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Kaughst
0uter.Heaven EoN.
6
|
Posted - 2013.07.24 12:22:00 -
[1] - Quote
Hello.
So, I have been using the Flux grenade with the MD lately and noticed how effective it was at destroying shields. When I was talking to someone who was running a shotgun and cal logi fit at the time they had mentioned how the MD itself was balanced but the flux grenades were not. After mentioning it to a friend he said flat they were 'OP', while this is probably not the case Flux grenades could be changed to fit a more interesting tactical choice.
I started seeing how a STD flux grenade would destroy shields and at a rather big radius. At the moment it seems that the higher tiers might only serve to hit more players in a larger radius, the damage even at STD destroys most infantry shields. The flux grenade could be rebalanced with a simple radius and damage decrease at STD and scale up to PROTO from there but this itself brings problems. Only damaging shields and not fully depleting them imbalances it compared to the locus grenades.
A more logical path would be if you did indeed scale shield damage from the STD to PROTO yet added a negative effect to shield recharge/shield delay efficiency and have a small timer with that. You essentially throw one of your Flux grenades and with a X of amount of damage with a X amount of time the enemy's shield recharge is stunted, a longer shield delay will take into effect if you deplete his shields.
As far as how much the flux grenades do damage. For the sake of simplicity in this theoretical case the damage across tiers could remain the same only needing three to destroy 1000 shields, the higher tiers would increase the radius and have a stronger recharge/delay penalty. The penalty would not stack, only taking into effect when the timer on his penalty is over yet still doing shield damage. Probably a technical challenge though...
Short story. Do less damage to shields with flux yet add in a negative effect to the efficiency of shield recharge/delay so the player can make up the damage.
Thank you. |
J Lav
Opus Arcana Covert Intervention
151
|
Posted - 2013.07.24 12:27:00 -
[2] - Quote
At Present my standard flux grenades usually only remove 1/2 shields unless someone s standing right on it.
Flux grenades work just as well for an AR user as a MD user, so I disagree with your friend's assessment of balancing the MD.
It takes skill to use flux grenades, partly because you can hit yourself so easily, so I don't see a need to adjust this. This pertains to MD users in particular since the use of them becomes highly situational, or very skill based. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
152
|
Posted - 2013.07.24 12:31:00 -
[3] - Quote
I'll have to get back to you on that one as your idea/thoughts about the situation have given me mixed feelings.
`sigh. Just another fun game of DUST. |
Kaughst
0uter.Heaven EoN.
6
|
Posted - 2013.07.24 12:37:00 -
[4] - Quote
ALPHA DECRIPTER wrote:I'll have to get back to you on that one as your idea/thoughts about the situation have given me mixed feelings.
`sigh. Just another fun game of DUST.
Personally I run gallente assault with my MD so I worry very little about shields and more about destroying them. It just seems overtly simple when the majority of the time I can take out one of heaviest shield fitted classes at the moment (cal logi) with a good radius with my STD flux and than MD them, while the MD+Flux is situational itself the flux makes things seem one sided for me....This is all just a thought I really don't expect them to change flux but if they ever look at in the future I think I have the more logical alternative. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
152
|
Posted - 2013.07.24 12:45:00 -
[5] - Quote
Kaughst wrote:ALPHA DECRIPTER wrote:I'll have to get back to you on that one as your idea/thoughts about the situation have given me mixed feelings.
`sigh. Just another fun game of DUST. Personally I run gallente assault with my MD so I worry very little about shields and more about destroying them. It just seems overtly simple when the majority of the time I can take out one of heaviest shield fitted classes at the moment (cal logi) with a good radius with my STD flux and than MD them, while the MD+Flux is situational itself the flux makes things seem one sided for me....This is all just a thought I really don't expect them to change flux but if they ever look at in the future I think I have the more logical alternative.
Lol I think I'm forever going to be "on the fence" about the whole thing. Thnx for not making a rage thread though. I hate those. +1 for making your voice heard!
`sigh. Just another fun game of DUST. |
Vyzion Eyri
The Southern Legion
1059
|
Posted - 2013.07.24 12:48:00 -
[6] - Quote
I've played with Kaughst with his Freedom MD and I can attest to his experience with the MD. You're a bloody monster with that thing.
Anyway, I agree with your assessment that flux grenades might be a little too good, and I've been thinking of different ways the grenades could work, too.
1) percentage damage.
Simple enough. Flux grenades deal percentage damage to max shields of dropsuits.
70% at STD, 80% at ADV, 90% at PRO. I think that's reasonable, considering atm STD nades deplete all shields.
For vehicles, these percentages should be quartered; or we could keep the current damage for vehicles.
2) nades create a 'flux' field
This'd probably be a little more difficult to implement. I imagined the flux grenade upon detonation creating a field which slowly drains shields if you stay in it. It drains a percentage of shields per second, and from std - adv - pro the radius of the field increases, and that's all.
The field should drain most shields at the epicenter and drain less as you get to the edges, but that might be even harder to do. I imagine these grenades would work extremely well with slowly/disorientating grenades, if they're implemented.
3) flux nades deal less damage the less shields you have
similar to 1), except instead of a % of max shields, flux grenades only deal a % of current shields. Flux grenades deal 50% of current shields. So two hits from these flux grenades will bring you down to 25%, three gets you down to 12.5%, and so on. From std-adv-pro, the amount of grenades held increases from 3-4-5, and detonation time decreases so that at PRO, the grenades basically explode on contact.
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
152
|
Posted - 2013.07.24 12:54:00 -
[7] - Quote
Vyzion Eyri wrote:I've played with Kaughst with his Freedom MD and I can attest to his experience with the MD. You're a bloody monster with that thing.
Anyway, I agree with your assessment that flux grenades might be a little too good, and I've been thinking of different ways the grenades could work, too.
1) percentage damage.
Simple enough. Flux grenades deal percentage damage to max shields of dropsuits.
70% at STD, 80% at ADV, 90% at PRO. I think that's reasonable, considering atm STD nades deplete all shields.
For vehicles, these percentages should be quartered; or we could keep the current damage for vehicles.
2) nades create a 'flux' field
This'd probably be a little more difficult to implement. I imagined the flux grenade upon detonation creating a field which slowly drains shields if you stay in it. It drains a percentage of shields per second, and from std - adv - pro the radius of the field increases, and that's all.
The field should drain most shields at the epicenter and drain less as you get to the edges, but that might be even harder to do. I imagine these grenades would work extremely well with slowly/disorientating grenades, if they're implemented.
3) flux nades deal less damage the less shields you have
similar to 1), except instead of a % of max shields, flux grenades only deal a % of current shields. Flux grenades deal 50% of current shields. So two hits from these flux grenades will bring you down to 25%, three gets you down to 12.5%, and so on. From std-adv-pro, the amount of grenades held increases from 3-4-5, and detonation time decreases so that at PRO, the grenades basically explode on contact.
This would gimp me as I use a SMG and novas(CPU/PG) I Flux enemies to drop there shields then try not to die as I shoot at them with my SMG. As a scout I don't have time(or clip size) to do the reduced damage vs there shields AND eat at there HP.
`sigh. Just another fun game of DUST. |
Fiddlestaxp
TeamPlayers EoN.
306
|
Posted - 2013.08.03 17:00:00 -
[8] - Quote
One thing that must be preserved is the ability to kill static equipment. Fluxes and locust should have a maximum capacity of 2 and take up more nanite clusters than they do now to regen them
IDEAS FOR Fluxes: It could still do a good amount of instant damage to shields -3/4/500 It could cancel out the ability to regain health by any method -- repair tools included It could cancel the ability to use modules It could have a damage over time component |
Smooth Assassin
Condotta Rouvenor Gallente Federation
17
|
Posted - 2013.08.03 17:26:00 -
[9] - Quote
Kaughst wrote:Hello.
So, I have been using the Flux grenade with the MD lately and noticed how effective it was at destroying shields. When I was talking to someone who was running a shotgun and cal logi fit at the time they had mentioned how the MD itself was balanced but the flux grenades were not. After mentioning it to a friend he said flat they were 'OP', while this is probably not the case Flux grenades could be changed to fit a more interesting tactical choice.
I started seeing how a STD flux grenade would destroy shields and at a rather big radius. At the moment it seems that the higher tiers might only serve to hit more players in a larger radius, the damage even at STD destroys most infantry shields. The flux grenade could be rebalanced with a simple radius and damage decrease at STD and scale up to PROTO from there but this itself brings problems. Only damaging shields and not fully depleting them imbalances it compared to the locus grenades.
A more logical path would be if you did indeed scale shield damage from the STD to PROTO yet added a negative effect to shield recharge/shield delay efficiency and have a small timer with that. You essentially throw one of your Flux grenades and with a X of amount of damage with a X amount of time the enemy's shield recharge is stunted, a longer shield delay will take into effect if you deplete his shields.
As far as how much the flux grenades do damage. For the sake of simplicity in this theoretical case the damage across tiers could remain the same only needing three to destroy 1000 shields, the higher tiers would increase the radius and have a stronger recharge/delay penalty. The penalty would not stack, only taking into effect when the timer on his penalty is over yet still doing shield damage. Probably a technical challenge though...
Short story. Do less damage to shields with flux yet add in a negative effect to the efficiency of shield recharge/delay so the player can make up the damage.
Thank you. Shotguns are not so short ranged as you think it is once one killed me 10 meters away |
Jathniel
G I A N T EoN.
751
|
Posted - 2013.08.03 19:32:00 -
[10] - Quote
It's a sound idea, since it's not the shield capacity that's a problem, but the actual regulation itself.
Flux nades don't totally neutralize your shields all the time anymore though. If you're at the edge of the blast radius, you'll only take partial damage.
So it's a fine idea, but I can't be sure that this remedy is really necessary anymore... |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
53
|
Posted - 2013.08.03 20:03:00 -
[11] - Quote
Wow. Now nerf the flux grenade? Flaylock - nerfed now it sucks,and people still want it nerfed Mass driver - once nerfed so bad that it wasn't usable like the Flaylock now. Nova knife - they asked to nerf the knife lol Forge gun - they're asking to nerf that also Orbital Strikes - People now asking to nerf the limit of how many strikes because they suck so bad to get obs. Keyboard and mouse - people want to remove this capability because it's so called " unfair. " Sprint speed - people want it gone along with bunny hop.
What's next? Mele? Lol pathetic people like you fk up the game so badly. |
Justin Tymes
Raymond James Corp
270
|
Posted - 2013.08.03 20:19:00 -
[12] - Quote
Nerfing the Flux nade will do nothing but widen the gap between Shield vs Armor, which is already pretty wide as it is. Armor tankers are already being OHKO'd by Lotus Nades and Shield tankers will always survive the Flux to have the chance to escape and recover completely after a short period. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1322
|
Posted - 2013.08.03 20:23:00 -
[13] - Quote
I think the flux is fine as is. It punishes the hell out of people for thinking they can get away with only shields.
It's all about risk vs. reward. If you rely entirely on shields you are weak to energy weapons and flux nades, but you'll have an advantage in most combat situations.
Making the flux nade "fair" to a shield tanker removes most of the purpose of the flux. |
BL4CKST4R
WarRavens League of Infamy
894
|
Posted - 2013.08.03 20:44:00 -
[14] - Quote
They should do armor damage based on a percentage of your total shields, like let's say it does 20%, 30%, and 50% at Std, ADV, and proto a suit with 500 shields would lose it all and it if was a proto grenade take 250 armor damage. That way flux grenades can 1 shot shield suits like locus 1 shot aromor :) |
Kaughst
0uter.Heaven EoN.
13
|
Posted - 2013.08.03 23:05:00 -
[15] - Quote
BL4CKST4R wrote:They should do armor damage based on a percentage of your total shields, like let's say it does 20%, 30%, and 50% at Std, ADV, and proto a suit with 500 shields would lose it all and it if was a proto grenade take 250 armor damage. That way flux grenades can 1 shot shield suits like locus 1 shot aromor :)
I think one of the problems is that locus grenades are pretty uneven compared to Flux. Anyway... My thoughts on the flux grenade generally have to do with the flux having only the property of destroying shields rather than impairing them. While I am not asking for this change it might benefit more against shield tankers when they are fluxed and have a shield regen slow down rather than just a instant flux and shields are gone. I could say add in the negative shield regen effect without bringing down damage but I was only thinking of it in terms of balancing it, otherwise the flux are still to simplistic. Flux is cutting corners of what it can or should do. The subject will eventually crop up again and it probably relates to a wider discussion on shields and armour, but I think it's appropriate that we discuss it now and not just in terms of whether it benefits just our respective fittings. |
D legendary hero
THE WARRIORS OF LEGEND
546
|
Posted - 2013.08.03 23:47:00 -
[16] - Quote
flux nades are perfectly fine and infact should do some minor damage to armor as frags do minor damage to shilds (probably 50 damage for the flux)
flux were meant to be used on vehicles, thats why their shield damage is so high. combin flux wiht AV nades and equipement and you can do some serious damage. |
D legendary hero
THE WARRIORS OF LEGEND
546
|
Posted - 2013.08.03 23:50:00 -
[17] - Quote
FLAYLOCK Steve wrote:Wow. Now nerf the flux grenade? Flaylock - nerfed now it sucks,and people still want it nerfed Mass driver - once nerfed so bad that it wasn't usable like the Flaylock now. Nova knife - they asked to nerf the knife lol Forge gun - they're asking to nerf that also Orbital Strikes - People now asking to nerf the limit of how many strikes because they suck so bad to get obs. Keyboard and mouse - people want to remove this capability because it's so called " unfair. " Sprint speed - people want it gone along with bunny hop.
What's next? Mele? Lol pathetic people like you fk up the game so badly.
^^this. i agree 100% with everything. i mean really WTF. they want to fuking nerf every good damn thing that aint an AR. ****! |
D legendary hero
THE WARRIORS OF LEGEND
546
|
Posted - 2013.08.03 23:54:00 -
[18] - Quote
Kaughst wrote:ALPHA DECRIPTER wrote:I'll have to get back to you on that one as your idea/thoughts about the situation have given me mixed feelings.
`sigh. Just another fun game of DUST. Personally I run gallente assault with my MD so I worry very little about shields and more about destroying them. It just seems overtly simple when the majority of the time I can take out one of heaviest shield fitted classes at the moment (cal logi) with a good radius with my STD flux and than MD them, while the MD+Flux is situational itself the flux makes things seem one sided for me....This is all just a thought I really don't expect them to change flux but if they ever look at in the future I think I have the more logical alternative.
but one milita grenade can take out an armor tanker exactly the same but faster... so... yeah. flux are fine |
D legendary hero
THE WARRIORS OF LEGEND
546
|
Posted - 2013.08.03 23:55:00 -
[19] - Quote
J Lav wrote:At Present my standard flux grenades usually only remove 1/2 shields unless someone s standing right on it.
Flux grenades work just as well for an AR user as a MD user, so I disagree with your friend's assessment of balancing the MD.
It takes skill to use flux grenades, partly because you can hit yourself so easily, so I don't see a need to adjust this. This pertains to MD users in particular since the use of them becomes highly situational, or very skill based.
exactly. in fact MD ar perfectly fine themselves. ARs have higher dps and dont need flux grenades to operate. where as MD generally need flux nades to operate properly. |
Cosgar
ParagonX
3854
|
Posted - 2013.08.04 00:02:00 -
[20] - Quote
Talos Alomar wrote:I think the flux is fine as is. It punishes the hell out of people for thinking they can get away with only shields.
It's all about risk vs. reward. If you rely entirely on shields you are weak to energy weapons and flux nades, but you'll have an advantage in most combat situations.
Making the flux nade "fair" to a shield tanker removes most of the purpose of the flux. ^This
Also, MD users aren't the only ones that use fluxes. They're actually extremely useful with the HMG. |
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Arcturis Vanguard
Pure Innocence. EoN.
61
|
Posted - 2013.08.04 00:37:00 -
[21] - Quote
The damage on fluxes are just fine. They are ment to be used in both an AV and AI application.
Flux Grenade could have more effects to them. Some of you pointed out interesting ideas, like disrupting shield regeneration rates or the ability to linger for X amount of time and if someone runs through it, it could draw away shields for X amount of damage per sec while in the field. Initial explosion of flux would nullify all shields because of the amount of power generated from said explosion.
But ultimately the flux is prefect the way it is currently. Shield tanking is superior to armor tanking and is one effective way EVERYONE can combat the shield tankers. |
Buster Friently
Rosen Association
1438
|
Posted - 2013.08.04 02:04:00 -
[22] - Quote
Kaughst wrote:Hello.
So, I have been using the Flux grenade with the MD lately and noticed how effective it was at destroying shields. When I was talking to someone who was running a shotgun and cal logi fit at the time they had mentioned how the MD itself was balanced but the flux grenades were not. After mentioning it to a friend he said flat they were 'OP', while this is probably not the case Flux grenades could be changed to fit a more interesting tactical choice.
I started seeing how a STD flux grenade would destroy shields and at a rather big radius. At the moment it seems that the higher tiers might only serve to hit more players in a larger radius, the damage even at STD destroys most infantry shields. The flux grenade could be rebalanced with a simple radius and damage decrease at STD and scale up to PROTO from there but this itself brings problems. Only damaging shields and not fully depleting them imbalances it compared to the locus grenades.
A more logical path would be if you did indeed scale shield damage from the STD to PROTO yet added a negative effect to shield recharge/shield delay efficiency and have a small timer with that. You essentially throw one of your Flux grenades and with a X of amount of damage with a X amount of time the enemy's shield recharge is stunted, a longer shield delay will take into effect if you deplete his shields.
As far as how much the flux grenades do damage. For the sake of simplicity in this theoretical case the damage across tiers could remain the same only needing three to destroy 1000 shields, the higher tiers would increase the radius and have a stronger recharge/delay penalty. The penalty would not stack, only taking into effect when the timer on his penalty is over yet still doing shield damage. Probably a technical challenge though...
Short story. Do less damage to shields with flux yet add in a negative effect to the efficiency of shield recharge/delay so the player can make up the damage.
Thank you.
The fact that the MD requires the use of flux grenades to even be useful says nothing about flux grenades. Other weapons do not require the use of grenades and nanohives to be useful. This just shows that the MD is still UP, despite the wails of AR users.
Flux grenades are fine. It's the over reliance on shields that are the problem. CCP probably needs to work a little harder on the armor side of the tanking equation for dropsuits.
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Killar-12
Molon Labe. League of Infamy
421
|
Posted - 2013.08.04 02:13:00 -
[23] - Quote
if you need 2 weapons to use one of them then the weapons are fine. |
Buster Friently
Rosen Association
1438
|
Posted - 2013.08.04 02:15:00 -
[24] - Quote
Killar-12 wrote:if you need 2 weapons to use one of them then the weapons are fine.
I'm not following. The MD requires the use of flux grenades and nanohives to be useful. This sounds weak to me, not fine.
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