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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Beren Hurin
K-A-O-S theory
799
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Posted - 2013.07.23 16:08:00 -
[1] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
This can't be a valid complaint. Considering it takes, what, a week or more to get the SP for proto, and then its not like they would have statistics for the past to compare much to.
First, you'd have the early adopters with the SP saved getting a lot of kills, then the people who actually earn the SP. Then the followers for the next couple of weeks. Then you get the bandwagon by the end of the month. So you see the graph, and there really wasn't a 'phenomenon effect until July' so IMO this was a fairly quick response and turn around. |
Beren Hurin
K-A-O-S theory
799
|
Posted - 2013.07.23 16:14:00 -
[2] - Quote
So based on the community's help in figuring out how nanohives use nanite clusters, the stats for the consumed clusters per grenade has been something like 10+ clusters per grenade (but really the stat was 30 clusters to fill your grenade pack.)
So my guess is that a contact grenade will probably take 30 clusters and empty a non-full STD/ADV nanohive in 1 restock.
So not only will a contact grenade spammer maybe gimp himself and feel more naked without all of his win buttons, but he will also quickly gimp his team from resupplies. |
Beren Hurin
K-A-O-S theory
799
|
Posted - 2013.07.23 16:25:00 -
[3] - Quote
Hmm...
sticky grenade = small nerf to LAVs...? If it sticks to the LAV that probably means death to driver right? |
Beren Hurin
K-A-O-S theory
800
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Posted - 2013.07.23 16:40:00 -
[4] - Quote
Reaper Skordeman wrote:I'm just curious as to why the direct damage of the Flaylock has suffered such a drastic change. The blast radius and damage needed to be changed no doubt, but a direct hit seems lesser.
EDIT: Upon rethinking I feel that it may actually still work, I occasionally use a Flaylock as a finisher, so it should still do that nicely. Plus this may actually make my marksman skill with the Flaylock seem more impressive. Less 'Gaylock' hate.
I haven't really used a Contact Grenade so I can't comment on them too much, however lowering damage, radius and the carry limit to just a single grenade is overkill.
I've been skilled by a Contact Grenade several times and yes it's pissed me off. But being able to only carry one at a time just seems crippling, why not two?
I do love the idea of Sticky Grenades though, would be better than contact detonation.
Really looking forward to the details for the counters to Murder Taxis.
I'm telling you, making stickies attach to LAVS will potentially RUIN their drivers.
What if they did the HALO counter to LAVs and let us jump on to the LAV if we have the endurance and start to shoot people in it. |
Beren Hurin
K-A-O-S theory
803
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Posted - 2013.07.23 17:54:00 -
[5] - Quote
Fenix Alexarr wrote:"Remedy" for the murder taxis? Grenades sticking to the LAV and killing a driver isn't a remedy. It kills the idea of having a vehicle to rep other vehicles (or infantry for God's sake) since you can't go anywhere near enemy infantry. Let's not even talk about Scout LAV weaknesses in this department.
If you want a remedy to Logi LAVs being too tough to kill, nerf low-skilled versions of them and reward high SP investment in them other than 'OMG, MOAR DAMAGE REDUCTION. As it stands, I feel no need to skill any higher into vehicles because of how good the lower SP Logi LAVs are. Maybe you could offer SOME form of protection for a driver other than 'plate, extenders, proto suit' as well. And maybe you could also fix the damn infantry reps on those things while you're at it ><
They didn't say that sticky grenades are the nerf that is incoming...I speculated this...
Anyway, I really think this is half the problem with tanks. So many people want to brawl with them, but compared to infantry they all have the BEST ranged damage by far. If tanks/vehicles want to be invincible for more than 10 seconds within proto-grenade throwing range that is a pipe-dream. |
Beren Hurin
The Vanguardians
1017
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Posted - 2013.08.07 18:10:00 -
[6] - Quote
THE LEGION RECRUIt wrote:What CCP did to "solve" the murder taxi exploit does not work. Many people found out that the militia vehicle that used to be 2 av gernade kill is now 4 and his is only making it worse giving the murder taxi more health. Also the Invisaiility glitch has not been fixed how you actualy do it is you go into the blackscreen bug and keep pressing start on your controller if done correctly you will be invisable. Along with the massdriver exploit the massdriver is over powered and needs to be nerfed I lost 6 prototype heavies to a massdriver the shells it shoots in splash damage is stronger than the flaylock was and still is. CCP I will not play dust 514 until the scrambler rifle,murder taxi and massdriver is nerfed.
Then don't play. You don't know what you are talking about.
They haven't solved whatever talking about is/was an exploit. You can still ram people. That fix is incoming. And as far as SR and MD goes, people just need to learn how to fight against them. You don't fight/run/strafe with them like other weapons. Different weapons take different styles to fight.
Some weapons suck to fight against with certain weapons. It's hard to beat a shotgunner with a forge-gun, but its possible. Likewise, it's hard to fight a mass driver at range, but not impossible. It certainly isn't so overwhelmingly one-sides as flaylock pistols were.
Eventually there will be some better mid-range ARs people will like to use like the combat rifle. |
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