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Henchmen21
Planet Express LLC
44
|
Posted - 2013.08.03 14:41:00 -
[61] - Quote
After 15 mill SP being the proto nade throwing tank destroying foot solder. I've begun skilling tanks, as far as AV nades even with low skill fits if I die to a nade its been my own fault. If I'd change anything it be Swarms are anti air only and slow forge gun projectile speed a bit. |
Coleman Gray
GunFall Mobilization Covert Intervention
398
|
Posted - 2013.08.03 14:43:00 -
[62] - Quote
AV grenades should be taken out full stop. you want to have anti-vehicle ability then take an AV weapon, it's cheap that people can have best of both worlds, AR's dominate the battlefield since their simply better than any other gun and AV grenades seem to be more effective than actual AV weapons as it stands, people will argue against their points because they don't want their crutches nerfed but fact is AV on the whole defeats the purpose of vehicles at the moment. Everyone one pretty much agree's tanks are worthless because they do die to easily because the infantry Tanks are meant to be able to dominate are able to toss 4 or less grenades to end any tank which ONE person is capable off.
The only nerf AV grenades need is to be removed otherwise everyone may as well just run AR with AV nades, infact why beat around the bush EVERYONE would be happier if everything but those two weapons was removed |
Cody Sietz
Bullet Cluster
642
|
Posted - 2013.08.03 14:44:00 -
[63] - Quote
OK, where did wolfman say this?
Also, please don't Nerf my plasma cannon...I like its so-so AV/AP ability. |
The Attorney General
ZionTCD
649
|
Posted - 2013.08.03 15:02:00 -
[64] - Quote
My opinion on AV nades:
1. Longer refresh time from nanohives. Add at least 15% to the restock time, and also increase the nanite cluster cost to restock them.
2. Reduce damage on standard level grenades by 20%, and advanced by 10%, and proto by 3% to encourage investing more SP.
3. Increase the fitting requirements on AV grenades, such that equipping them on a suit requires genuine sacrifice to the infantry role.
4. Give heavies their large capacity grenades with fitting requirements and power similar to nades now, to reinforce the idea that the primary anti vehicle infantry soldier is the heavy suit. |
Texs Red
SVER True Blood
52
|
Posted - 2013.08.03 15:18:00 -
[65] - Quote
Lets all take a step back from the whole situation and view it objectively:
Infantry: I get slaughtered by a tanker who is going 30/0, I need a way to effectively kill him.
Tank: I like vehicles but in order to not die my vehicle fit costs between 600-800k ISK so losing a single tank in battle is a loss unless I make like 3,000+ WP a game.
What I say in response:
Infantry: I've been playing this game for a while and right now I see more infantry going 24/0 than I do tank. A tank is just easier to blame and it's clearly obvious which individual is doing the killing. AV also needs to straighten itself out with the risk/reward idea, the closer you are to a tank the more lethal you should be towards it and while that is partially true right now there is notable discrepancies. From that idea frame swarm launchers and forge guns need reduced damage (the exchange for range), plasma cannons need a significant boost (due to poor range), and AV nades need more penalties (so you can't be as versatile, thus lowering risk). Also with the current mechanics a vehicle has almost no situational awareness outside his line of sight (unless he has an active scanner) so sneaking up behind one is no critical error on the driver's part nor overly impressive feat for infantry. Thus if good tactics are used getting up close for a quick kill is less dangerous than it appears.
Tanks: Yes you are a tank and therefore should have a increased ability to take hits. However this is also Dust 514, where everything we use is disposable to some degree. Tank prices should be lowered so that losing 1 or 2 in a match isn't devastating to your pocket book, this would also make AV people happier because then specializing into only AV is more likely to offer a satisfying game play (more activity/WP).
Overall I think Dust needs to have more distinctive roles that are cheaper to get into. If you want to attract new players then they need to have an easier way of being able to actually influence the battle field (get into a specialization that has impact). Currently it can take months of grinding to fill a single role that provides that feel, which means they probably spent all that time getting slaughtered by older players (they can't compete) and fewer people will want to deal with that. |
Heimdallr69
Imperfects Negative-Feedback
430
|
Posted - 2013.08.03 15:29:00 -
[66] - Quote
Delta 749 wrote:Seriously leave the AV nades the **** alone They absolutely need the the damage otherwise there would be very little to deter vehicle players and Ill use the murder taxi problem as an example, before people specced into better AV options you would see the trucks just going back and forth feeling completely safe but now that there is more danger to them out in the field they try to hit and run or get blown up
Same thing with tanks, how often in the past have you seen one park next to a CRU to rack up kills With the grenades high spike damage it at the very least scares him off since now he knows there is danger
Now as for homing its really not as good as you think it is, more often than not for the homing to be effective, especially with a packed grenade since those have a much shorter homing range, your throw would already have to be dead on On top of that theres a delay between throwing, homing activation, and the explosion so youll end up having grenades bounce off a vehicles hull before the homing actually kicks in and the thing explodes
Now I know the likely counter argument is "They arent a primary blah blah blah" and thats right they arent, even with the high spike damage you have limited ammo, limited range, and the scenario of 'People just throw down hives and spam them" only works if the vehicle driver is a complete dunce and is sitting stone still
So yeah, summary time Viable deterrent option that is perfect as is since it carries enough limitations to counter the spike damage and the only ones that it will constantly be deadly to are bad drivers Sorry but you can thank the people that spam them with nanohives they are OP, they ruined it for everyone else |
Nemo Bluntz
TeamPlayers EoN.
207
|
Posted - 2013.08.03 16:23:00 -
[67] - Quote
Kekklian Noobatronic wrote:Do you even have AV grenades to proto? Or has your poorly fit tank just been popped by them. Because it sounds like the latter. They are not the OP good weapon that you make them out to be. First, you have to get in close against a vehicle that can blast you apart in me seconds, before you even have a chance to throw. Second, they are crap against shield tanks. Third, a well for mardrugar will cut the damage done in half, with or even kicking in reps.
AV weapons are powerful for a reason : to keep vehicles in check. Right now, it only is keeping the poorly fitted and those who aren't paying attention at bay. Well fitted talks shrug them off, and logi LAVs barely notice.
So please. Do us a favor. Shut up, and stop posting. +1 |
Scheneighnay McBob
Bojo's School of the Trades
2638
|
Posted - 2013.08.03 16:26:00 -
[68] - Quote
Overall, they're fine- just need a (very short) manual lockon.
I don't know if it's like this already, but flux grenades should deal more shield damage than AV grenades. Shield-specific weaponry should be unmatched at taking down shields. |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
305
|
Posted - 2013.08.03 18:02:00 -
[69] - Quote
Enjoy the game, because I am tired of this same old discussion, and most of you tankers / lav users posting in here are being silly.... and of course the same person is doing 50% of the posting with alts so this is a troll thread.
Not one of you vehicle users are willing to give and inch, but expect AV grenades to take a 43 foot step backwards.
Enjoy the game when it just 4 of you fighting back and forth with your alts trying to crash into each other with LLAV's and thinking you are the elite of dust.
Again who has infinite ammo, stamina and speed.....vs the crutch of the FOTM tank llav, give that to me as a infantry soldier on the ground and do it for a about 2 months so I can dominate the vehicles the way they are describing in this thread and then nerf it.... just so I can leave on the 17th with a better feeling than I shouldn't have even gotten involved with this game.
HEY CCP I think vehicles should be removed entirely, they serve no purpose. |
Lurchasaurus
SVER True Blood
890
|
Posted - 2013.08.03 20:03:00 -
[70] - Quote
Church The Sniper wrote:Lurchasaurus wrote:Wakko03 wrote:
Mentioned- stamina.... funny vehicles don't have stamina and a lot of speed - see you were silly enough to stand still discussion. Mentioned- nano-hives.... I have 4 - 3 can be active and go fast when I am supplying my team so chances are I am only going to get another 3 grenades maybe..... just how infinite is your tank ammo these days? And I am tethered to 7 meter range of my nano in order to get more ammo.
This thread is no where near non-biased all I see is AV grenade guys defending the one thing that is close to OK in this game against people that want the vehicles to rule the universe.... if you want that... why aren't you playing eve? This is dust.
AV grenades should not insta-disappear like vehicles running for the red-line they should stay on the ground for a minumum of 2 minutes, if that proves to be too long... 1:30.
Forgot to mention the team work it needs to take. Where was the logi repping your tank with a repair tool or the dropship overhead repairing you.... you drove off without them or didn't have them because your team of duvolles was hunting down everyone with any sort of AV, then when a person switches after getting killed to non-av to help the guys with AV, you are killed by the tank.
I take comfort in the fact that while ccp may read this, 95% chance they will do whatever the heck they want you or I being little influence on that decision.
hrmmm....what was it called.....OH YEAH supply depots and proximity mines oh yeah and about that last point, you bet your ass im gonna be pissed if i cant use a tank properly without gunners. i paid 2 mil isk for it. what did you pay for your av nades? like 20k? Lurch...stop running ION cannons in pubs >.> if your paying 2mil for a gunnlogi with a blaster ..I can only imagine the hit you take defensively just to equip that ball buster let alone the isk price should you get pissed and bring out a second one. Oh and if you getting killed by proxy mines...you should find a new role, if the beeping isn't enough to get you to change direction...maybe you should look at those odd looking bumps in the middle of the road.
never been killed by a mine and usually run SNBs cause i dont need an ion cannon. usually if i do it is because someone in my squad has requested it. |
|
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
361
|
Posted - 2013.08.03 20:45:00 -
[71] - Quote
I'd say reduce grenade capacity down to 2.
Reduce the damage. WAY too much for something I can carry around in my pocket and whip out in a flash. I'll let the pros deal with the specifics.
Less homing. It is ridiculous that I can lob a few from behind cover or lob 'em near a vehicle (the peek-a-boo game has never been so effective) and get hits.
The nano-hive restocking grenades thing...depends. It could be a non-factor if damage was reduced low enough. You could sit there on your nanohive, but if grenades only did 300 a pop and you didn't get them back fast enough to continuously throw them then that would give the vehicle (a good vehicle) plenty of time to get the GEK outta the way. On the flipside, if you were in an advantageous position and your team basically had it trapped you could contribute very well to a kill.
He is the core gamer, the bastard child of the casual and hardcore gamer. He invests the former's effort and cries when he doesn't get the latter's results.
CrotchGrab 360 wrote:You're so philosophical. please adorn me with more pearls of wisdom. |
Ninjanomyx
One Who Bears Fangs At GOD
130
|
Posted - 2013.08.03 21:07:00 -
[72] - Quote
Kekklian Noobatronic wrote:Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Lets start with AV nades. What are your guys thoughts? Personally, i find these weapons too versitle and easy to use because you get 3 of them, they hone in your targets, do a massive amount of damage (av naders can bring high passive resist shield tanks down to half shields in 3 throws) and do not require line of sight to destroy vehicals (can throw over cover plus hone in, no acuracy required). They are also effective land mines, and one person can solo a tank with a nano hive. Also, they do not penalize the user in fitting or combat efficiency too much cuz their jus grenades, and you can get proto AV nades by jus specing grenader, there should prolly be a skill for AV nades, locus and flux grenades, seperatly thats my input, feel free to correct or add on your thoughts but whatever you say, SAY WHY!! We want to give good reasoning behind our oppinions Do you even have AV grenades to proto? Or has your poorly fit tank just been popped by them. Because it sounds like the latter. They are not the OP good weapon that you make them out to be. First, you have to get in close against a vehicle that can blast you apart in me seconds, before you even have a chance to throw. Second, they are crap against shield tanks. Third, a well for mardrugar will cut the damage done in half, with or even kicking in reps. AV weapons are powerful for a reason : to keep vehicles in check. Right now, it only is keeping the poorly fitted and those who aren't paying attention at bay. Well fitted talks shrug them off, and logi LAVs barely notice. So please. Do us a favor. Shut up, and stop posting.
I went Cal-Logi, Duvo-TAC, AV Nade, Spamohive for Uprising 1.0 (Pre-Respec). It was EZ-Mode vs Infantry & Vehicle (Except LAV...) I still have almost 2000 Hacked Exos from the LOLCoding Fail. You are an irrelevant Scrub telling a Vet to stop Posting.....
On-Topic:
AV Nade Variants should be 600 w/ Homing, current Packed w/o Homing (Contact or Sticky). Nades should require Separate SP Sinks (Everything else has this.....) This would allow for Proper AV Specialists (FGers) to shine while Homing may be used as a Peripheral to Deter/Disincentive access to Enclosures (Area Denial), while Skilled Grenadiers can use Skill to sneak up on a HAV & still wreak havok without a Crutch. |
lowratehitman
Subdreddit Test Alliance Please Ignore
795
|
Posted - 2013.08.03 21:35:00 -
[73] - Quote
To end all these debates...they should not NERF AV, they should have made seperate skill trees for each type of grenade. Being able to specialize in grenade and have all thre different types available at the various stages was somewhat lazy. If you want av nades...skill into it..if you want flux..skill into it..etc |
XxWarlordxX97
187.
4385
|
Posted - 2013.08.03 21:37:00 -
[74] - Quote
Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Lets start with AV nades. What are your guys thoughts? Personally, i find these weapons too versitle and easy to use because you get 3 of them, they hone in your targets, do a massive amount of damage (av naders can bring high passive resist shield tanks down to half shields in 3 throws) and do not require line of sight to destroy vehicals (can throw over cover plus hone in, no acuracy required). They are also effective land mines, and one person can solo a tank with a nano hive. Also, they do not penalize the user in fitting or combat efficiency too much cuz their jus grenades, and you can get proto AV nades by jus specing grenader, there should prolly be a skill for AV nades, locus and flux grenades, seperatly thats my input, feel free to correct or add on your thoughts but whatever you say, SAY WHY!! We want to give good reasoning behind our oppinions
I want to one shot every tank with my forge gun |
Lurchasaurus
SVER True Blood
890
|
Posted - 2013.08.03 21:39:00 -
[75] - Quote
lowratehitman wrote:To end all these debates...they should not NERF AV, they should have made seperate skill trees for each type of grenade. Being able to specialize in grenade and have all thre different types available at the various stages was somewhat lazy. If you want av nades...skill into it..if you want flux..skill into it..etc
its the simplest thing that ive always hated lol. i dont even get a pg skill anymore but they get fluxes, avs, and locus grenades all for a very very cheap sp price. the multiplier is only like 4 or something stupid like that. |
Delta 749
Kestrel Reconnaissance
1558
|
Posted - 2013.08.03 22:51:00 -
[76] - Quote
Void Echo wrote:Delta 749 wrote:Seriously leave the AV nades the **** alone They absolutely need the the damage otherwise there would be very little to deter vehicle players and Ill use the murder taxi problem as an example, before people specced into better AV options you would see the trucks just going back and forth feeling completely safe but now that there is more danger to them out in the field they try to hit and run or get blown up
Same thing with tanks, how often in the past have you seen one park next to a CRU to rack up kills With the grenades high spike damage it at the very least scares him off since now he knows there is danger
Now as for homing its really not as good as you think it is, more often than not for the homing to be effective, especially with a packed grenade since those have a much shorter homing range, your throw would already have to be dead on On top of that theres a delay between throwing, homing activation, and the explosion so youll end up having grenades bounce off a vehicles hull before the homing actually kicks in and the thing explodes
Now I know the likely counter argument is "They arent a primary blah blah blah" and thats right they arent, even with the high spike damage you have limited ammo, limited range, and the scenario of 'People just throw down hives and spam them" only works if the vehicle driver is a complete dunce and is sitting stone still
So yeah, summary time Viable deterrent option that is perfect as is since it carries enough limitations to counter the spike damage and the only ones that it will constantly be deadly to are bad drivers its called the swarm launchers and forges, us tankers sacrifice our ability to fight outside of the vehicle in order to pilot a tank, you should sacrifice your ability to fight infantry if you want to kill us.. fair is fair, the av grenade allows you to be effective in both equally which is a major problem, "if you specialize in everything, youl be good at nothing", "to gain something, something else must be sacrifice".. av grenades are the most OP av weapon in the game, your just a scrub if you think otherwise & yes im speaking the truth, all you ******* do with those tin cans is hide behind cover and throw them straight up and they take out over half of our shields and armor within 5 seconds.... only the swarms and forges should do that, not a ******* tiny ass grenade..
Oh no really half of your HP in 5 whole seconds? Now tell me again how many fractions of a second it takes for a tank to kill infantry And last I checked you dont spawn in already sitting inside your tin can and you sacrifice absolutely nothing while driving a tank
"Waaah we cant fight outside our tanks" You have free dropsuits dont you and havent I seen you telling new people to just squad up and run with a group to be effective if you only have low level gear? ******* hypocrite, cry some more |
Exmaple Core
Ancient Exiles Negative-Feedback
734
|
Posted - 2013.08.05 01:43:00 -
[77] - Quote
Woe, there is alot of infaintry that say AV grenades should be this powerfull. Wich is cool, this is jus a thread to collect our thoughts on the situation.
The tankers on this thread are trying to make the point that AV grenades are currently strong enough to be a primary weapon. Id like to point out some good points for both sides here
Vehicals - AV nades are currently strong enough to be used as a primary means of AV per person using them. Vehicle user believe that doing 2500 damage every couple seconds should be done by a proper AV weapon, such as forges and swarms.
-Vehicle users believe AV nades should only be a supplement to AV, doing minor damage compared to the true AV weapons. A cannon or swarm of missiles should be very capable on destroying vehicles, but a grenade is well, a grenade.
- AV grenades can be spamed quiet quickly in a nanohive. Perhaps there should be a slower replenishment rate.
Infainty
QQ
Sorry, but... i dont see any good points made by infantry players... not trying to be sarcastic. Im seeing no justifications to how its balanced, just ppl saying tankers are simply wrong |
N I G
Ametat Security Amarr Empire
10
|
Posted - 2013.08.05 01:47:00 -
[78] - Quote
Exmaple Core wrote:Arkena Wyrnspire wrote:Not much less damage, but being able to carry only 2 instead of 3 and less homing would help.
EDIT: I also wish grenades weren't restockable by nanohives and only came back at supply depots. how much less honning? and what only 2? why not restockable with hives and why only by depots?
sounds like you speced into the OP weapon... hmmm somebody is mad |
N I G
Ametat Security Amarr Empire
10
|
Posted - 2013.08.05 01:49:00 -
[79] - Quote
Kekklian Noobatronic wrote:Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Lets start with AV nades. What are your guys thoughts? Personally, i find these weapons too versitle and easy to use because you get 3 of them, they hone in your targets, do a massive amount of damage (av naders can bring high passive resist shield tanks down to half shields in 3 throws) and do not require line of sight to destroy vehicals (can throw over cover plus hone in, no acuracy required). They are also effective land mines, and one person can solo a tank with a nano hive. Also, they do not penalize the user in fitting or combat efficiency too much cuz their jus grenades, and you can get proto AV nades by jus specing grenader, there should prolly be a skill for AV nades, locus and flux grenades, seperatly thats my input, feel free to correct or add on your thoughts but whatever you say, SAY WHY!! We want to give good reasoning behind our oppinions Do you even have AV grenades to proto? Or has your poorly fit tank just been popped by them. Because it sounds like the latter. They are not the OP good weapon that you make them out to be. First, you have to get in close against a vehicle that can blast you apart in me seconds, before you even have a chance to throw. Second, they are crap against shield tanks. Third, a well for mardrugar will cut the damage done in half, with or even kicking in reps. AV weapons are powerful for a reason : to keep vehicles in check. Right now, it only is keeping the poorly fitted and those who aren't paying attention at bay. Well fitted talks shrug them off, and logi LAVs barely notice. So please. Do us a favor. Shut up, and stop posting.
talk about your self bro, you made cuz your main primary AV weapon getting fked... Sorry, Op **** gotta go... |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
285
|
Posted - 2013.08.05 01:55:00 -
[80] - Quote
I really hate to get involved with AV/V discussions, but what if they removed the homing ability but made AV grenades stick (like a regular sticky grenade in Halo/CoD) to vehicles instead. That way, you still need to have some skill to be able to able to actually hit the vehicle, but it also effectively helps counter the fact that vehicles can fairly easily outrun infantry/grenades. |
|
Delta 749
Kestrel Reconnaissance
1632
|
Posted - 2013.08.05 02:02:00 -
[81] - Quote
Exmaple Core wrote:Woe, there is alot of infaintry that say AV grenades should be this powerfull. Wich is cool, this is jus a thread to collect our thoughts on the situation.
The tankers on this thread are trying to make the point that AV grenades are currently strong enough to be a primary weapon. Id like to point out some good points for both sides here
Vehicals - AV nades are currently strong enough to be used as a primary means of AV per person using them. Vehicle user believe that doing 2500 damage every couple seconds should be done by a proper AV weapon, such as forges and swarms.
-Vehicle users believe AV nades should only be a supplement to AV, doing minor damage compared to the true AV weapons. A cannon or swarm of missiles should be very capable on destroying vehicles, but a grenade is well, a grenade.
- AV grenades can be spamed quiet quickly in a nanohive. Perhaps there should be a slower replenishment rate.
Infainty
QQ
Sorry, but... i dont see any good points made by infantry players... not trying to be sarcastic. Im seeing no justifications to how its balanced, just ppl saying tankers are simply wrong
You know I forgot to ask but what role do you main? and what is your own opinion on whether AV nades need the power to be a deterrent or not? |
Exmaple Core
Ancient Exiles Negative-Feedback
734
|
Posted - 2013.08.06 04:44:00 -
[82] - Quote
Delta 749 wrote:Exmaple Core wrote:Woe, there is alot of infaintry that say AV grenades should be this powerfull. Wich is cool, this is jus a thread to collect our thoughts on the situation.
The tankers on this thread are trying to make the point that AV grenades are currently strong enough to be a primary weapon. Id like to point out some good points for both sides here
Vehicals - AV nades are currently strong enough to be used as a primary means of AV per person using them. Vehicle user believe that doing 2500 damage every couple seconds should be done by a proper AV weapon, such as forges and swarms.
-Vehicle users believe AV nades should only be a supplement to AV, doing minor damage compared to the true AV weapons. A cannon or swarm of missiles should be very capable on destroying vehicles, but a grenade is well, a grenade.
- AV grenades can be spamed quiet quickly in a nanohive. Perhaps there should be a slower replenishment rate.
Infainty
QQ
Sorry, but... i dont see any good points made by infantry players... not trying to be sarcastic. Im seeing no justifications to how its balanced, just ppl saying tankers are simply wrong You know I forgot to ask but what role do you main? and what is your own opinion on whether AV nades need the power to be a deterrent or not?
Well, i have been many classes so far in my stay in dust and currently i have a proto scout shotty, an adv heavy and 16 mill SP into shield tanks. Ive used swarms and forges extensively as well and most everything in dust except for logi. With how powerful swarms and forge guns are i, personally would say that AV nades should not compare in damage and should only be supplemental damage to the true AV weapons commiting to destroy a tank. Individuals with ARs should not significantly damage tanks without demolition charges, its just unbalanced with all the great AV weapons out there.
- By significantly damage tanks, i mean 3 proto AV nades should not be droping a shield tanks shield to half when the shield tank has 40% passive resist base (plus shield natural resist brings it to 60% damage reduction). This is comming from one person with an assualt rifle, mind you. In my oppinion, that is too strong for a grenade. Keep in mind armor tanks are 20% weaker to explosions
By supplemental damage, i mean proto AV nades should not be doing an insaine amount of damage to tanks but should be doing enough make the tank move or finnish off a tank wounded tank. In terms of numbers, imo, proto AV nades should do 1000 damage to still make armor tanks care, want to get out of the way but still survive without being mortally wounded by a single person, still being forced to move and would require the switch to flux grenades to deal with shield tanks, as it should be. Being confident your AV nades will badly shake a shield tank is silly, shields should not be afraid of them. But flux on the other hand is a different story, and infaintry should HAVE to switch to them to deal the sort of damage AV nades do now |
LEFT IN DUST
Proto-G3NIUS3S
0
|
Posted - 2013.08.06 05:15:00 -
[83] - Quote
NNOOOO that's like saying uwish ammo only comes from supply depot]
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1022
|
Posted - 2013.08.06 05:17:00 -
[84] - Quote
I wish to see more skill short dumb fire AV weapons.
no AV nades, which are replaced by C4 like breaching charges. |
Exmaple Core
Ancient Exiles Negative-Feedback
734
|
Posted - 2013.08.06 05:29:00 -
[85] - Quote
LEFT IN DUST wrote:NNOOOO that's like saying uwish ammo only comes from supply depot]
really? i dont see how. Do explain, plz |
ZDub 303
TeamPlayers EoN.
1480
|
Posted - 2013.08.06 05:57:00 -
[86] - Quote
What would be really neat is if AV nades did less damage (like 30% of the damage they do now) but cause some other type of anti vehicle effect.
Something like:
- Reducing the effect of modules?
- Reducing the acceleration and top speed?
- Reduce turret rotation speed?
- Increase heat buildup on turrets?
- Reduce base resistance to damage?
Something that would partially disable a tank so that AV weapons are more effective. This promotes teamwork > spam and SP.
AV nades and AV weapons should compliment, instead of compete or replace, each other.
a magnetic remote explosive variant would be sweet though, and would make a much better infantry AV weapon. |
Ninjanomyx
One Who Bears Fangs At GOD
134
|
Posted - 2013.08.06 06:36:00 -
[87] - Quote
ZDub 303 wrote:What would be really neat is if AV nades did less damage (like 30% of the damage they do now) but cause some other type of anti vehicle effect. Something like:
- Reducing the effect of modules?
- Reducing the acceleration and top speed?
- Reduce turret rotation speed?
- Increase heat buildup on turrets?
- Reduce base resistance to damage?
Something that would partially disable a tank so that AV weapons are more effective. This promotes teamwork > spam and SP. AV nades and AV weapons should compliment, instead of compete or replace, each other. a magnetic remote explosive variant would be sweet though, and would make a much better infantry AV weapon.
Only -30%.....& adding Status Effects???? No.....just....no. Try -35% what we have now for Basic Homing AV Nades, what we have now for No-Homing Packed, & maybe -90% w/ Status Effect. This is only Logical..... |
Heathen Bastard
Kang Lo Directorate Gallente Federation
454
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Posted - 2013.08.06 06:57:00 -
[88] - Quote
Drop the damage on them significantly. A grenade is doing more damage than a tank mounted railgun. the type of turret made for wiping out enemy vehicles. how is something that is smaller than the slug I fire, doing more damage than literally any other anti-vehicle weapon?
6 smart missiles, with multistage warheads designed to pierce into armor and explode.Weaker than a hand tossed grenade.
A railgun, that is inexplicably more powerful than something mounted on a tank. Weaker than a hand tossed grenade.
A plasma canno-okay, I'll give that simply pegging the tank with a regular old rock would be better than this.
A railgun, mounted to a tank, firing a slug at 80GJ(notably, one MEGAJOULE (1/1000 of 1/80th of the energy) has been described as "roughly equivalent to a 1 ton car moving at 100 miles per hour") Weaker than a hand tossed grenade.
they should be a deterrent, at best. not the absolute best weapon for anti-vehicular operations and area denial(they sit on the ground for a bit if you miss/just toss them out waiting for a tank) |
lowratehitman
Subdreddit Test Alliance Please Ignore
804
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Posted - 2013.08.06 07:05:00 -
[89] - Quote
All I can say Maple in all honesty... I threw 4 proto av grenades into your tank during that PC match and it did NOTHING as far as damage.... so I am not understanding what is wanted to be done with the AV nades.
I believe I still have that match recorded on my hard drive, I could be wrong.. I got my ass tore up, but the evidence of the av nade dmg is very visible when I say ...little damage was done. |
Ninjanomyx
One Who Bears Fangs At GOD
134
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Posted - 2013.08.06 07:11:00 -
[90] - Quote
lowratehitman wrote:All I can say Maple in all honesty... I threw 4 proto av grenades into your tank during that PC match and it did NOTHING as far as damage.... so I am not understanding what is wanted to be done with the AV nades.
I believe I still have that match recorded on my hard drive, I could be wrong.. I got my ass tore up, but the evidence of the av nade dmg is very visible when I say ...little damage was done.
LOL.....you hit a Shield Tank w/ Proto AV Nades & did "Nothing"??? Sir.....what is your idea of "Nothing" exactly??? I'm honestly curious.....b/c even my Hacked Exos do "Something".... |
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