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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
309
|
Posted - 2013.06.07 21:05:00 -
[61] - Quote
KAGEHOSHI Horned Wolf wrote:These abominations should not exist.
Why not?
As long as they are available through ISK, I think they should be here to stay. Hell, I'd go so far as to say that we should get Fused Flux Grenades too. |
Cass Barr
Red Star. EoN.
149
|
Posted - 2013.06.07 21:16:00 -
[62] - Quote
Well it would make things a lot easier for the new players, at least. Just put a note somewhere that the only things you actually need to skill into are grenades and nanohives, and just ignore the rest of it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4249
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Posted - 2013.06.07 21:21:00 -
[63] - Quote
Alaika Arbosa wrote:KAGEHOSHI Horned Wolf wrote:These abominations should not exist. Why not? As long as they are available through ISK, I think they should be here to stay. Hell, I'd go so far as to say that we should get Fused Flux Grenades too. Because balance. Explode on contact is fine, one-hit-kill is fine, but not both of these things together; they're instant victory no skill items. Fused flux grenades don't really make sense because flux grenades have little to no fuse time anyway. |
Kalzoo
Subdreddit Test Alliance Please Ignore
0
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Posted - 2013.06.07 22:28:00 -
[64] - Quote
There at least needs to be an ISK equivalen |
Arkena Wyrnspire
Turalyon Plus
849
|
Posted - 2013.06.07 22:30:00 -
[65] - Quote
Kalzoo wrote:There at least needs to be an ISK equivalen No, there definitely doesn't. They need to go. |
C Saunders
Tech Guard General Tso's Alliance
281
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Posted - 2013.06.08 07:04:00 -
[66] - Quote
Arkena Wyrnspire wrote:Kalzoo wrote:There at least needs to be an ISK equivalen No, there definitely doesn't. They need to go.
Agreed. Get rid of hand thrown contact grenades CCP. |
Kastigrar
Ametat Security Amarr Empire
1
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Posted - 2013.06.08 08:30:00 -
[67] - Quote
ISuperstar wrote:Signed, just discontinue the production. Let those that have bought them already keep them.
This |
Reiki Jubo
Amarr Templars Amarr Empire
147
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Posted - 2013.06.08 17:16:00 -
[68] - Quote
MD and Flaylock pistol need to be added to this list. reward player aim, dont reward shooting at the feet of a person or in their vicinity and depending on splash.
AOE weapons be low ammo, low rof and low damage from splash as a rule just like the forge. want full damage? hit the actual person. |
Django Quik
R.I.f.t
641
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Posted - 2013.06.08 17:31:00 -
[69] - Quote
Agreed. Either remove them or make the damage far less. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1230
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Posted - 2013.06.08 17:36:00 -
[70] - Quote
xprotoman23 wrote:And the MD and FP don't encourage that same type of play MD is meant to stop a bunch of assaults from running around in a conga line and flushing campers out.
Also /signed because of this. |
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C Saunders
Tech Guard General Tso's Alliance
285
|
Posted - 2013.06.08 17:48:00 -
[71] - Quote
Reiki Jubo wrote:MD and Flaylock pistol need to be added to this list. reward player aim, dont reward shooting at the feet of a person or in their vicinity and depending on splash in any form. i'm not saying remove them but lower the splash damage considerably.
AOE weapons be low ammo, low rof and low damage from splash as a rule just like the forge. want full damage? hit the actual person.
No. The mass driver is fine. The mass driver is one of the weapons that require very good aim at more than 15 meters away. |
Cass Barr
Red Star. EoN.
157
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Posted - 2013.06.08 19:14:00 -
[72] - Quote
The MD is fine, though scary to armor users. The FP just needs its ROF reduced so it doesn't fire so ridiculously quicker than an MD.
Fused grenades should be completely removed, with AUR and ISK refunded. |
Laurent Cazaderon
What The French CRONOS.
1541
|
Posted - 2013.06.10 13:22:00 -
[73] - Quote
Kain Spero wrote:/signed
But the fused nades need to be replaced with another type of non contact nade that has no skill requirements.
Turn them into non-skilled needed M1 and you're good. Take off the rest and reimbursed ISK\AUR to owners.
And BUMP.
Sign people. |
Obodiah Garro
Tech Guard General Tso's Alliance
118
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Posted - 2013.06.10 14:55:00 -
[74] - Quote
Giving this a bump so I can shamelessly ask again for flaylock splash damage nerf |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2013.06.10 15:57:00 -
[75] - Quote
Signed
make Flaylocks harder to use (a little like with the TAC ARs) and return MD's to their former glory too and all explosives may be fixed. |
Divu Aakmin
S.e.V.e.N.
1
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Posted - 2013.06.11 00:12:00 -
[76] - Quote
I think they need to be fixed. A lessened cook time would work... cook time reduction could be a skill i dont care... right now it's, where'd that shotgun sprinter come from?! R1 ... i win..."
Anyway...+1. And the fact there isnt an isk version is lame as well... i understand this game just came out of beta not long ago and there is going to need to be tweaks here and there. I just want to see my patch updater to run so i am reminded they are working on bug/balances. What is a dragon boat festival anyway? Lol |
Rachoi
HavoK Core RISE of LEGION
88
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Posted - 2013.06.11 00:18:00 -
[77] - Quote
Master Jaraiya wrote:As a heavy, I don't even like the sound of nades exploding on contact!
Why you hate heavies so much CCP?
hah... sounds familiar from so many heavies in my corp.
contact grenades are a horrible idea, since they practically sweep MDs under the rug to be left there. my current weapon of choice in most engagements, and fav thing to hit people with at a distance.
SIGNED
on a side note to MJ there *fires Mass Driver shell right beside* |
Sontie
Ill Omens EoN.
655
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Posted - 2013.06.11 00:20:00 -
[78] - Quote
/signed. They don't fit in well with the rest of the game. Or at least make them really hard to equip (higher cpu/pg) |
Cass Barr
Red Star. EoN.
200
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Posted - 2013.06.11 23:20:00 -
[79] - Quote
Bump |
Thor McStrut
Reckoners
33
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Posted - 2013.06.11 23:41:00 -
[80] - Quote
Signed. I'd like to see them removed. |
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Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
5
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Posted - 2013.06.11 23:52:00 -
[81] - Quote
Kastigrar wrote:ISuperstar wrote:Signed, just discontinue the production. Let those that have bought them already keep them. This Guess it will be time to stock up, then. /sarcasm
The only thing I don't like is that the AUR version only needs level 1. The level 5 thukker contact is fine, you actually need a lot of SP to be using those. Even if the AUR grenade was at least increased to level 4 to be on par with other AUR items.
Level 1 CCP, really? Why you hate heavies? |
WeapondigitX V7
Planetary Response Organization
12
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Posted - 2013.06.12 05:31:00 -
[82] - Quote
I have used fused contact grenades and thukker contact grenades. The fused locus grenades maybe OP and probably need a price increase in aurum and maybe a nerf.
But the thukker contact grenades are fine. They are very expensive and require a lot of SP and HUGE amounts of skill or luck to use at ranges greater than 13m. They might need to be more expensive but they are not OP. They have a small blast radius and throw speed is slow enough that the GEX AR with 3 complex damage mods can do an equal amount of damage in the same amount of time (if all your bullets hit which can be solved by fixing the hit detection issues). A GEX AR with 3 complex damage mods costs less than 25000 ISK does it not? (Thukker contact grenades cost about 25000 ISK if I remember correctly). An experienced person can dodge thukker contact grenades at ranges greater than 10m easily. Just keep your distance from the target. I have dodged 3 thukker grenades easily with militia gear at 6m. And the guy using them was getting a few kills and was probably an experienced player. But he still died easily.
Proto flux grenades do HUGE shield damage. Just like thukker does HUGE armor damage. the difference is that flux grenades help other players that are trying to kill tanks and other vehicles to a much greater effect than thukker grenades. Proto Flux also has a much larger range making it effective at much larger ranges like 30m. Proto Flux is also cheaper if I remember correctly. Heavies have large amounts of shields as well which one flux can destroy 600 shields while one thukker cant. You kill a heavy just as fast with Flux and a few bullets as you do with thukker grenades (your not going to die any slower against me if I am using flux grenades). And you can be just as deadly with basic flux grenades as you are with proto thukker grenades when your target is a heavy.
I do acknowledge that thukker grenades kill medium and scout suits with 1 grenade usually but your suits are faster and can easily dodge them at 10m if you time your jumps well enough. You can easily cook a flux grenade and make the flux detonate near your enemy easily before the fight even starts and then kill them 1 second later with any AR or flaylock or mass driver. (producing an effect very similar in level to thukker contact grenades). A basic flux and a advanced mass driver or basic flaylock pistol and basic flux or a basic HMG and basic flux all cost less than 1 thukker grenade purchased once and they cost less SP and require less skill to use usually.
Remote explosives are just as deadly as thukker grenades and basic remote explosives are cheaper and easier to use in almost every way. Basic manually detonated remote explosives are far more deadly against vehicles than thukker as well.
The thukker is probably fine the way it is. If not then it probably just needs a price increase in ISK. |
Laurent Cazaderon
What The French CRONOS.
1582
|
Posted - 2013.06.13 07:46:00 -
[83] - Quote
WeapondigitX V7 wrote:I have used fused contact grenades and thukker contact grenades. The fused locus grenades maybe OP and probably need a price increase in aurum and maybe a nerf.
But the thukker contact grenades are fine. They are very expensive and require a lot of SP and HUGE amounts of skill or luck to use at ranges greater than 13m. They might need to be more expensive but they are not OP. They have a small blast radius and throw speed is slow enough that the GEX AR with 3 complex damage mods can do an equal amount of damage in the same amount of time (if all your bullets hit which can be solved by fixing the hit detection issues).
Edit: If the GEX fired as soon as someone threw a thukker contact grenade the GEX probably would do the same amount of damage as the thukker contact grenade once that grenade hits the ground 9m away from the player who threw the grenade. (A GEX with 3 complex damage mods, and I am guessing that the GEX would do the same amount of damage as the grenade in that situation). End of edit.
A GEX AR with 3 complex damage mods costs less than 25000 ISK does it not? (Thukker contact grenades cost about 25000 ISK if I remember correctly). An experienced person can dodge thukker contact grenades at ranges greater than 10m easily. Just keep your distance from the target. I have dodged 3 thukker grenades easily with militia gear at 6m. And the guy using them was getting a few kills and was probably an experienced player. But he still died easily.
Proto flux grenades do HUGE shield damage. Just like thukker does HUGE armor damage. the difference is that flux grenades help other players that are trying to kill tanks and other vehicles to a much greater effect than thukker grenades. Proto Flux also has a much larger range making it effective at much larger ranges like 30m. Proto Flux is also cheaper if I remember correctly. Heavies have large amounts of shields as well which one flux can destroy 600 shields while one thukker cant. You kill a heavy just as fast with Flux and a few bullets as you do with thukker grenades (your not going to die any slower against me if I am using flux grenades). And you can be just as deadly with basic flux grenades as you are with proto thukker grenades when your target is a heavy.
I do acknowledge that thukker grenades kill medium and scout suits with 1 grenade usually but your suits are faster and can easily dodge them at 10m if you time your jumps well enough. You can easily cook a flux grenade and make the flux detonate near your enemy easily before the fight even starts and then kill them 1 second later with any AR or flaylock or mass driver. (producing an effect very similar in level to thukker contact grenades). A basic flux and a advanced mass driver or basic flaylock pistol and basic flux or a basic HMG and basic flux all cost less than 1 thukker grenade purchased once and they cost less SP and require less skill to use usually.
Remote explosives are just as deadly as thukker grenades and basic remote explosives are cheaper and easier to use in almost every way. Basic manually detonated remote explosives are far more deadly against vehicles than thukker as well.
The thukker is fine the way it is. CCP if you change the thukker contact locus grenade then just increase the price in ISK. Don't change the thukker contact grenade's stats.
The fused locus grenade needs a nerf or a much larger cost in aurum.
/signed
Not the problem imo. thukker nades used with a speedy fit as a close range weapon fire cracker style is dumb. It's even worse if you need tons of SP and ISK to use them.
You mention mass driver and flux. Ok. But those you have in hands and use as a weapon. The impact nades can act as a desperate win button. Insta-use or close.
Same goes with remote explosives. You need to keep the remote in hand, making you vulnerable.
Also, if everything is better. Then why hold on to it ? |
DJINN Marauder
Purgatorium of the Damned League of Infamy
834
|
Posted - 2013.06.16 06:59:00 -
[84] - Quote
yep contact grenades need to go |
ARF 1049
The Phoenix Federation
27
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Posted - 2013.06.16 08:12:00 -
[85] - Quote
KITTEN YOU!!! maybe if you want to remove them from the market... (the fused tell us ahead of time) but the thukker i have never been killed by. it is crazy expensive and has a 2.5M blast radius that we keep, but the fused we should keep in the game but maybe remove from market.... fused locus grenades are my favorite thing since the fritos crunch wrap at taco bell (its simply magical)
we keep the thukker impact grenade and the fused is still there but maybe removed from market.... I need more aurum... to stock up on emm i am planning on buying maybe 3,000? maybe 4,000? |
RKKR
The Southern Legion RISE of LEGION
108
|
Posted - 2013.06.20 11:18:00 -
[86] - Quote
I'm currently enjoying myself by trying to kill these shield-tanked Caldari Logis in my armor-tanked build equiped with flux nades. It's really fun, but here is the thing I'm noticing.
My flux nades only take out shields while the locus grenades take out my shields and do extra damage to my armor (god it sucks to be a armor tanker). Anyway I'm just doing something I heard from the EVE-players and that is to HTFU (which honestly can be said on everything and is kind of a lame phrase).
Throwing an uncooked grenade is the stupiedst thing to do so I have to cook my flux nades to make these shield-tankers go cry for their mommy. This works perfectly fine when they don't notice you, but guess what is going to happening if it's more of a duel-situation going on? You try to cook a flux and while you cook that flux that shield-tankers is lobbing all his contact grenades at you. Combine this with the above alinea and you got something pretty unbalanced.
Please remove them or atleast implement some kind of fused flux nades if you want to continue this (excuse my words) lame-style of gaming.
|
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.21 00:40:00 -
[87] - Quote
I agree any impact grenade is too easy mode.
Get rid of em |
Mason Ironburn
D3LTA FORC3 Orion Empire
0
|
Posted - 2013.06.21 07:41:00 -
[88] - Quote
/signed I don't mind the Thukker proto grenades but the aurum ones... |
WeapondigitX V7
Planetary Response Organization
14
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Posted - 2013.06.21 07:57:00 -
[89] - Quote
Laurent Cazaderon wrote:WeapondigitX V7 wrote:I have used fused contact grenades and thukker contact grenades. The fused locus grenades maybe OP and probably need a price increase in aurum and maybe a nerf.
But the thukker contact grenades are fine. They are very expensive and require a lot of SP and HUGE amounts of skill or luck to use at ranges greater than 13m. They might need to be more expensive but they are not OP. They have a small blast radius and throw speed is slow enough that the GEX AR with 3 complex damage mods can do an equal amount of damage in the same amount of time (if all your bullets hit which can be solved by fixing the hit detection issues).
Edit: If the GEX fired as soon as someone threw a thukker contact grenade the GEX probably would do the same amount of damage as the thukker contact grenade once that grenade hits the ground 9m away from the player who threw the grenade. (A GEX with 3 complex damage mods, and I am guessing that the GEX would do the same amount of damage as the grenade in that situation). End of edit.
A GEX AR with 3 complex damage mods costs less than 25000 ISK does it not? (Thukker contact grenades cost about 25000 ISK if I remember correctly). An experienced person can dodge thukker contact grenades at ranges greater than 10m easily. Just keep your distance from the target. I have dodged 3 thukker grenades easily with militia gear at 6m. And the guy using them was getting a few kills and was probably an experienced player. But he still died easily.
Proto flux grenades do HUGE shield damage. Just like thukker does HUGE armor damage. the difference is that flux grenades help other players that are trying to kill tanks and other vehicles to a much greater effect than thukker grenades. Proto Flux also has a much larger range making it effective at much larger ranges like 30m. Proto Flux is also cheaper if I remember correctly. Heavies have large amounts of shields as well which one flux can destroy 600 shields while one thukker cant. You kill a heavy just as fast with Flux and a few bullets as you do with thukker grenades (your not going to die any slower against me if I am using flux grenades). And you can be just as deadly with basic flux grenades as you are with proto thukker grenades when your target is a heavy.
I do acknowledge that thukker grenades kill medium and scout suits with 1 grenade usually but your suits are faster and can easily dodge them at 10m if you time your jumps well enough. You can easily cook a flux grenade and make the flux detonate near your enemy easily before the fight even starts and then kill them 1 second later with any AR or flaylock or mass driver. (producing an effect very similar in level to thukker contact grenades). A basic flux and a advanced mass driver or basic flaylock pistol and basic flux or a basic HMG and basic flux all cost less than 1 thukker grenade purchased once and they cost less SP and require less skill to use usually.
Remote explosives are just as deadly as thukker grenades and basic remote explosives are cheaper and easier to use in almost every way. Basic manually detonated remote explosives are far more deadly against vehicles than thukker as well.
The thukker is fine the way it is. CCP if you change the thukker contact locus grenade then just increase the price in ISK. Don't change the thukker contact grenade's stats.
The fused locus grenade needs a nerf or a much larger cost in aurum.
/signed Not the problem imo. thukker nades used with a speedy fit as a close range weapon fire cracker style is dumb. It's even worse if you need tons of SP and ISK to use them. You mention mass driver and flux. Ok. But those you have in hands and use as a weapon. The impact nades can act as a desperate win button. Insta-use or close. Same goes with remote explosives. You need to keep the remote in hand, making you vulnerable. Also, if everything is better. Then why hold on to it ?
I am having trouble understanding you. What is "not the problem imo"?( I have also forgotten what imo means so please enlighten me).
"if everything is better. Then why hold onto it" Hold onto what?
A close range CQC scout with thukker can be killed by proto plasma cannons with complex damage mods easily. Even a standard plasma cannon with 2 or 3 complex dmg mods would probably work well. Scouts are so weak that they need the element of surprise to kill people that have good aim usually. if they take you head on they would still die usually.
Additionally, most people don't use thukker grenades (so thukker is probably not OP based on evidence from number of people using it), and they would most likely use core locus grenades instead when they skill into proto locus grenades (because they are cheaper and easier to use).
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Terry Turner
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.06.22 18:00:00 -
[90] - Quote
I really hate fuzed nades.
**** me off royally REMOVE THEM |
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