Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Stile451
Red Star. EoN.
104
|
Posted - 2013.07.03 08:17:00 -
[1] - Quote
Currently flux grenades are akin to being pounced on by a puppy and licked - you are incapacitated for a short time but you wipe off your face and you're good as new - possibly even a bit happier. My proposed change would add a few love bites to the process(puppies have sharp teeth).
The idea being that when your shields are massively overloaded by a flux grenade they damage the armor of the user(you get electrocuted and burned). This would be a way for shields to get a damage bonus against them that actually matters as far as flux grenades are concerned.
For however much damage a flux grenade does to the shields it should also add feedback damage to armor of 5% at basic, 10% advanced, and 15% at prototype(or maybe 3% per level in the grenade skill). If the shields are not stripped then there would be no armor damage. If there are no shields then there would be no damage.
Adjusting the amount of damage a flux does to shields would need to be done if this were to be implemented. I suggest standard flux grenades do 450 shield damage, advanced 575, and prototype 700(after skills and weaknesses are taken into account). These numbers are based on being able to strip the shields of all equivalent tiered medium suits if they are fully shield tanked. Only the prototype grenade has the potential to outright kill one suit - specifically the prototype Caldari logistics suit but only if it's fully tanked with extenders with no armor plates and Dropsuit Armor Upgrades is under level 3(it would take 102 armor damage). It would live(just barely) with 4 complex extenders and another non-extender module(with no levels in Dropsuit Armor Upgrades).
eg. if a suit with 500 shields is hit by a standard flux grenade no damage would be done to the armor of the suit as there would be shields left, an advanced flux would give 50 armor damage @10%, and 75 for the prototype @15%).
What are your thoughts(as far as the above idea goes, I don't need to know you like bacon - everyone likes bacon)? |
Garth Mandra
The Southern Legion RISE of LEGION
20
|
Posted - 2013.07.03 11:38:00 -
[2] - Quote
Interesting idea. I think I like it.
Make it a flux variant though rather than replacing the current flux with these.
While we're here a contact flux variant would be nice too. With appropriate changes to radius and damage etc. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
366
|
Posted - 2013.07.03 11:43:00 -
[3] - Quote
This I think would make flux nades op. When any of my squads are running we have 2 flux carriers 2 locust naders and 2 avnadeers the trick is in the timing 2 spam with fluxes and aprox 3 seconds later give or take in goes the locust or av nades if its a tank. Making flux do armout dammage would definetly make them op . There ment to be thrown just before you breech a position or to soften up shield tankers. |
Stile451
Red Star. EoN.
105
|
Posted - 2013.07.03 20:56:00 -
[4] - Quote
That is why I want opinions. However I don't believe you are correct based on the fact that we have armor tanked players with locus grenades that kill them completely with a basic grenade.
ie. the gallente logistics suit starts off with 90 shields and 180 armor(it would take 108 explosive damage to remove the shields, the rest of the locus damage is multiplied by 1.3 (basic hits for 379 damage, advanced 510 damage, and prototype 640 damage after stripping the shields).
The basic idea behind this is to bridge the gap between flux grenades and locus grenades. Currently shields are resistant to locus grenades while armor are weak to them, this is basically giving an item that has the opposite effect.
15% of your shields isn't much for most players - I have around 385 shields and 372 armor on my proto fit. The proto grenade would only hit me for 58 armor damage at 15%.
But if percentage is an issue, we could swap the damage modifiers of the locus grenade and put them on a flux grenade(with the same amount of damage - 400 at standard, 500 and advanced, and 600 at proto) to 1.3 vs shields and 0.8 vs armor.
A prototype locus grenade strips my shields using 481 of it's damage, then the 119 damage left hits me for 155 damage to my armor for a total of 540 HP.
A prototype flux grenade(with 1.3 vs shield and 0.8 vs armor) would strip my shields using 270 HP of damage and hits me for 264 armor damage for a total of 649 HP.
A change to the resistances would be needed. At 1.15 vs shields and 0.6 vs armor my shields would be stripped using 333 points of damage and would hit my armor for 147 damage for a total of 545 HP.
The fully shield tanked proto caldari logi would have it's shields stripped and only take 6 armor damage vs a proto grenade(total damage of 685 HP - leaving 84 HP left with no SP into armor), conversely a gallente suit with no shield extenders and the same amount of armor as caldari has shields would take more damage via the prototype locus grenade(total damage of 723 - leaving 46 HP left with no SP into shields), the gallente would also lose 1/3 of it's speed.
I believe this may be a better balance option over my original idea. |
DeadlyAztec11
Max-Pain-inc
621
|
Posted - 2013.07.03 21:55:00 -
[5] - Quote
No way bro. Guys would just say it's OP and uncool. It's fine now. |
Stile451
Red Star. EoN.
106
|
Posted - 2013.07.03 22:05:00 -
[6] - Quote
DeadlyAztec11 wrote:No way bro. Guys would just say it's OP and uncool. It's fine now. I hope you noticed that it's both a nerf and a buff. Did you read both of my ideas? Constructive criticism would be nice. |
Chunky Munkey
Amarr Templars Amarr Empire
627
|
Posted - 2013.07.04 00:49:00 -
[7] - Quote
I'd prefer sleek flux nades. The regulars already make Cal Logi scrubs wet themselves.
Half the damage, 50% increase to blast radius. Buh bye proto squads ;D |
Stile451
Red Star. EoN.
112
|
Posted - 2013.07.05 16:09:00 -
[8] - Quote
I have read that flux grenades are currently bugged and sometimes add damage to their attack(killing players outright - no player can out tank 1200 damage). They have also been killing LAV players.
Perhaps my above ideas could be looked at while they are being bug fixed.
An anti vehicle flux grenade would also be a nice idea. |
Harpyja
DUST University Ivy League
184
|
Posted - 2013.07.05 16:15:00 -
[9] - Quote
I believe racial grenades have been hinted at. Plasma grenades would be essentially what you're suggesting: a grenade with enhanced damage against shields while dealing less damage to armor.
Also, flux grenades are intended of stripping all the shields, which would be nightmares for shield tanking heavies (Caldari heavy should watch out!) |
Stile451
Red Star. EoN.
112
|
Posted - 2013.07.05 16:27:00 -
[10] - Quote
A minor change to flux grenades(or adding plasma grenades using the numbers from my second post) would be an easy change for right now, it's likely going to be several months/years before we see other heavy suits(you know, "SOON"). |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |