That would make them pretty much an EMP for shields. The EM particles effecting shields could and should travel through almost anything.
This would reward skilling Grenades and make the tiers of Flux actually matter, rather than the current system in which the only benefit of higher tiered, more expensive grenades is a marginally expanded AoE. |
Gunner Nightingale
Internal Error. Negative-Feedback
417
|
Posted - 2013.03.29 01:01:00 -
[34] - 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. |
Jathniel
G I A N T
121
|
Posted - 2013.03.29 02:57:00 -
[35] - Quote
Thrillhouse Van Houten wrote:I like Cross' math. I would suggest the "+10" be changed to "+V" where "V" is the variant of Flux Grenade being used.
It'd look like this: F[(S + V)/100]=D F is the Flux Grenade's base damage S is the Scan Profile of target V is a numerical factor based on variant level D is the applied damage
Some numbers to square it up.
Lets say a MLT/STD has F=300 and V=0 and we are attacking an unmodified Assault suit 300[(50 + 0)/100] = 150 applied damage (draining most MLT shields if no extenders)
Now an ADV nade has F=500 and v=5 and we are attacking the same guy 500[(50 + 5)/100] = 275 shield damage
Finally, a PRO nade has F=700 and v=10 and we are attacking the same guy 700[(50 + 10)/100] = 420
So lets tinker with the suit a bit.
Our MLT nade, again, vs. a PRO suit with 4 PRO shield extenders and decent scan profile skills. For the sake of easy arguing, lets just say that the skills and shield extender profile penalty nullify. You'd do the same damage. 150 from, what, 512 shields(66*4 plus 250)? Not real great...might need to play with some numbers.
Our PRO nade does 420 to the same suit. I'd say a PRO Flux should either completely drain all infantry shields or DAMN CLOSE.
SO lets modify the V...
Lets say a MLT/STD has F=300 and V=10 and we are attacking an unmodified Assault suit 300[(50 + 10)/100] = 180 applied damage
Now an ADV nade has F=500 and v=20 and we are attacking the same guy 500[(50 + 20)/100] = 350 shield damage
Finally, a PRO nade has F=700 and v=30 and we are attacking the same guy 700[(50 + 30)/100] = 560
There...that may be a little more like it.
Lets say a tank has a profile of...500
700[(500 + 30)/100] = 3710 damage to a HAV. Don't know if that is fair but it looks pretty good to me.
NOW, this whole system comes with a caveat. Cover doesn't apply anymore and Flux' get a AoE buff. That would make them pretty much an EMP for shields. The EM particles effecting shields could and should travel through almost anything.
This would reward skilling Grenades and make the tiers of Flux actually matter, rather than the current system in which the only benefit of higher tiered, more expensive grenades is a marginally expanded AoE.
Finally, someone interested in balancing, and not nerfing anything that cramps their style.
Given your numbers, I have a proposal.
Gunner Nightingale wrote:As a flux user ive already mentioned the overwhelming power flux nades have on infantry. . . . . .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. . .
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.
I can appreciate the point of balance, you attempt to make. But the flux grenade simply cramping your style is not an argument for balance, as it does not GUARANTEE that an assailant will ALWAYS wipe out a squad of shield tanking assaults. If anything, it being used in that manner against them is an impressive maneuver. The attacker identified a key weakness in your squad (or you theirs), exploited it, and had the minimum necessary gun game to mop up.
A %age-based reduction of shields is an acceptable effect, but NOT with a hand-thrown grenade as a delivery medium. (I see that being more "Flux Rounds" for a sniper rifle.)
For a grenade, no, too inefficient. If one commits to throwing a grenade, it HAS to matter, and have a significant impact. Right now, if someone's shields are NOT totally neutralized, they will NOT receive the full penalty of waiting for their shield recharge to begin. You knock 80% of their shield away, for some, in a matter of 3 secs, they're already recharging. The shields MUST be brought down, for the Flux to maintain it's efficiency against infantry.
PROPOSAL: A kind of variable-performance timer (think Mega Man X, 3 levels of charge up, hold for max effect).
These grenades become primed and WILL NOT detonate until thrown. However, the longer you actually cook the grenade without its release the more powerful and devastating the blast becomes up to 3 stages. If you simply spam throw the grenade, it will cause 400 shield damage, and have a small 3.5m radius (ahem, excuse me, "diameter"). Panic release with partial cooking, will cause 500 shield damage at a 5m diameter... But a full cook and release will give you the full 1200+ shield damage at 7.5m diameter. (allowing them to still be effective against vehicle shields as well)
This will force Flux users to be more delicate and accurate with their timing, placement, and aim, while still allowing them to deliver deadly flanking attacks. |
Monkxx
Ikomari-Onu Enforcement Caldari State
30
|
Posted - 2013.03.29 03:10:00 -
[36] - Quote
I used to use Flux nades...but then Assault with GEK shot me, with shields down, in CQC...IN MY KNEE!
On topic: flux nades needs tweaks not nerf. Their visual blast radius is confusing and Locus/AV nades are still better for AI/AV. Locus granades do damage to both shields and armor when Flux deals practically no damage to armor. I managed to get only one kill with Flux...Poor newberry never knew what hit him. It was his fault standing on top of it with low armor and no shield, I promise I didn't mean that! |
semperfi1999
Internal Error. Negative-Feedback
394
|
Posted - 2013.03.29 16:16:00 -
[37] - Quote
Thrillhouse Van Houten wrote:I like Cross' math. I would suggest the "+10" be changed to "+V" where "V" is the variant of Flux Grenade being used.
It'd look like this: F[(S + V)/100]=D F is the Flux Grenade's base damage S is the Scan Profile of target V is a numerical factor based on variant level D is the applied damage
Some numbers to square it up.
Lets say a MLT/STD has F=300 and V=0 and we are attacking an unmodified Assault suit 300[(50 + 0)/100] = 150 applied damage (draining most MLT shields if no extenders)
Now an ADV nade has F=500 and v=5 and we are attacking the same guy 500[(50 + 5)/100] = 275 shield damage
Finally, a PRO nade has F=700 and v=10 and we are attacking the same guy 700[(50 + 10)/100] = 420
So lets tinker with the suit a bit.
Our MLT nade, again, vs. a PRO suit with 4 PRO shield extenders and decent scan profile skills. For the sake of easy arguing, lets just say that the skills and shield extender profile penalty nullify. You'd do the same damage. 150 from, what, 512 shields(66*4 plus 250)? Not real great...might need to play with some numbers.
Our PRO nade does 420 to the same suit. I'd say a PRO Flux should either completely drain all infantry shields or DAMN CLOSE.
SO lets modify the V...
Lets say a MLT/STD has F=300 and V=10 and we are attacking an unmodified Assault suit 300[(50 + 10)/100] = 180 applied damage
Now an ADV nade has F=500 and v=20 and we are attacking the same guy 500[(50 + 20)/100] = 350 shield damage
Finally, a PRO nade has F=700 and v=30 and we are attacking the same guy 700[(50 + 30)/100] = 560
There...that may be a little more like it.
Lets say a tank has a profile of...500
700[(500 + 30)/100] = 3710 damage to a HAV. Don't know if that is fair but it looks pretty good to me.
NOW, this whole system comes with a caveat. Cover doesn't apply anymore and Flux' get a AoE buff. That would make them pretty much an EMP for shields. The EM particles effecting shields could and should travel through almost anything.
This would reward skilling Grenades and make the tiers of Flux actually matter, rather than the current system in which the only benefit of higher tiered, more expensive grenades is a marginally expanded AoE.
I really like this. I think it would work and it still is basing everything on the sig profile while making a significant difference between the std/adv/pro flux nades. I think that the value should have a max applied to it as it would do too much dmg to a shield HAV with your AV numbers. Depending on the sig profile you can have the same numbers they currently have be the max possible dmg. So no matter how high your sig profile is the max dmg that can be done would be 1200 for std, 1500 adv and 1800 pro (i think those numbers are correct).
I think the other option of having flux nades require a charge time to be fully effective would be interesting as well but they might lose functionality against shield tanks wherease the option given by thrillhouse is by far more effective and can be balanced by tweaking small numbers if there needs to be any slight changes.
BTW I am ok with a proto flux nade wiping out proto shield tankers....the issue was std flux nades easily wiping out all shields no matter your level.
Oh and this is why I made this post. Because despite knowing there was an issue and listening to anothers ideas to fix it I was not sure exactly how this should be implemented but I trusted that others would have ideas where I did not. |
Goon ReGnUM
Immobile Infantry
7
|
Posted - 2013.04.05 22:18:00 -
[38] - Quote
fuse time needs a fix |
RECON BY FIRE
Internal Error. Negative-Feedback
89
|
Posted - 2013.04.06 21:48:00 -
[39] - Quote
Jathniel wrote:You die when (usually) armor hits 0, not when shields hit 0.
Thats not how it works at all. You have "1 hp" in your actual person that also needs to be depleted before you die, it has nothing to do with your armor reaching 0. How can you try to act like you know what would help make this game balanced when you dont even know the basics of it? |
Draco Cerberus
Hellstorm Inc League of Infamy
18
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Posted - 2013.04.12 20:15:00 -
[40] - Quote
RECON BY FIRE wrote:Jathniel wrote:You die when (usually) armor hits 0, not when shields hit 0. Thats not how it works at all. You have "1 hp" in your actual person that also needs to be depleted before you die, it has nothing to do with your armor reaching 0. How can you try to act like you know what would help make this game balanced when you dont even know the basics of it?
You are right. I can run around with 0 armor and nothing but shield HP. This is the situation where a flux nade would probably kill me. I believe that the flux grenades are balanced fine, cover negating the effect can be a blessing for the guy behind it and a curse for the person throwing it. Essentially a flux grenade is a mini emp pulse. I am surprised that they don't scramble a person's HUD or comms in addition to depleting their shields. In my humble opinion, even the low level flux grenades are underpowered, in light of the fact that our suits have a lot more electronic components than just shields.
Basing the damage of a pulse on signature radius seems needlessly over complicated, when a single locus grenade can kill a merc, and takes away the one useful thing about the grenade. Neutralizing the shield still leaves one with their armor so they aren't dead and can still duck and cover and recharge their shields. What the flux does is quite simple, it cancels out shields for a brief period of time, no damage is being done but yes your shields are neutralized. The Flux grenade is a suppression type weapon, not a kill weapon, to slow your enemy or at least take them down to a more reasonable level of hp when going 1v1 with them. Why change something that still doesn't kill you to something that only drains part of the shields away? Have you ever seen a kill feed with Flux Grenade beside it? Also, if you throw a flux at an assault and only neutralize a percentage of their shields then they pop right back up. No 10sec delay just as fast as their recharge rate will let them. Neutralizing all shields allows someone to take advantage of the fact that they have none and wade in guns blazing. The tactical advantage of a flux grenade is linked to the neutralization of shields. If there were no neutralization then there would be no point using them, a Locus grenade would work better. |
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Gunner Nightingale
Internal Error. Negative-Feedback
484
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Posted - 2013.04.12 22:55:00 -
[41] - 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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Bojo The Mighty
Bojo's School of the Trades
875
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Posted - 2013.04.12 23:03:00 -
[42] - Quote
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. |
Gunner Nightingale
Internal Error. Negative-Feedback
484
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Posted - 2013.04.12 23:23:00 -
[43] - 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. |
KA24DERT
Not Guilty EoN.
18
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Posted - 2013.04.16 03:11:00 -
[44] - Quote
If it wasn't for fluxes, my mass driver would be useless against shield tankers. I think most mass driver users rely on them heavily due to the ineffectiveness of the MD against shield.
Aside from the glitches with the flux, I don't see a need to nerf them. |
Meeko Fent
Mercenary incorperated
77
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Posted - 2013.06.19 14:54:00 -
[45] - Quote
Taking account sig "size" cause I forgot the other word on ALL AOE weapons? Yes. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
472
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Posted - 2013.06.19 17:11:00 -
[46] - Quote
As long as Fluxes can't finish people up their use is situational and they are not too powerful. If they knock only shields then they are more closer to suppressive weapons. Target gets the chance to get into cover meaning giving a microtactical advantage for the user. Not too powerful that way.
If they can sometimes kill the weakest (wounded) opponents, then the balance is perfect. |
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