Grenade Capacity Gear (What Were You Thinking?)
#26
Posté 09 juin 2012 - 05:22
#27
Posté 09 juin 2012 - 05:33
ZGaiden wrote...
Ha Ha, he said "30 minute match". has anyone ever had a match last that long? Maybe solo gold? Otherwise 20 min or less. Sounds good OP.
I definitely have gold matches that last that long, sometimes they're a little shorter but 30 minutes isn't totally out of the question. Especially since they took away Atlas and Prime weak spots <_< Or if you get a retrieval objective on the other side of the map from the LZ and enemies keep spawning in front of you as you trudge back with all the pizzas
Granted they do go faster with a group of four skilled/experienced people than in publics.
#28
Posté 09 juin 2012 - 05:39
#29
Posté 09 juin 2012 - 05:50
Achire wrote...
Grenades needed something; this was not it.
Couldn't have said it better myself.
#30
Posté 09 juin 2012 - 06:22
If you're doing 20 minutes or less in public/random gold matches, good on ya. 25-35 minutes is what I generally see, even when I give in and do a match set to FBWGG. Most people aren't optimizing their builds/teams for speed runs.ZGaiden wrote...
Ha Ha, he said "30 minute match". has anyone ever had a match last that long? Maybe solo gold? Otherwise 20 min or less. Sounds good OP.
#31
Posté 09 juin 2012 - 07:04
It's still an imbalanced system, regardless of how many people have it yet. I figure why wait to fix it?Babbylonian wrote...
First off, let's not start calling grenades overpowered until a significant portion of the population has the maxed grenade gear. I haven't noticed anyone over +2 in public matches. Most people aren't seeing 10+ fresh rares a day.If you're doing 20 minutes or less in public/random gold matches, good on ya. 25-35 minutes is what I generally see, even when I give in and do a match set to FBWGG. Most people aren't optimizing their builds/teams for speed runs.ZGaiden wrote...
Ha Ha, he said "30 minute match". has anyone ever had a match last that long? Maybe solo gold? Otherwise 20 min or less. Sounds good OP.
#32
Posté 09 juin 2012 - 11:36
#33
Posté 09 juin 2012 - 11:39
#34
Posté 09 juin 2012 - 11:50
1337haxwtg wrote...
I actually don't have the grenade gear yet either. In fact, I've had horrible luck with the gear in general. I just think giving us more capacity wasn't the way to go about fixing grenades.
Don't you have anything better to do than just complain about everything? Now you're even complaining about something you don't even have yet to try out. The real question is what are you thinking?
Its rather obvious you can't restock that easily, even if you use ammo packs, its only 5/game, and more than 5 waves. So people who don't ration grenades will run out of them.
#35
Posté 09 juin 2012 - 11:52
#36
Posté 09 juin 2012 - 11:59
I'm up to Grenade III. It's basically like having 5 extra cobras.
I still limit grenade use somewhat, but having the ability to hold so many means they're easier to stockpile. Every time you run by an ammo box you are more likely to have the capacity to pick one up (if available.)
#37
Posté 10 juin 2012 - 12:03
If they do make change to the Grenade Capacity gear, giving +1 grenade at ranks I, III, and V, and 10% grenade damage bonuses at II and IV would be a nice way to do it.
#38
Posté 10 juin 2012 - 06:44
neteng101 wrote...Don't you have anything better to do than just complain about everything? Now you're even complaining about something you don't even have yet to try out. The real question is what are you thinking?
I sure do. See the other threads in my signature? I contribute in many ways. I also comment on other threads and I provide explanations for my own complaints. I'd hardly call them complaints anyway (well, mostly). I also play the game, amongst other things.
I don't need grenade gear to see how it works. The numbers are enough in this case. A ton of grenades at once is a strange way to balance grenade supplies. My idea prevents spamming and makes grenade users more consistently useful.
Also, GI will be the least of your worries once you start running into QMIs spamming arc grenades with level 5 grenade gear...
Modifié par 1337haxwtg, 10 juin 2012 - 01:51 .
#39
Posté 10 juin 2012 - 06:47
#40
Posté 10 juin 2012 - 06:49
It's nice to have 150,000 points at the end of the match, but everybody else usually just leaves so I wouldn't really recommend it...
#41
Posté 10 juin 2012 - 06:55
Rank I: +1 capacity
Rank II: +1 capacity, + 5% grenade damage
Rank III: + 2 capacity, + 5% grenade damage
Rank IV: + 2 capacity, +10% grenade damage
Rank V: + 3 capacity, + 10% grenade damage
#42
Posté 10 juin 2012 - 07:18
IT IS NOT OP on Gold and I have it at V
#43
Posté 10 juin 2012 - 07:23
#44
Posté 10 juin 2012 - 07:33
they have a fundamental issue, and instead of fixing the basic flawed mechanic they address it in a more superficial manner.
Adding extra invuln frames for the Vanguard glitch would be a really good example of this.
Yes, grenade supply should be fixed instead of making gear to spike capacity. At least on the newer maps the grenades are easier to resupply, but still problematic on a team with multiple grenade users.
I support OP's idea.
#45
Posté 10 juin 2012 - 07:34
For example,
lv1 nade power up: 1 extra nade supplied from ammo box
lv2: 2 extra nades
lv3: 3 extra nades
lv4: 3 extra nades, +5% damage boost to nade
lv5: 3 extra nades, +7.5% gamage to nade
This way, it won't be THIS spammable, since you need to actuallu run to ammo box. And it makes the ammo box more useful.
#46
Posté 10 juin 2012 - 07:47
1337haxwtg wrote...
The issue with grenades was never what we could hold, but rather how well we could keep them stocked.
Speak for yourself. I hated the capacity limit, and Grenade Capacity is a godsend.
#47
Posté 10 juin 2012 - 09:34
Grenade supply largely depends on your playstyle. If you sit in one "fortress corner" yeah, you are going to run out fast. But I "patrol" the map, going by each ammo point and I usually have 4-6 grenades ready to go for the next wave.
And I don't really "spam" them. At least I don't think a "frag and clear" tactic where you throw 1 or 2 (depending on enemy) at the enemy group and then ventilate them with my revenant.
I use the ammo pack equipment in the end. Especially when waiting for dust-off. The enemy mob group up like you all know and frag grenades trained up to max for anti-armor softens most boss enemies to manageable targets.
I also don't think regenerating grenades would be good. It'd be convenient as hell, I admit. But I think the low supply of them imposes "fire control" so you don't just spam them all the time.
#48
Posté 10 juin 2012 - 09:45
#49
Posté 10 juin 2012 - 09:57
That said getting to restock grenades over time would have been a nice addition to getting a larger reserve of them. Some one already suggested cutting back capacity by two and adding a resupply countdown.
Just having a few (2) restocked at the end of each wave would also help.
#50
Posté 10 juin 2012 - 10:11
Only on the bad maps that give just 1 grenade per box, on Goddess for example it's quite easy to shuck about 10 grenades a wave without even using ammopacks(ofcource this is hardly because of the grenade capacity gear as i only have it at 1.)neteng101 wrote...
Its rather obvious you can't restock that easily, even if you use ammo packs, its only 5/game, and more than 5 waves. So people who don't ration grenades will run out of them.





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