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Cat Merc
OPERATIVES OF THE GOAT
385
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Posted - 2013.04.05 16:31:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?find=unread&g=posts&t=66318
The Flux nade is designed to strip a person of their shields. As long as it doesn't do any damage to armor, it should stay as is. There is something called the metagame, and here is a simple explanation on how it works.
Person A uses a powerful defense that beats any other defense in the game. Person B uses a weapon that is otherwise useless but its the only counter to that defense. Person C sees person B use it and decides to use it too. Person D, E, F, G, etc' also do the same as C. Person A sees that everyone is powerful against his defense, so he has to switch up. Seeing that persons A-G switch to another weapon to counter the defense.
Rinse and repeat.
If you are being beaten up because you got hit by a Flux nade, then switch to Armor, Flux nades are useless against it.
Also, the argument that the Standard version gives you no reason to upgrade also doesn't hold weight, considering Militia Locus nades (And there are no Militia flux nades) are capable of killing a person with one nade. And the blast radius goes up with the levels.
And if you HAVE to use shields, get a damn shield regulator or two, might finally see people buy those things from once in a while. |
Cat Merc
OPERATIVES OF THE GOAT
385
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Posted - 2013.04.05 16:55:00 -
[2] - Quote
Arkena Wyrnspire wrote:They shouldn't kill, but they function fine. Don't nerf them bar stopping them outright killing people. If they HAVE to nerf them, I guess a good middle ground is to have it so if you get caught in the blast radius within 1m, you get full damage. And then it slowly drops, until 300 damage in the 6 meters range. |
Cat Merc
OPERATIVES OF THE GOAT
385
|
Posted - 2013.04.05 17:00:00 -
[3] - Quote
Deluxe Edition wrote:Just wanted to let you know regulators don't do anything vs flux nades... whenever your shields are comepletely depleted its always a 10s wait time until shields start to regen.
Flux nades are op in my opinion because of the incredibly large blast radius, allowing for one or 2 people to cover an entire area an enemy squad may occupy with just 2 - 3 grenades. Then regulators should be fixed to work against them.
If you take cover, that blast radius means nothing, even if you are in it. Seriously, I had a flux grenade near a hip high wall I was behind and even though I wasn't crouched I didn't take shield damage. |
Cat Merc
OPERATIVES OF THE GOAT
396
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Posted - 2013.04.05 20:40:00 -
[4] - Quote
semperfi1999 wrote:Wow you shouldnt go quoting a post in the feedback section and put it in the general section. Obviously noone went to the original post and read it.
FLux is unquestionably OP. If you dont think so then you most likely use it as a crutch. The Flux was designed to work against vehicles and does dmg to shields for such high values because of that. However it is also effective against all infantry because there is no infantry that could get more than 1200 shields (the lowest flux nade dmg) that means you never had to lvl up and day 1 noobs can completely destroy proto a proto suit with a single flux nade. That is a pretty big issue.
The suggested fix was for flux dmg to be related to the signature profile of that suit. IE shields suits have larger sig profiles than armor suits and thus would take more dmg (up to a max amount). However the sig profile of infantry suits are alot smaller than HAVs. HAVs should be the standard that takes the full dmg from a flux nade. IE HAV take 1200 dmg from a flux nade but if the HAV has a signature profile of 150 and the infantry suit has a sig profile of 50 then that means the infantry suit would take 1/3rd of the damage that the HAV would take. That is the idea and though it can be tweaked it was a thought on how to balance out the flux nade....instead of it being an insta pwn weapon that can be used against infantry.
Just imagine if I could throw a single grenade that did 80% dmg to a proto heavy if the heavy was anywhere in the blast radius....would that be considered "balanced"? No it wouldnt and this is exactly what you are arguing for and if you cant see that logic then there is no point in discussing it further because you are blinded by your own desire to continue to use this weapon. The Flux nade does what it does. Destroy shields. Its called the Metagame, get used to it, EVE has lots of it and so will Dust. As it is right now, shields are the way to go. They recharge faster and don't slow you down like plates do. That's why the Flux is fine, it counters a more effective shielding system. And about locus nades, unlike Flux nades, they damage both shields and armor. So I'm giving up the ability to take down someones armor in exchange for a more effective anti shield grenade. |
Cat Merc
OPERATIVES OF THE GOAT
403
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Posted - 2013.04.06 06:54:00 -
[5] - Quote
semperfi1999 wrote:Cat Merc wrote:semperfi1999 wrote:Wow you shouldnt go quoting a post in the feedback section and put it in the general section. Obviously noone went to the original post and read it.
FLux is unquestionably OP. If you dont think so then you most likely use it as a crutch. The Flux was designed to work against vehicles and does dmg to shields for such high values because of that. However it is also effective against all infantry because there is no infantry that could get more than 1200 shields (the lowest flux nade dmg) that means you never had to lvl up and day 1 noobs can completely destroy proto a proto suit with a single flux nade. That is a pretty big issue.
The suggested fix was for flux dmg to be related to the signature profile of that suit. IE shields suits have larger sig profiles than armor suits and thus would take more dmg (up to a max amount). However the sig profile of infantry suits are alot smaller than HAVs. HAVs should be the standard that takes the full dmg from a flux nade. IE HAV take 1200 dmg from a flux nade but if the HAV has a signature profile of 150 and the infantry suit has a sig profile of 50 then that means the infantry suit would take 1/3rd of the damage that the HAV would take. That is the idea and though it can be tweaked it was a thought on how to balance out the flux nade....instead of it being an insta pwn weapon that can be used against infantry.
Just imagine if I could throw a single grenade that did 80% dmg to a proto heavy if the heavy was anywhere in the blast radius....would that be considered "balanced"? No it wouldnt and this is exactly what you are arguing for and if you cant see that logic then there is no point in discussing it further because you are blinded by your own desire to continue to use this weapon. The Flux nade does what it does. Destroy shields. Its called the Metagame, get used to it, EVE has lots of it and so will Dust. As it is right now, shields are the way to go. They recharge faster and don't slow you down like plates do. That's why the Flux is fine, it counters a more effective shielding system. And about locus nades, unlike Flux nades, they damage both shields and armor. So I'm giving up the ability to take down someones armor in exchange for a more effective anti shield grenade. Then they need a nade that when thrown does 1200 dmg to armor only that i can use against heavies. Hey its meta game man. I love your argument. Literally its so illogical you can use it to defend anything and just call it metagame. I think ccp should give ppl the ability to call in a gundam to completely whipe the map of all enemies.....its not OP its called meta game you noob. Why dont you come back with well reasoned arguments on why a weapon should exist that can completely kill 80% of a players HP if they are even slightly in the AOE when there is no corresponding nade that is as effective against the other hp option. 1200 to Armor will insta kill a player, considering that there is no third layer to the suit :) Which is another reason why shield is better, you get a buffer to run into cover. |
Cat Merc
OPERATIVES OF THE GOAT
417
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Posted - 2013.04.06 17:59:00 -
[6] - Quote
0 Try Harder wrote:have some sympathy for cat merc. His corp just lost some shield tankers. Hey bunny, if you mean Charlotte, then the nerf suggested in that thread won't affect anything
P.S
Next time when trolling, *insert your name here*. |
Cat Merc
OPERATIVES OF THE GOAT
418
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Posted - 2013.04.06 19:28:00 -
[7] - Quote
Tolen Rosas wrote:quit whining.
take away its ability to kill and its fine. the better ones should have increased range. They do have increased range... Unless you mean even more range, in which case I have no comment as I don't know whether to say yes or no. |
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