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Balance ALL the things! (A collaborative effort) (Updated 7/10)


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#426
GodlessPaladin

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Atheosis wrote...
Besides, being able to soak up more damage isn't a crutch, it's a toolset.

   I'll give you that :)

I mean if you think it should be buffed, how do you think it should happen?

I haven't made up my mind about what I'd do with Fortification.  I don't just throw out numbers before I'm good and ready.

Modifié par GodlessPaladin, 24 juin 2012 - 01:45 .


#427
Atheosis

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GodlessPaladin wrote...
What I was doing and continue to do is frame the discussion and highlight factors for consideration to further debate.  Just like I do in discussions of other abilities which I have supported buffs for.  A more accurate representation would be to say that I've not made up my mind about Fortification.


When everyone is telling you they think it sucks does that not influence your take at all?  I mean I get the melee argument, and that's fine, but without greater DR and a lower recharge penalty it just remains a niche power that is only really useful to melee-specced characters.  

#428
Atheosis

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FataliTensei wrote...

I really would prefer if grenade gear were left alone tbh, but I can see reasons why it would need to be toned down somewhat.


Would you prefer reducing the maximmum number of grenades granted by Thermal Packs, if given the choice?

#429
Atheosis

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GodlessPaladin wrote...
I haven't made up my mind about how I'd change Fortification.  I don't just throw out numbers before I'm good and ready.


Fair enough.

#430
GodlessPaladin

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Atheosis wrote...

FataliTensei wrote...

I
really would prefer if grenade gear were left alone tbh, but I can see
reasons why it would need to be toned down somewhat.


Would you prefer reducing the maximmum number of grenades granted by Thermal Packs, if given the choice?


A Thermal Clip Pack grenades restored reduction would go a ways. I mean, you could still easily use Grenade Gear to freely take the alternate evolution to Capacity on whichever grenade power, but actually gathering 7-9 grenades up isn't that fast. So you get your 40% damage bonus from Inferno grenades and have 7 max grenades instead of 4, but you only restore 4 at a time... making thermal clips work about the same as they did before except now you've got that +40% damage evolution.  You can build up to a bigger grenade spam spike but you won't suddenly generate 16 grenades out of a magic hat.

I still find this rather awkward as opposed to elegant... but I can't think of any other alternatives that wouldn't require a patch besides changing all grenade powers, reducing the grenades granted by the grenade capacity gear, or altering thermal clip grenade restores. 

So which one do you guys like?

Thermal Clip Consumable
- Grenades restored reduced from 10 to 4

OR

Grenade Capacity Gear
- Progression changed from 1/2/3/4/5 to 1/1/2/2/3

OR do you just hate both xD

Modifié par GodlessPaladin, 24 juin 2012 - 02:08 .


#431
Metal Vile

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Honestly, the discussion about Fortification and its relative lack-lusterness strikes me as another power that might be better of just changing mechanically, rather than being subject to simple .ini adjustments.

Imagine if it worked like a Damage Reduction and Melee Enhancing version of Tactical Cloak? The effect is only broken by melee attacking. Something like this:


Recharge Speed: 10 seconds
Base Duration: 8 seconds
Melee Damage Bonus: 50%
Damage Reduction: 30%

Rank 2: Improve Recharge Speed by 25%
Recharge: 8 seconds

Rank 3: Improve Melee Damage +20%
Melee Damage Bonus: 70%

Rank 4A: Increase Duration +35%
Duration: 10.8 seconds

Rank 4B: Improve Melee Damage +30%
Melee Damage Bonus: 100%

Rank 5A: Bonus Melee
First Melee attack does not break Fortification

Rank 5B: Weapon Synergy
Weapon Damage Bonus: 20% while Fortification is active

Rank 6A: Shield Charge
Fortification restores 60% of your shields when broken.

Rank 6B: Improve Durability +10%
Damage Reduction: 40%

Gives Krogan Soldiers a variety of options within the power itself. Do you want to spec for maintaining the bonus as long as possible? Spec Duration, Bonus Melee, and Durability. Want the most bang for your buck? Spec Damage, Weapon Synergy, and Shield Charging.

Thoughts?

EDIT:  In order to prevent Krogans from spamming it for Shield Recharge and infinite survivability, it would be mechanically important for Shield Charge to ONLY work when you actually melee an enemy.  Simply deactivating Fortification manually would NOT provide the Shield Recharge.

Modifié par Metal Vile, 24 juin 2012 - 02:11 .


#432
rmccowen

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GodlessPaladin wrote...

I didn't say it was great, I just said it's not as useless as some people say it is and that critiques should take that into account. The melee bonus is considerbly better than Tech Armor's and it makes Inferno Grenades hit harder.

I also said that I feel comparing it directly to Tech Armor could be going about things the wrong way since a Krogan Soldier isn't choosing between Fortification and Tech Armor... they're choosing between putting points in Fortification or putting points in other powers (probably choosing between points in Fortification and Carnage or some points in passives).

That's exactly the problem: all of those are bad compromises. 6/6/6/4/4 and 6/6/6/3/5 are strictly worse than 0/6/6/6/6 build. The 6/6/6/5/3 build is nice, but sacrifices a lot of durability--so much that it's actually slightly less durable than a power-spam Sentinel with a 6/6/6/6/0 build.

(It's also possible to sacrifice points in either Carnage or Inferno Grenades--which doesn't make much sense in a build that started out with the intent of maximizing its effectiveness with powers. You can just about afford to drop Rank 6 of Inferno Grenades, if you're not planning to fight Reapers much, but that only opens up a couple of additional options.)

Of course no class can afford to be simultaneously good at everything, but what makes this examination of the Krogan Soldier galling is that, in comparison, the Krogan Sentinel can afford nearly everything. The improved bonus to power damage makes it more acceptable to put only 3 or 4 ranks into Krogan Berserker; the improved DR means you can more easily forgo additional ranks in Rage.

Essentially, by improving Fortification's base DR and Rank 5 bonus to power damage, the Krogan Soldier picks up some of the Sentinel's ability to make interesting choices--because the opportunity cost of investing in Fortification is made substantially lower.

#433
Rip504

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Rip504 wrote...

Store buff.
Example.

Recruit should cost around 7-10 Grand.
Veterans should be between 25-30 Grand. (Buff the chance for a Gold & raise the price another 10 Grand)

Spectre should be between 75-85 Grand.

PsP should be between 114-124 Grand.(No buff to the UR drop rate) (If UR drop rate is added,then 134-144 Grand.)

Idea:N7 spectre Pack. 3 rares with a slighty better chance at URs. 200-300 Grand.

Weapons etc are to easy to unlock and raise to X,lets create balance!



#434
GodlessPaladin

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Metal Vile wrote...

Honestly, the discussion about Fortification and its relative lack-lusterness strikes me as another power that might be better of just changing mechanically, rather than being subject to simple .ini adjustments.

Imagine if it worked like a Damage Reduction and Melee Enhancing version of Tactical Cloak? The effect is only broken by melee attacking. Something like this:


Recharge Speed: 10 seconds
Base Duration: 8 seconds
Melee Damage Bonus: 50%
Damage Reduction: 30%

Rank 2: Improve Recharge Speed by 25%
Recharge: 8 seconds

Rank 3: Improve Melee Damage +20%
Melee Damage Bonus: 70%

Rank 4A: Increase Duration +35%
Duration: 10.8 seconds

Rank 4B: Improve Melee Damage +30%
Melee Damage Bonus: 100%

Rank 5A: Bonus Melee
First Melee attack does not break Fortification

Rank 5B: Weapon Synergy
Weapon Damage Bonus: 20% while Fortification is active

Rank 6A: Shield Charge
Fortification restores 60% of your shields when broken.

Rank 6B: Improve Durability +10%
Damage Reduction: 40%

Gives Krogan Soldiers a variety of options within the power itself. Do you want to spec for maintaining the bonus as long as possible? Spec Duration, Bonus Melee, and Durability. Want the most bang for your buck? Spec Damage, Weapon Synergy, and Shield Charging.

Thoughts?


*Shrug* I have a thousand ideas for new powers, but that's not really what I am going for with this thread.

Though, it seems you want it to be more of a melee damage spike than what it currently is... which is a bonus that's effectively on all the time (you purge between combat encounters since the bonus stays on for 20 seconds). 

You could accomplish that with ini changes by making the bonus duration much shorter (so that you'd actually have to purge it during a combat from time to time!) and give it more of a melee and DR bonus to make it more risk/reward-y (as well as making it more of an option for those who want it to be "on all the time" and never melee).  It would certainly differentiate it more from Tech Armor.  It's certainly something I've considered suggesting but I haven't determined any particular numbers yet.  :?

Modifié par GodlessPaladin, 24 juin 2012 - 02:18 .


#435
rmccowen

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It took me over an hour to finish that post, what with this and that, and I see I got ninja'ed by basically an entire page's worth of discussion about Fortification.

So, to be a little more meta: the internal balance of Fortification is okay, but the external balance is off. The problem is that Fortification simply isn't very helpful in a build that focuses on powers rather than melee; Fortification, Carnage, and Inferno Grenade have difficulty co-existing in the same build. That's not necessarily a problem, since no class can be simultaneously good at everything it does.

But the Krogan Soldier no longer has any power except Fortification that's unique to it. If you skip Carnage, you suddenly look much more like a Krogan Sentinel who dumps Incinerate--except that you're much less durable. If you skip Inferno Grenades, I'd be hard pressed to give a good reason why you're not outclassed by a Vorcha Soldier--who now has a similar skillset, but is both more durable and infinitely more mobile.

The Krogan Soldier is, to some extent, already a compromise package. It's the only way to get the powerful Inferno Grenade and the interesting Carnage on the same chassis; if you don't want both of those powers, you're probably better off playing something else. But having both of those powers makes it essentially too costly to invest in the signature ability of the class.

(EDIT: A mixed metaphor got away from me in the final paragraph. Fixed now.)

Modifié par rmccowen, 24 juin 2012 - 02:28 .


#436
GodlessPaladin

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Out of simple random curiosity, what makes you choose the word "interesting" to describe Carnage?

Modifié par GodlessPaladin, 24 juin 2012 - 02:38 .


#437
rmccowen

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GodlessPaladin wrote...

It certainly is less durable, with 5000 vs 7000 effective shields. What makes you say Carnage is "interesting" though?

It's "interesting" because it's not in most people's top tier, but it's one of the most efficient direct-damage powers in the game (particularly against armor). It's no Tactical Cloak--it's not even Warp--but you take it because it's in the spec, and then it turns out to be a really impressive Swiss Army Knife of a power.

(...am I making any sense? I've been working on a paper for four hours, and I'm feeling a little punchy.)

Moreover, it packs some serious visual style. It doesn't do much that Incinerate or Concussive Shot can't do, but it looks incredible, and when it kills someone it makes them explode. How can you play a Krogan and not love that?

#438
Atheosis

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rmccowen wrote...

GodlessPaladin wrote...

It certainly is less durable, with 5000 vs 7000 effective shields. What makes you say Carnage is "interesting" though?

It's "interesting" because it's not in most people's top tier, but it's one of the most efficient direct-damage powers in the game (particularly against armor). It's no Tactical Cloak--it's not even Warp--but you take it because it's in the spec, and then it turns out to be a really impressive Swiss Army Knife of a power.

(...am I making any sense? I've been working on a paper for four hours, and I'm feeling a little punchy.)

Moreover, it packs some serious visual style. It doesn't do much that Incinerate or Concussive Shot can't do, but it looks incredible, and when it kills someone it makes them explode. How can you play a Krogan and not love that?



I agree with the visual style part.  That's why I so want it to buffed.  So it actually matches that visual style.  Right now every Carnage casting just leaves me disappointed in the end.  And still I prefer it to Fortification.  I guess that illustrates how little I like Fortification, eh?

#439
Spiffspoo

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GodlessPaladin wrote...

Another possibility for a nerf to Grenade Gear that's possible with only ini changes.

Thermal Clip Pack Consumable
- Grenades restored reduced from 10 to 4

What do you think of that vs the previously suggested change?

Grenade Gear
- Capacity progression reduced from 1, 2, 3, 4, 5 to 1, 1, 2, 2, 3

I didn't know that Thermal Pack gave 10 grenades, I never get that many when I use it :whistle:
That seems like the better idea instead of making the Grenade Gear give less grenades.

I have 2 questions.  I remember in the last major patch notes saying that damage out put is increased when you use a Thermal clip, does this only apply to weapons or to melee and powers as well?

And for Lift Grenades, does the "Slam" 5th evolution do damage?  Right now it just doesn't look any where near as good as the Damage and Radius Evolution, and even if it did do damage it is wasted on targets that can't be lifted.

#440
ChaosRevanLord

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Some more thoughts on to my previous post
Fortification buff (I agree with it)
Scorpion damage buff ( its cool but i mean it's just not good enough to be anything more than a novelty like the falcon)
Carnage damage increase
Viper buffs to rof and power
Paladin weight decrease
saber armor piercing
claymore armor piercing
area pull can affect more than 2 targets
Area reave can detonate multiple explosions
All elemental explosions damage increase including biotic
Vorcha bloodlust movement speed buff
Drellgaurd buff to melee and shields
Indra rarity to rare
Different bonuses for passives on different classes of same race
Asari vanguard shield increase
Justicar shield increase
Geth infiltrator carry capacity increase
Justicar carry capacity increase
Pheonix vanguard carry capacity and shields increase
Arc pistol recoil decrease
Revanent clip size to 80
Falcon fire rate buff not to it's former glory but somewhere in between then and now around halfway
Shockwave damage increase

#441
ChaosRevanLord

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Yeah I find it hard to play a non melds focused Krogan buff carnage and incinerate also more damage for Krogan smash and more for batarian punch
Also Area pull needs to affect all targets in its radius and area reave should be able to set off multiple biotic explosions

#442
FataliTensei

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GodlessPaladin wrote...

Atheosis wrote...

FataliTensei wrote...

I
really would prefer if grenade gear were left alone tbh, but I can see
reasons why it would need to be toned down somewhat.


Would you prefer reducing the maximmum number of grenades granted by Thermal Packs, if given the choice?


A Thermal Clip Pack grenades restored reduction would go a ways. I mean, you could still easily use Grenade Gear to freely take the alternate evolution to Capacity on whichever grenade power, but actually gathering 7-9 grenades up isn't that fast. So you get your 40% damage bonus from Inferno grenades and have 7 max grenades instead of 4, but you only restore 4 at a time... making thermal clips work about the same as they did before except now you've got that +40% damage evolution.  You can build up to a bigger grenade spam spike but you won't suddenly generate 16 grenades out of a magic hat.

I still find this rather awkward as opposed to elegant... but I can't think of any other alternatives that wouldn't require a patch besides changing all grenade powers, reducing the grenades granted by the grenade capacity gear, or altering thermal clip grenade restores. 

So which one do you guys like?

Thermal Clip Consumable
- Grenades restored reduced from 10 to 4

OR

Grenade Capacity Gear
- Progression changed from 1/2/3/4/5 to 1/1/2/2/3

OR do you just hate both xD


Sorry Paladin but I really hate both  :whistle:. But thats because I'm in love with grenade classes right now and I'll be very sad when the day comes where I can't bail myself out a sh!tstorm. by thermal clipping and spamming grenades.

#443
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:23 .


#444
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:23 .


#445
Atheosis

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M4v3r1ck2 wrote...

FataliTensei wrote...

GodlessPaladin wrote...

Atheosis wrote...

FataliTensei wrote...

I
really would prefer if grenade gear were left alone tbh, but I can see
reasons why it would need to be toned down somewhat.


Would you prefer reducing the maximmum number of grenades granted by Thermal Packs, if given the choice?


A Thermal Clip Pack grenades restored reduction would go a ways. I mean, you could still easily use Grenade Gear to freely take the alternate evolution to Capacity on whichever grenade power, but actually gathering 7-9 grenades up isn't that fast. So you get your 40% damage bonus from Inferno grenades and have 7 max grenades instead of 4, but you only restore 4 at a time... making thermal clips work about the same as they did before except now you've got that +40% damage evolution.  You can build up to a bigger grenade spam spike but you won't suddenly generate 16 grenades out of a magic hat.

I still find this rather awkward as opposed to elegant... but I can't think of any other alternatives that wouldn't require a patch besides changing all grenade powers, reducing the grenades granted by the grenade capacity gear, or altering thermal clip grenade restores. 

So which one do you guys like?

Thermal Clip Consumable
- Grenades restored reduced from 10 to 4

OR

Grenade Capacity Gear
- Progression changed from 1/2/3/4/5 to 1/1/2/2/3

OR do you just hate both xD


Sorry Paladin but I really hate both  :whistle:. But thats because I'm in love with grenade classes right now and I'll be very sad when the day comes where I can't bail myself out a sh!tstorm. by thermal clipping and spamming grenades.


During this weekend event, I played a Krogan Soldier.  I don't want the grenade count cut back at all.  If people are saying other classes need to be buffed, and I agree that they do need to be buffed, throttling grenades is the opposite; it is a nerf. 

Those with grenades should be able to keep them, and the 1,2,3,4,5 gear needs to stay the same and not go to that 1,1,2,2,3 idea.  I see grenades save a team and especially help someone doing a hold point on a timer when the enemy starts to camp the site. 


The problem is that at +5 grenades and the ability to completely reload with thermal packs it starts to get out of hand quick.  I mean we are discussing buffing Carnage, Fortification, and Krogan melee, so a slight nerf to Grenade Capacity or Thermal Packs is something I'm sure it would survive fine.  

Modifié par Atheosis, 24 juin 2012 - 02:07 .


#446
Metal Vile

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Atheosis wrote...

M4v3r1ck2 wrote...

........

Those with grenades should be able to keep them, and the 1,2,3,4,5 gear needs to stay the same and not go to that 1,1,2,2,3 idea.  I see grenades save a team and especially help someone doing a hold point on a timer when the enemy starts to camp the site. 


The problem is that at +5 grenades and the ability to completely reload with thermal packs it starts to get out of hand quick.  I mean we are discussing buffing Carnage, Fortification, and Krogan melee, so a slight nerf to Grenade Capacity or Thermal Packs is something I'm sure it would survive fine.  


Is there a way you can change how many grenades thermal clips actually restore?  And can you link it to another value, such as how many grenades a character is supposed to have available WITHOUT the gear bonus applied?

If so, just have thermal clips restore that amount of grenades instead of ALL of them.  So, for most characters, this will be 3 or 4 grenades with a single thermal clip, instead of 8 or 9 per clip.  You'd still start with 9 Frag Grenades, but each thermal you pop only restores 4 (maximum capacity excluding the gear bonus).

#447
Atheosis

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Metal Vile wrote...

Atheosis wrote...

M4v3r1ck2 wrote...

........

Those with grenades should be able to keep them, and the 1,2,3,4,5 gear needs to stay the same and not go to that 1,1,2,2,3 idea.  I see grenades save a team and especially help someone doing a hold point on a timer when the enemy starts to camp the site. 


The problem is that at +5 grenades and the ability to completely reload with thermal packs it starts to get out of hand quick.  I mean we are discussing buffing Carnage, Fortification, and Krogan melee, so a slight nerf to Grenade Capacity or Thermal Packs is something I'm sure it would survive fine.  


Is there a way you can change how many grenades thermal clips actually restore?  And can you link it to another value, such as how many grenades a character is supposed to have available WITHOUT the gear bonus applied?

If so, just have thermal clips restore that amount of grenades instead of ALL of them.  So, for most characters, this will be 3 or 4 grenades with a single thermal clip, instead of 8 or 9 per clip.  You'd still start with 9 Frag Grenades, but each thermal you pop only restores 4 (maximum capacity excluding the gear bonus).


As mentioned earlier, it appears that you can only alter a single value on Thermal Packs regarding grenade restocking.  Right now that value is set to 10, so it would seem that the Thermal Pack checks your max capacity and then restocks your grenades to the value of 10 or your max grenade count, whichever is lower.  

There is a proposal to reduce this value from 10 to 4, which will restock the max capacity of any character without gear, and no more than 2 of the Grenade Capacity bonus with a character that has minimum base capacity.  This is my preferred solution, though as GP points out, it's still a little awkward.  All the same I find it far preferrable and likely more effective than the 1, 1, 2, 2, 3 idea.

Modifié par Atheosis, 24 juin 2012 - 02:48 .


#448
Metal Vile

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Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

M4v3r1ck2 wrote...

........

Those with grenades should be able to keep them, and the 1,2,3,4,5 gear needs to stay the same and not go to that 1,1,2,2,3 idea.  I see grenades save a team and especially help someone doing a hold point on a timer when the enemy starts to camp the site. 


The problem is that at +5 grenades and the ability to completely reload with thermal packs it starts to get out of hand quick.  I mean we are discussing buffing Carnage, Fortification, and Krogan melee, so a slight nerf to Grenade Capacity or Thermal Packs is something I'm sure it would survive fine.  


Is there a way you can change how many grenades thermal clips actually restore?  And can you link it to another value, such as how many grenades a character is supposed to have available WITHOUT the gear bonus applied?

If so, just have thermal clips restore that amount of grenades instead of ALL of them.  So, for most characters, this will be 3 or 4 grenades with a single thermal clip, instead of 8 or 9 per clip.  You'd still start with 9 Frag Grenades, but each thermal you pop only restores 4 (maximum capacity excluding the gear bonus).


As mentioned earlier, it appears that you can only alter a single value on Thermal Packs regarding grenade restocking.  Right now that value is set to 10, so it would seem that the Thermal Pack checks your max capacity and then restocks your grenades to the value of 10 or your max grenade count, whichever is lower.  

There is a proposal to reduce this value from 10 to 4, which will restock the max capacity of any character without gear, and no more than 2 of the Grenade Capacity bonus with a character that has minimum base capacity.  This is my preferred solution, though as GP points out, it's still a little awkward.  All the same I find it far preferrable and likely more effective than the 1, 1, 2, 2, 3 idea.


I suppose it does also achieve, ultimately, the same effect.  The only reason I suggested it is because I was under the impression that some people perhaps felt uncompelled to take the bonus grenades option anymore seeing as you can use Grenade Gear to get 5 more instead, but it seems the general consensus is that the competeing Rank 5 evolution for most of the grenade powers is pretty crummy / not good enough, thus everyone still takes more grenades anyways.

So the issue with having it specifically check your normal max grenades is kind of moot.  And setting to 4 achieves the same effect, so I would definitely support that.  The ONLY other option I can think of is to have Grenade Gear provide some other kind of bonuses to the grenades, such as more Damage or Radius.  But again, not something you can probably do with a simple variable adjustment.

#449
Atheosis

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Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

M4v3r1ck2 wrote...

........

Those with grenades should be able to keep them, and the 1,2,3,4,5 gear needs to stay the same and not go to that 1,1,2,2,3 idea.  I see grenades save a team and especially help someone doing a hold point on a timer when the enemy starts to camp the site. 


The problem is that at +5 grenades and the ability to completely reload with thermal packs it starts to get out of hand quick.  I mean we are discussing buffing Carnage, Fortification, and Krogan melee, so a slight nerf to Grenade Capacity or Thermal Packs is something I'm sure it would survive fine.  


Is there a way you can change how many grenades thermal clips actually restore?  And can you link it to another value, such as how many grenades a character is supposed to have available WITHOUT the gear bonus applied?

If so, just have thermal clips restore that amount of grenades instead of ALL of them.  So, for most characters, this will be 3 or 4 grenades with a single thermal clip, instead of 8 or 9 per clip.  You'd still start with 9 Frag Grenades, but each thermal you pop only restores 4 (maximum capacity excluding the gear bonus).


As mentioned earlier, it appears that you can only alter a single value on Thermal Packs regarding grenade restocking.  Right now that value is set to 10, so it would seem that the Thermal Pack checks your max capacity and then restocks your grenades to the value of 10 or your max grenade count, whichever is lower.  

There is a proposal to reduce this value from 10 to 4, which will restock the max capacity of any character without gear, and no more than 2 of the Grenade Capacity bonus with a character that has minimum base capacity.  This is my preferred solution, though as GP points out, it's still a little awkward.  All the same I find it far preferrable and likely more effective than the 1, 1, 2, 2, 3 idea.


I suppose it does also achieve, ultimately, the same effect.  The only reason I suggested it is because I was under the impression that some people perhaps felt uncompelled to take the bonus grenades option anymore seeing as you can use Grenade Gear to get 5 more instead, but it seems the general consensus is that the competeing Rank 5 evolution for most of the grenade powers is pretty crummy / not good enough, thus everyone still takes more grenades anyways.

So the issue with having it specifically check your normal max grenades is kind of moot.  And setting to 4 achieves the same effect, so I would definitely support that.  The ONLY other option I can think of is to have Grenade Gear provide some other kind of bonuses to the grenades, such as more Damage or Radius.  But again, not something you can probably do with a simple variable adjustment.


Right.  I mean the ideal solution would probably be to add passive bonuses to grenades (+ damage and/or + radius) and reduce the bonus grenade count to 3 or even 2.  But that would require a patch unfortunately.

#450
molecularman

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Metal Vile wrote...


I suppose it does also achieve, ultimately, the same effect.  The only reason I suggested it is because I was under the impression that some people perhaps felt uncompelled to take the bonus grenades option anymore seeing as you can use Grenade Gear to get 5 more instead, but it seems the general consensus is that the competeing Rank 5 evolution for most of the grenade powers is pretty crummy / not good enough, thus everyone still takes more grenades anyways.

THIS is why I personally feel tweaking the capacity gear itself would be a better (temporary) solution. Gear kind of makes capacity evolutions useless and for instance arc grenade rank 5 cap evo might become a lot more appealing if gear gave you a bit less grenades.

And when we get a patch in the distant future it could add some +damage to those blank ranks