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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
331
|
Posted - 2013.05.20 21:12:00 -
[1] - Quote
Habeeb it or not, this isn't a gripe thread. I am actually, for the most part, fine with the current AV setup. We only have access to standard HAVs and the glass-cannon Enforcers currently, so the HAV-game is a bit gimped as it is.
I posted the following in a separate thread, but I think it deserves its own thread. Lemme know what you guys think:
>>>As a tanker, I have no problem with most of the current av equipment. If I get blown up by a proto forge, it means I was playing wrong.
That said, I have two small changes I would make.
First, please split Grenadier into three different skills, one for each nade. This way, we get more specialization instead of skilling for that proto locus with proto av/flux as bonus items. Split it like we do every other weapon system.
Second, the militia forge is a bit strong for a militia weapon. The other versions are fine, and I like the idea that someone can try out av without too much of a skill investment. It is, however, very effective for being militia. A bit of a damage reduction on this and I would be happy.<<<
There ya go. Either shower me with praise and first-born sacrifices or rub cigarettes into my arm and call me scum (post your thoughts). |
Night Ward
Ametat Security Amarr Empire
2
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Posted - 2013.05.20 21:13:00 -
[2] - Quote
To much text! |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
331
|
Posted - 2013.05.20 21:16:00 -
[3] - Quote
Night Ward wrote:To much text!
I have a text fetish. Stop making fun of me. |
Iron Wolf Saber
Den of Swords
4468
|
Posted - 2013.05.20 21:17:00 -
[4] - Quote
Dunno militia forges can do alot of damage but at starter levels the recharge time is too long follow up shots are extremely hard to maintain on a moving target. Its only when they start leveling up does it become a problem of being free and effective, then again all militia gear is this way. a militia outfit with 20 million sp behind it is going to give a proto a run for his money. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
181
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Posted - 2013.05.20 21:17:00 -
[5] - Quote
The only problem I have with that idea, is that they are all grenades, they all have the word "grenade" in them.
/rubbing cigarettes into your arm
"scum"
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
332
|
Posted - 2013.05.20 21:20:00 -
[6] - Quote
Iron Wolf Saber wrote:Dunno militia forges can do alot of damage but at starter levels the recharge time is too long follow up shots are extremely hard to maintain on a moving target. Its only when they start leveling up does it become a problem of being free and effective, then again all militia gear is this way. a militia outfit with 20 million sp behind it is going to give a proto a run for his money.
Fair enough. I also realize that we only have access to the standard HAV's at this point, so maybe having the tougher Marauders out and about will alleviate this issue.
To be honest, I care more about the Grenadier skill being split to allow for specialization than the militia forge. The extra charge time makes it that much easier to find cover. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
332
|
Posted - 2013.05.20 21:22:00 -
[7] - Quote
Alaika Arbosa wrote:The only problem I have with that idea, is that they are all grenades, they all have the word "grenade" in them.
/rubbing cigarettes into your arm
"scum"
True, but it's the only skill (that I can think of) that allows access to multiple items with EDIT: >completely< different roles. Nanohives take nanocircuitry, the AR requires Assault Rifle, shield extenders / armor repairers / damage amps / stimulants... every item has a skill for it except for Grenadier, which gives you three items for the price of one. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1047
|
Posted - 2013.05.20 21:24:00 -
[8] - Quote
Keep grenades in the same tree, but AV grenades should be weaker. They almost diminish incentive to spec into AV weapons that should be the real hard hitters since you're giving up your primary weapon. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
332
|
Posted - 2013.05.20 21:27:00 -
[9] - Quote
Cosgar wrote:Keep grenades in the same tree, but AV grenades should be weaker. They almost diminish incentive to spec into AV weapons that should be the real hard hitters since you're giving up your primary weapon.
Personally, I think AV nades are fine as-is. I just think that if you want AV nades, you should spec into AV nades, Flux grenadiers should spec into Flux grenades, and the Locus bros should spec into Locus grenades.
Right now, if you get grenadier to 3, you get Flux, AV, and Locus. There's no specialization required. If this were implemented, we'd see a few less AV nades (not completely removed) and the "HAV UP" threads might slow down. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
75
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Posted - 2013.05.20 21:33:00 -
[10] - Quote
I support splitting grenades. I would really like a clearer class distinction with AV. There's so few of us around because infantry can hit so hard themselves with blob tactics with AV 'nades on your average tanker. |
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Polish Hammer
Conspiratus Immortalis League of Infamy
433
|
Posted - 2013.05.20 21:48:00 -
[11] - Quote
Reduce the overall damage that the militia forge gun does maybe?
I'm running a 9K33 Adv Forge with two Enhanced Damage mods, not the best set up i've ever run, but not the worst (the militia forge gun is the worst, I hate that thing). What i've noticed is that even with an okay AV set up that I have i'm still just area-denial rather than soloing tanks. |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
417
|
Posted - 2013.05.20 21:55:00 -
[12] - Quote
I disagree that grenades should be split. They are all grenades. The balance is in the skill multiplier (x4). it takes twice as many skill points to upgrade than any light weapon operations skill. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
332
|
Posted - 2013.05.20 22:06:00 -
[13] - Quote
Full Metal Kitten wrote:I disagree that grenades should be split. They are all grenades. The balance is in the skill multiplier (x4). it takes twice as many skill points to upgrade than any light weapon operations skill.
Assault Rifles, Scrambler Rifles, Plasma Cannons, Mass Drivers, Shotguns, Laser Rifles, and Sniper Rifles are all light weapons, but we don't get a far-reaching "Light Weapons" skill to train into everything at once. The tree is split to allow for specialization, as should grenadier. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
332
|
Posted - 2013.05.20 22:10:00 -
[14] - Quote
Polish Hammer wrote:Reduce the overall damage that the militia forge gun does maybe?
I'm running a 9K33 Adv Forge with two Enhanced Damage mods, not the best set up i've ever run, but not the worst (the militia forge gun is the worst, I hate that thing). What i've noticed is that even with an okay AV set up that I have i'm still just area-denial rather than soloing tanks.
I think that, for a militia weapon, the militia forge does a great deal of damage for the 0 skill cost it takes to wield it (suit not included). A slight reduction in damage would be fine, but as pointed out earlier, it loses out to the better variants in charge time.
This might also be fixed when we get marauders back. Probably see a bunch of "TANKS TOO STRONK" threads that day... |
Nariec
Carbon 7
16
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Posted - 2013.05.20 22:15:00 -
[15] - Quote
Their all grenades, don't change it, it'll just waste too much SP just to get certain types of grenades. Besides, you can only carry one type of grenade at a time, and THEY ARE ALL LIMITED, compared to you Tankers who basically have INFINITE AMOUNT OF AMMO to rain Hell behind your redlines or roflstomp people with your blasters. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
333
|
Posted - 2013.05.20 22:19:00 -
[16] - Quote
Nariec wrote:Their all grenades, don't change it, it'll just waste too much SP just to get certain types of grenades. Besides, you can only carry one type of grenade at a time, and THEY ARE ALL LIMITED, compared to you Tankers who basically have INFINITE AMOUNT OF AMMO to rain Hell behind your redlines or roflstomp people with your blasters.
The thread isn't about ammo count (albeit I'd like to see us tankers have a finite supply of ammo).
They're all light weapons, it'll just waste too much SP just to get certain types of weapons.
I want to define roles more. If someone specializes in AV, they should be using AV grenades. What we're seeing is every single AR/SMG Assault / Logi suit stomping tanks with their AV nade blobs while also keeping their infantry role with their guns. |
Sloth9230
Reaper Galactic ROFL BROS
1432
|
Posted - 2013.05.20 22:25:00 -
[17] - Quote
TheAmazing FlyingPig wrote:Alaika Arbosa wrote:The only problem I have with that idea, is that they are all grenades, they all have the word "grenade" in them.
/rubbing cigarettes into your arm
"scum"
True, but it's the only skill (that I can think of) that allows access to multiple items with EDIT: >completely< different roles. Nanohives take nanocircuitry, the AR requires Assault Rifle, shield extenders / armor repairers / damage amps / stimulants... every item has a skill for it except for Grenadier, which gives you three items for the price of one.
Is an assault scrambler rifle not a scrambler rifle? Is a tactical AR not an AR? And are those nano-hives that heal instead of resupply not nano-hives? |
Sloth9230
Reaper Galactic ROFL BROS
1432
|
Posted - 2013.05.20 22:28:00 -
[18] - Quote
Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.
Dude... I'm so smart. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
333
|
Posted - 2013.05.20 22:30:00 -
[19] - Quote
Sloth9230 wrote:TheAmazing FlyingPig wrote:Alaika Arbosa wrote:The only problem I have with that idea, is that they are all grenades, they all have the word "grenade" in them.
/rubbing cigarettes into your arm
"scum"
True, but it's the only skill (that I can think of) that allows access to multiple items with EDIT: >completely< different roles. Nanohives take nanocircuitry, the AR requires Assault Rifle, shield extenders / armor repairers / damage amps / stimulants... every item has a skill for it except for Grenadier, which gives you three items for the price of one. Is an assault scrambler rifle not a scrambler rifle? Is a tactical AR not an AR? And are those nano-hives that heal instead of resupply not nano-hives?
Fair point, and I really have no counter argument to it.
I will, however, stand by my opinion that the roles these grenades fill are different from one another in a great enough aspect that they should be individual skills. |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
419
|
Posted - 2013.05.20 22:35:00 -
[20] - Quote
TheAmazing FlyingPig wrote:I want to define roles more. If someone specializes in AV, they should be using AV grenades. What we're seeing is every single AR/SMG Assault / Logi suit stomping tanks with their AV nade blobs while also keeping their infantry role with their guns. The irony of this debate is all the tankers in Chromosome that told infantry to HTFU and adapt with AV after pubstomps. Guess what? We did. Turns out your tears are just as salty as ours.
Seriously though, what you are describing, everyone rolling AV nades, is called adapting. And tbqh we carry them to counter LAVs more than your tank. You are just icing on the cake if we are in the right place at right time. Thankfully, I doubt CCP will split grenade skills. But who cares if they do. I'll grind the SP and keep coming at you bro. :) |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
333
|
Posted - 2013.05.20 22:37:00 -
[21] - Quote
Full Metal Kitten wrote:TheAmazing FlyingPig wrote:I want to define roles more. If someone specializes in AV, they should be using AV grenades. What we're seeing is every single AR/SMG Assault / Logi suit stomping tanks with their AV nade blobs while also keeping their infantry role with their guns. The irony of this debate is all the tankers in Chromosome that told infantry to HTFU and adapt with AV after pubstomps. Guess what? We did. Turns out your tears are just as salty as ours. Seriously though, what you are describing, everyone rolling AV nades, is called adapting. And tbqh we carry them to counter LAVs more than your tank. You are just icing on the cake if we are in the right place at right time. Thankfully, I doubt CCP will split grenade skills. But who cares if they do. I'll grind the SP and keep coming at you bro. :)
And if I die to a dedicated AV specialists AV grenades, I will have no problem with that. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1049
|
Posted - 2013.05.20 22:41:00 -
[22] - Quote
TheAmazing FlyingPig wrote:Cosgar wrote:Keep grenades in the same tree, but AV grenades should be weaker. They almost diminish incentive to spec into AV weapons that should be the real hard hitters since you're giving up your primary weapon. Personally, I think AV nades are fine as-is. I just think that if you want AV nades, you should spec into AV nades, Flux grenadiers should spec into Flux grenades, and the Locus bros should spec into Locus grenades. Right now, if you get grenadier to 3, you get advanced Flux, AV, and Locus. There's no specialization required. If this were implemented, we'd see a few less AV nades (not completely removed) and the "HAV UP" threads might slow down. That's like saying the standard, burst, breach, and tactical ARs should have their own separate skill tree when they're the same weapon family, but different variants. AV grenades should just be slightly weaker because they eliminate the need for people to use other AV weapons. Think about it, how often have you seen swarms and plasma cannons actually killing vehicles? |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
181
|
Posted - 2013.05.20 22:45:00 -
[23] - Quote
Full Metal Kitten wrote:I disagree that grenades should be split. They are all grenades. The balance is in the skill multiplier (x4). it takes twice as many skill points to upgrade than any light weapon operations skill.
^this
plus you're forgetting that Nanocircuitry also grants access to Nanite Injectors.
Though, TBH, I wouldn't mind knowing hard numbers on the AV grenades.
Also, where is my grenadier dropsuit (2 highs, 2 lows, LW slot, SA slot, 2 grenade slots and 9 equipment)? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
333
|
Posted - 2013.05.20 22:47:00 -
[24] - Quote
Cosgar wrote:TheAmazing FlyingPig wrote:Cosgar wrote:Keep grenades in the same tree, but AV grenades should be weaker. They almost diminish incentive to spec into AV weapons that should be the real hard hitters since you're giving up your primary weapon. Personally, I think AV nades are fine as-is. I just think that if you want AV nades, you should spec into AV nades, Flux grenadiers should spec into Flux grenades, and the Locus bros should spec into Locus grenades. Right now, if you get grenadier to 3, you get advanced Flux, AV, and Locus. There's no specialization required. If this were implemented, we'd see a few less AV nades (not completely removed) and the "HAV UP" threads might slow down. That's like saying the standard, burst, breach, and tactical ARs should have their own separate skill tree when they're the same weapon family, but different variants. AV grenades should just be slightly weaker because they eliminate the need for people to use other AV weapons. Think about it, how often have you seen swarms and plasma cannons actually killing vehicles?
Plasma cannons definetly need a rework. I pull one out every once in a while for kittens and giggles. I've blown up plenty of dropships (bad pilots) and LAV's with swarms.
The different variants of an item should fall under the same tree. It's the same item. The grenades, however, are not.
Locus grenades deal explosive damage over a medium area. There are multiple variants to the Locus, including explosion on impact and a tighter blast radius.
Flux grenades completely wipe out shields in the same area. I don't know much about the variants since I don't use these much.
AV grenades, when thrown (and come within range of a vehicle), home in on the target and explode on impact. These are a non-threat to infantry, and there is a packed variant with a smaller explosion radius (not sure why, these seek one vehicle and explode on impact).
I leave the variants of an item under the same skill, but these are different weapon systems. |
Laheon
Osmon Surveillance Caldari State
575
|
Posted - 2013.05.20 22:48:00 -
[25] - Quote
I'll copy this across from another thread I posted in... Numbers may not be exactly right, ofc, but they're approximate ratios that I'd like to see in game.
Quote:I'd argue more for about 7-10 AV grenades for a standard tank, possibly about 5-6 for a militia one, with one for a militia LAV, or three for a Logi LAV. Depending on fits, of course. This is, of course, with a general nerf to AV nades, in line for FG and swarm damage. Proto FG's should be able to take out a standard tank within 3-4 hits, with damage mods, two for a logi LAV. Swarms should take 6-7 full swarms to take out the standard tank, with again, three for a logi LAV. |
CRAZYHORSE ONE EIGHT
CowTek IT Infotech
19
|
Posted - 2013.05.20 23:05:00 -
[26] - Quote
Sloth9230 wrote:Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.
Dude... I'm so smart.
I actually quite like that. It allows for entry level followed by specialisation.
As much as I would hate for my locus grenades to get an initial nerf, the idea is good. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
181
|
Posted - 2013.05.20 23:05:00 -
[27] - Quote
TheAmazing FlyingPig wrote: AV grenades, when thrown (and come within range of a vehicle), home in on the target and explode on impact. These are a non-threat to infantry, and there is a packed variant with a smaller explosion radius (not sure why, these seek one vehicle and explode on impact).
I leave the variants of an item under the same skill, but these are different weapon systems.
IIRC, it is a smaller "seek" range, not explosion radius |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
334
|
Posted - 2013.05.20 23:09:00 -
[28] - Quote
Alaika Arbosa wrote:TheAmazing FlyingPig wrote: AV grenades, when thrown (and come within range of a vehicle), home in on the target and explode on impact. These are a non-threat to infantry, and there is a packed variant with a smaller explosion radius (not sure why, these seek one vehicle and explode on impact).
I leave the variants of an item under the same skill, but these are different weapon systems.
IIRC, it is a smaller "seek" range, not explosion radius
Ah, sorry about that. Thanks for catching that. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
181
|
Posted - 2013.05.20 23:11:00 -
[29] - Quote
CRAZYHORSE ONE EIGHT wrote:Sloth9230 wrote:Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.
Dude... I'm so smart. I actually quite like that. It allows for entry level followed by specialisation. As much as I would hate for my locus grenades to get an initial nerf, the idea is good.
I could support this idea too.
Set it up so that Grenadier is just an SP sink skill (or make it work like Demo does for Explosives) and then have each type have its own skill. If they did this though, the multiplier should be reduced to compensate for the SP sink of Grenadier. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
334
|
Posted - 2013.05.20 23:16:00 -
[30] - Quote
Alaika Arbosa wrote:CRAZYHORSE ONE EIGHT wrote:Sloth9230 wrote:Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.
Dude... I'm so smart. I actually quite like that. It allows for entry level followed by specialisation. As much as I would hate for my locus grenades to get an initial nerf, the idea is good. I could support this idea too. Set it up so that Grenadier is just an SP sink skill (or make it work like Demo does for Explosives) and then have each type have its own skill. If they did this though, the multiplier should be reduced to compensate for the SP sink of Grenadier.
This solution is better than the one I suggested. +1 to you good sir. |
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