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Funkmaster Whale
0uter.Heaven EoN.
156
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Posted - 2013.08.01 23:07:00 -
[1] - Quote
Alright, to start off I'd like to note that this is coming from a player who tends to and prefers to play with upper-tier players. This is something I've been noting as the general prevalence of Prototype suits has risen to the point where the overall playing field is relatively equal. The range of opinions on the matter will certainly vary but my stance is coming from someone who is playing with and against the highest tier players.
Now the issue at hand...
Every FPS game since the dawn of time has usually included grenades as a viable tactic to deter or suppress groups of infantry. It is something that has almost become a staple in the modern FPS. I'm noting this obvious fact because it's not something I'm wishing at all to see go away, only to simply reevaluate the effectiveness of the grenade in this particular game.
At the level I'm playing at with effectively everyone running prototype suits, the average TTK (Time To Kill) on people with maxed out shields/armor has risen to the point where everyone is now inclined to use one-hit kill methods as the most effective way to rid themselves of the enemy. This is a perfectly valid tactic, but the problem now lies in just how prevalent grenades (and explosions in general) have become because of the relative ease of use.
Since the Flaylock nerf, players seem to now be trending towards throwing Mini-Orbitals (Core Locus Grenades) as a substitute for getting the job done quick and easy, which creates a scenario where you have no choice but to return grenade spam with grenade spam or risk getting one-hit-killed because going in with a gun will just get you blown up. I cannot recount how many games I've had against who I used to think were the "best" players because they were top 100 on leadersboards, and yet the killfeeds read nothing but: Core Locus Grenade, Core Locus Grenade, Core Locus Grenade, M1 Locus Grenade, Core Locus Grenade, Freedom Mass Driver, Core Locus Grenade... You get the point. I think this is a product of both the general high TTK as well as the nowhere-near-perfect hit detection. These two things coalesce into people resorting to a style of play where you strive to aim in the general direction of the enemy, instead of actually having to, you know, shoot them. In a genre deemed First Person Shooter, I've begun to see less and less of a tendency to actually shoot the enemy and more "blow them up because it takes too long to kill with bullets".
I am thus here to propose a few changes to not necessarily eradicate grenade spam (as it is a valid tactic) but instead to retune the risk-vs-reward aspect of it. As it stands, increasing your skills in grenades effectively comes with a decent increase in fitting costs at relatively no drawbacks to damage/radius because of the lack of variations. This is the first problem. Core Locus Grenades are the only prototype level anti-infantry grenade and they come with a linear increase in both damage and radius. Instead, there needs to be a decision made by the player on whether to choose rewarding accuracy of your throw with high damage or a general suppression grenade at lower damage. Here's what I think would be fair:
Locus Grenade
- Damage: 400
- Blast Radius: 6.0m
M8 Locus Grenade
- Damage: 450
- Blast Radius: 6.0m
M8 Packed Locus Grenade
- Damage: 500
- Blast Radius: 4.0m
M8 Sleek Locus Grenade
- Damage: 400
- Blast Radius: 6.6m
Core Locus Grenade
- Damage: 500
- Blast Radius: 6.0m
Core Packed Locus Grenade
- Damage: 600
- Blast Radius: 4.0m
Core Sleek Locus Grenade
- Damage: 450
- Blast Radius: 7.2m
So what I've done here is split up the stat increases that we get at advanced and prototype levels into different variants, as well as reduce the overall effectiveness of the general ADV and PRO grenade types. By doing this, this not only increases player customization but forces the player to choose between high-reward precision throws or low-reward suppression throws. The CPU/PG costs I chose not to go into because that is an entirely different balancing act that I don't wish to delve into.
The next thing I'd like to address is the overall spamability of grenades. Right now, nanohives provide a relatively infinite supply of grenades as long as there are nanites there to provide them. This presents a problem especially when you're dealing with these mega-grenades and the sheer damage/radius they do, again presenting us with a situation where there is little to do besides retreat or return the grenade spam. I know this is a touchy subject with a lot of people, but I seriously think that CCP needs to retune either (a) how many grenades a suit is able to restock or (b) how many "nanites" grenades cost to refill. There needs to be a sacrifice made by the player by choosing to use a tactic which is highly suppressive but yet currently presents little drawback. Grenades should be something that requires timing and precision not something that allows a constant suppression of an area. They should absolutely be deadly when used correctly and not a method of garnering fast kills because it simply takes too long to shoot the enemy. Anyways, feel free to discuss the topic and give opinions.
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Funkmaster Whale
0uter.Heaven EoN.
157
|
Posted - 2013.08.01 23:21:00 -
[2] - Quote
Arkena Wyrnspire wrote:Regarding the spammability of grenades, I would suggest making them only restockable at a supply depot and not at nanohives. Also possibly reduce the grenade count to 2.
I was considering mentioning this too, but people are really touchy about nerfing their grenade-throwing so I was trying to use the scalpel and not the hammer here. Although, those same people defending nades are probably the ones most heavily benefiting from their current state. I'm not gonna lie, I use them too as a means of "countering" but I've begun to realize just how ridiculous it is, and they seriously need to be retuned. |
Funkmaster Whale
0uter.Heaven EoN.
157
|
Posted - 2013.08.01 23:39:00 -
[3] - Quote
Wakko03 wrote:Funkmaster Whale wrote:Arkena Wyrnspire wrote:Regarding the spammability of grenades, I would suggest making them only restockable at a supply depot and not at nanohives. Also possibly reduce the grenade count to 2. I was considering mentioning this too, but people are really touchy about nerfing their grenade-throwing so I was trying to use the scalpel and not the hammer here. Although, those same people defending nades are probably the ones most heavily benefiting from their current state. I'm not gonna lie, I use them too as a means of "countering" but I've begun to realize just how ridiculous it is, and they seriously need to be retuned. You know why I am defending them, because it has taken me 2 months or more to learn how to cook them just right to still get the bunny hopper who can avoid most of the damage if it lands on the ground.
2 months is hardly how long it takes to max out grenades, nor is it an effective argument. Your only argument seems to be "No don't nerf my IWIN button because it took me a while to get it." |
Funkmaster Whale
0uter.Heaven EoN.
157
|
Posted - 2013.08.02 00:18:00 -
[4] - Quote
Wakko03 wrote:Funkmaster Whale wrote:Wakko03 wrote:Funkmaster Whale wrote:Arkena Wyrnspire wrote:Regarding the spammability of grenades, I would suggest making them only restockable at a supply depot and not at nanohives. Also possibly reduce the grenade count to 2. I was considering mentioning this too, but people are really touchy about nerfing their grenade-throwing so I was trying to use the scalpel and not the hammer here. Although, those same people defending nades are probably the ones most heavily benefiting from their current state. I'm not gonna lie, I use them too as a means of "countering" but I've begun to realize just how ridiculous it is, and they seriously need to be retuned. You know why I am defending them, because it has taken me 2 months or more to learn how to cook them just right to still get the bunny hopper who can avoid most of the damage if it lands on the ground. 2 months is hardly how long it takes to max out grenades, nor is it an effective argument. Your only argument seems to be "No don't nerf my IWIN button because it took me a while to get it." Really, do the math 1.4 million SP on top of the other skillpoints required for dropsuits & dropsuit upgrades, then you have to fit them into a suit - they say over in GD that it takes 4-5 million sp to make a good suit. You get 190,000 in active a week and about 160,000 in passive so that is about 360,000 SP a week without any boosters so right there it is about a month to just get 1.4 million up. So show me a player that gives over on anything else but getting grenades right out of the bat for the iWin button. And read what I actually wrote, it took me 2 months to learn how to cook them properly to get the kills I do get with all levels of the grenades.
Yeah I misread, sorry.
You still provide little as to why you think splitting up the stats of the grenades into variants is a bad idea. By doing this, your grenadier skill actually provides you with MORE options and at the same time serves to provide some balance to grenades... |
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