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Cat Merc
OPERATIVES OF THE GOAT
385
|
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. |
Arkena Wyrnspire
Turalyon Plus
12
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Posted - 2013.04.05 16:33:00 -
[2] - Quote
They shouldn't kill, but they function fine. Don't nerf them bar stopping them outright killing people. |
Cat Merc
OPERATIVES OF THE GOAT
385
|
Posted - 2013.04.05 16:55:00 -
[3] - 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. |
Deluxe Edition
TeamPlayers
84
|
Posted - 2013.04.05 16:57:00 -
[4] - Quote
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. |
Cat Merc
OPERATIVES OF THE GOAT
385
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Posted - 2013.04.05 17:00:00 -
[5] - 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. |
Kalante Schiffer
Supreme Cmdr's Elite
192
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Posted - 2013.04.05 18:23:00 -
[6] - Quote
It makes me laugh when noobs throw one of these at me let alone two, then they miss and i kill them. but it is not funny when it hits me because it makes me think that they need such a cheap advantage, deplete all my shields ummm ok.....scrub. why cant we have a clean 1v1. |
Knarf Black
Subdreddit Test Alliance Please Ignore
548
|
Posted - 2013.04.05 18:25:00 -
[7] - 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 shield regulators will shorten that 10 second wait. I never leave home without them. |
Deluxe Edition
TeamPlayers
84
|
Posted - 2013.04.05 19:00:00 -
[8] - Quote
I have 2 25% regulators... it still takes 10s to get shields back after flux. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
468
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Posted - 2013.04.05 19:02:00 -
[9] - Quote
Kalante Schiffer wrote:only noobs who need an advantage use flux grenades.
Ain't that right? Real men only use melee. Let the scrubs use weapons.
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Bojo The Mighty
Bojo's School of the Trades
806
|
Posted - 2013.04.05 19:03:00 -
[10] - Quote
I'm up to something like 13 kills with a flux nade, probably more |
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Jakar Umbra
Militaires-Sans-Frontieres
28
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Posted - 2013.04.05 19:24:00 -
[11] - 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. |
Godin Thekiller
KNIGHTZ OF THE ROUND
32
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Posted - 2013.04.05 19:30:00 -
[12] - Quote
Then nerf AV nades as well. All vehicles would be happy (even shield) |
Sloth9230
Reaper Galactic
763
|
Posted - 2013.04.05 19:36:00 -
[13] - Quote
Deluxe Edition wrote:I have 2 25% regulators... it still takes 10s to get shields back after flux. If that's true, then they're broken. Their description says they shorten the delay from complete depletion as well. |
Sev Alcatraz
The Tritan Industries
203
|
Posted - 2013.04.05 19:36:00 -
[14] - Quote
I want a thermite grenade that will bring down an opponents armour then |
Jakar Umbra
Militaires-Sans-Frontieres
29
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Posted - 2013.04.05 19:38:00 -
[15] - 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. |
Wrath Red-Feather
Foxhound Corporation
19
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Posted - 2013.04.05 19:42:00 -
[16] - Quote
As a sniper I don't get hit with nades much, but... Bring the nerf hammer down! JK. I would like to think all nades have its usefulness and won't require much tweaking. |
Valkreena Haederox
Royal Uhlans Amarr Empire
17
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Posted - 2013.04.05 19:44:00 -
[17] - Quote
Flux grenades are fine. They're purpose built tools that do one thing- strip shields. That's all they do. If you're having issues with flux grenades, there are always the armor focused drop suits. |
semperfi1999
Internal Error. Negative-Feedback
401
|
Posted - 2013.04.05 19:47:00 -
[18] - Quote
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. |
semperfi1999
Internal Error. Negative-Feedback
401
|
Posted - 2013.04.05 19:48:00 -
[19] - Quote
Jakar Umbra wrote: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.
He is talking about a nade that at lvl 1 will completely ignore shields but will drain all armor HP from any heavy including proto. |
Jammeh McJam
NEW AGE EMPIRE
0
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Posted - 2013.04.05 19:49:00 -
[20] - Quote
Nerfing AV nades would balance out the HAVs IF flux nades got nerfed, however it would make HAVs way too OP and i doubt anyone would like that (exept the tank drivers). Eventually tanks would get nerfed, meaning more and more things get nerfed to give the nerfed tanks a chance, until it takes a forge gun to take down a scout suit (in the extremes).
Personally I love AV nades and seeing them nerfed would really ruin my gameplay style because I use them with every fit and I like seeing expensive vehicles burn at my feet. |
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semperfi1999
Internal Error. Negative-Feedback
401
|
Posted - 2013.04.05 19:53:00 -
[21] - Quote
Jammeh McJam wrote:Nerfing AV nades would balance out the HAVs IF flux nades got nerfed, however it would make HAVs way too OP and i doubt anyone would like that (exept the tank drivers). Eventually tanks would get nerfed, meaning more and more things get nerfed to give the nerfed tanks a chance, until it takes a forge gun to take down a scout suit (in the extremes).
Personally I love AV nades and seeing them nerfed would really ruin my gameplay style because I use them with every fit and I like seeing expensive vehicles burn at my feet.
The only ppl talking about nerfing AV nades are people who never read the original post that is being quoted. |
Gunner Nightingale
Internal Error. Negative-Feedback
441
|
Posted - 2013.04.05 19:54:00 -
[22] - 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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Jakar Umbra
Militaires-Sans-Frontieres
29
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Posted - 2013.04.05 19:58:00 -
[23] - 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. |
semperfi1999
Internal Error. Negative-Feedback
401
|
Posted - 2013.04.05 20:10:00 -
[24] - Quote
Jakar Umbra 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 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.
If we are thinking realisticaly then yes it should cause a dropsuit to sieze up. But without having at least a correspondingly strong nade to use against armor infantry (locus is nothing compared to flux) there is a serious imbalance. I think it would be imbalanced even if there was a corresponding nade as the amount of dmg we are talking about it wayy to high for the suits. Couple this with all the other issues gunner noted and the fact remains....there is something wrong with the flux nades. Whether we go this route for balancing or another something needs to be done. To be able to strip 100% of the shields at lvl 1 (meta 1) from a suit lvl 3 (meta 4-5) is somethign that should not exist. It might be easier to make it even a set amount of shields total that it can drain. IE if there are 6 ppl in the blast radius then the dmg to shields is spread equally among them making it only do 200 dmg per peron. This would make it still useful against a lone HAV but make it not quite so OP when throwing it into groups of infantry.
I dont know I think there are many possible solutions. The issue is that is needs to be fixed....how that is done is up for debate. |
Cat Merc
OPERATIVES OF THE GOAT
396
|
Posted - 2013.04.05 20:40:00 -
[25] - 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. |
Cody Sietz
The Tritan Industries
69
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Posted - 2013.04.05 20:55:00 -
[26] - Quote
If they nerf flux grenades for infantry, then they should make it seek out vehicles. |
Booby Tuesdays
THE DOLLARS
57
|
Posted - 2013.04.05 20:58:00 -
[27] - 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. This may be the case, but I have seen at least three people recover their shields within 5 seconds of my flux grenade stripping them of their shields. The only nerf needed if any, is the ability to kill with them. The only people hating on flux so far are shield tanks me thinks. |
mollerz
s1ck3r Corp
118
|
Posted - 2013.04.05 21:14:00 -
[28] - Quote
Out of desperation i whipped a flux nade at a screaming enemy LAV heading towards me and it somehow killed the driver... and it totally looked like it hit him in the face... I was totally O faced. I can only imagine his O face was Oer. |
semperfi1999
Internal Error. Negative-Feedback
401
|
Posted - 2013.04.05 21:23:00 -
[29] - Quote
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.
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Goon ReGnUM
Immobile Infantry
7
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Posted - 2013.04.05 21:48:00 -
[30] - Quote
Cat Merc wrote: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.
Fuse time need a fix . |
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