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Jakar Umbra
Militaires-Sans-Frontieres
28
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Posted - 2013.04.05 19:24:00 -
[1] - Quote
I'm just going to throw this chain of thoughts in here:
Caldari and Gallente have issues with each other and look to fight.
Caldari shield tanks.
Flux grenade is a Gallente weapon.
Flux grenade does its job and kills shields making way for hybrid damage to finish armour.
I'm going to assume the people who have issues with the Flux Grenade use the secondary variants of the Caldari Assault Suit.
Also as for radius, look at it in terms of locus grenades require the fuse and the charge while Flux require electronics and a power source. As we know, the Gallente are good with powergrid.
Other thing is flux grenades take out a Caldari HAVs shields as fast as AV nades drop a Gallente HAV, nerf them and the Caldari HAV becomes unbalanced. |
Jakar Umbra
Militaires-Sans-Frontieres
29
|
Posted - 2013.04.05 19:38:00 -
[2] - Quote
Sev Alcatraz wrote:I want a thermite grenade that will bring down an opponents armour then
Explosives are 130% effective against armour if I'm not mistaken (unless it changed recently and I didn't notice)
A locus grenade would suffice. |
Jakar Umbra
Militaires-Sans-Frontieres
29
|
Posted - 2013.04.05 19:58:00 -
[3] - 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 less damage than 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.
Have to say, this is an interesting solution and well thought out. While I know you used the numbers as an example and like you said they could of course be tweaked, I'm going to reuse your numbers for my question. Let's say the HAV is the 150 sig profile and the medium frame suit is 50, therefore the 1/3 damage applies, that's still 400 from a basic flux grenade. Of course chances are if this method with the profile was used the medium frame suit would probably be what, 1/5 or even lower than that of the HAV's profile? Thing is in the end it can't kill you (bug not withstanding) so finding how exactly to apply that to the suits would be a little difficult.
My next thing is, looking at it from a different standpoint, is if a flux grenade has enough capabilities to overpower the electronic systems in a HAV in order to do that much damage to shields through whatever redundant systems it has wouldn't it essentially just cause a dropsuit to seize up? Of course I'm not saying this is what it should do, I'm just saying its an interesting perspective. |
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