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Gunner Nightingale
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Posted - 2013.04.05 19:54:00 -
[1] - 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.
The radius for flux nades is the same as locus nade at each tier.
Also even though the radii are listed as 6.0 6.6 and 7.2m those in fact are the blast diameters.
This is easily confirmed by having two players stand 3m on either side of a person with a flux nade and have the person overcook the flux. The field will reach right up to the two players.
Moverover the reason why the flux are a problem is they are not proportional to signatures but more so the nades still have a 2s contact timer like the locus before the patch making spam easier, conversely with FF fire coming there will be consquences for misthrown grenades.
The major problem is the increased frequency of deaths that occur from a flux nade explosion which was a bug that came back shortly after the sound hotfix and rollback.
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Gunner Nightingale
Internal Error. Negative-Feedback
441
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Posted - 2013.04.06 00:01:00 -
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mikegunnz wrote:Flux bug where it kills people needs to be addressed. Other than that, its fine.
Flux nades cannot kill people. Regular nades can. There would be no point to carrying flux nades if they did less damage. Right now the whole point is to give you a nade option that can severly cripple an infantry opponent, but not kill AND also act as a (weak) AV weapon.
Lowering shield damage would ruin it. Right now its working as intended.
The problem isn't the flux nade, it's the fact that we don't have the full variety of suit variants. Once you factor in more types of racial suits etc, (ie: suits that aren't as shield tanked, but still offer better stats than a type1) this will give people options.
The problem when you boil it down, is the same one that existed 6mo and a year ago....there is very little reason to armor tank your suit.
Even then one of the issue with flux nades is the they dont do a proportional damage if any piece of the field catches you its a full reduction on shield. Add to this it still maintains the 2s contact timer allowing for easy spam and an ability to do damage even if its limited to shields through solid objects and in 3dimension far more effectively than a locus nade so i think it has quite a bit of attributes that make it more than fair compared to locus nade that it not doing a full shield strip on a stacked infantry isnt going to break it.
I would be willing however to see a balancing around its reduced effectiveness when the field has to penetrate an object for the field to touch the the target kinda of like an absorption effect of the em field. Combined with the flux kill bug and a 5s contact timer while still maintaining its current damage levels to infantry.
Before someone comes and say it doesnt work through walls ive used flux long enough to tell you it definitely does. Has it been sporadic at time yes but thats often in the vertical plane like all explosives despite its obvious bubble blast when thrown straight in the air. But back on point.
To me stripping the shields off the suit isn't as big the issue for me as it is the fact it works through walls, there is no proportional damage based on distance to center of radius like there is with locus nades, and that there is a 2s contact fuse is what allows for a constant and never ending field of flux nades that require little to no effort to achieve effect. ( i use them enough to know) That said though it may become more prevalent in pubs in time as the playerbase catches up, it may serve as a double edged sword in FF enabled matches.
Regardless fix contact timer and kill bug at a minimum and consider proportional damage based on distance from epicenter for infantry. (for vehicles leave it any piece of the field as i feel thats a little better than having homing feature added to compensate for requiring such a precise throw on a fast moving object). |
Gunner Nightingale
Internal Error. Negative-Feedback
441
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Posted - 2013.04.06 02:27:00 -
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Shadow Archeus wrote:OK possible comprise
Lower the radius and damage but have it deal damage for as long as the explosion animation continues
I've seen people run right through the blast....its not an explosion its an energy field it should hit if you run through it
And add a skill that increases the length of the animation..but not by much maybe for 5 seconds max...then it becomes an area denial weapon albeit for a short duration
Also increase the time it takes for grenades to regent from nanos.....I've seen a lot of made spamming
I just cant stress this enough. Now i make room that the stats listed are not what the actual nades function as but for clarification
Blast radius is in fact blast diameter
std 6.0m adv 6.6m pro 7.2m
This is identical for av, locus, and flux nade.
It seems bigger because the area of the flux nade is represented by a sphere that extend the entire diameter where as the shrpanel effect of grenades are not animated and all you see is the center portion of the blast.
The only true test is to take 2 enemies and suicide cook a locus nade and see if damage is done to 2 individual standing exactly 3m from the person in the center. (We know this is the case for flux nades)
This is important for a few reason 6m diameter is a huge step down from a 6m radius.
Att the end of the day what makes the flux a problem and one that was ignored for quite some time, despite regular flux users citing this as a potential abused option for players given its overwhelming effect without need for any sort of precision.
It can be quicktossed in rapid succssion with only 2s contact time and unlike locus nades which could be avoided by seeking cover that option does not exist with flux nades as they work through objects (which should allow it to work at a drastically reduced efficiency imo) and because of the 2s timer which allows for easy and continous spam.
As i said nade spam may end up self correcting in PC with FF on but who knows.
Oh and to the individuals that talk about how locus nades can kill and thats what make the trade off fair, locus nade need to be cooke otherwise only dumb ppl die to them because they dont bother to retreat. Moreover death generally doesnt occur unless near the dead center. The further you are from that it has a reduced damage effect until you are outside of the blast radius. Meaning a more precise throw in order for death.
Flux nade as long as any part of the field touches you exerts full effect and there is no time to react with a 2s timer(something the community and CCP agreed on when they changed the timers on the locus nades back a few mos ago). This allows for imprecise and spammed haptic nade toss as opposed to precision thrown, cooked or any other consideration. |
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