Powered by vBulletin

So is there going to be an Official Explanation of the Grenade Changes?

Printable View

Show 40 post(s) from this thread on one page
Page 2 of 3 FirstFirst Previous 1 2 3 Next LastLast
  • 12-02-2013, 01:35 PM
    maverick07
    I haven't seen much about old grenades besides the "antique" thing (don't know what that means). A new Purple Frag I saw had 4500/1300 DMG though so I imagine a new OJ would be pushing 5000/2000.
  • 12-02-2013, 02:00 PM
    Red Mephisto
    you cant TRADE grenades when DLC hits??

    are you joking?

    WHO the HELL thought of this idiotic idea???

    and who gave it the go ahead?

    Was there a mass amount of requests to change grenades? why not work on the things THAT NEEDED fixing??

    wtf??

    Oh, also


    WTF????????
  • 12-02-2013, 02:19 PM
    Shogo_Yahagi
    I believe this is the relevant information from http://forums.defiance.com/showthrea...82#post1248382

    Quote:

    Originally Posted by TrickDempsey View Post
    Hi folks!
    When we changed the grenades to being consumable, we did so to address a variety of issues.

    (...)

    Risk-reward
    Grenades had a serious risk-reward imbalance in a variety of common situations. With a fast-fire grenade thrown from a third-person perspective, misses were common and the long cooldown on grenades made this incredibly punishing. (...)

    They're difficult to hit with, so most of the time, they're wasted; therefore, they've neatly solved the aim problem by giving you a limited supply so that you run out and stop missing with them. Aside from pointing out the obvious contradiction in calling them fast-firing and long-cooldown in the same sentence, which would just be unkind, does that about sum it up?

    (It's worth going back and reading the original. In the deleted text, indicated by ellipses in parentheses, he addressed the lack of identity for grenades, which they seem to have addressed by making them all the same, and an amusingly ironic sentence that said the old system robbed players of choice.)
  • 12-02-2013, 10:54 PM
    skepticck
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    I believe this is the relevant information from http://forums.defiance.com/showthrea...82#post1248382



    They're difficult to hit with, so most of the time, they're wasted; therefore, they've neatly solved the aim problem by giving you a limited supply so that you run out and stop missing with them. Aside from pointing out the obvious contradiction in calling them fast-firing and long-cooldown in the same sentence, which would just be unkind, does that about sum it up?

    (It's worth going back and reading the original. In the deleted text, indicated by ellipses in parentheses, he addressed the lack of identity for grenades, which they seem to have addressed by making them all the same, and an amusingly ironic sentence that said the old system robbed players of choice.)

    Lol, oh yea that post was a real doozy, my first thought after reading it was "Joke, has to be a joke"
    and then "what a load of ... very insightful ideas" :rolleyes:
  • 12-03-2013, 12:21 AM
    Umfafa
    You know....it's honestly not that bad.

    The only real drawback is being "out of grenades" when you have 4 other types filled.

    If Trion could switch this to a preference based system.....(where you mark which order you like them).....and change the current loadout to the available grenade automatically the discussion would be over, for the most part.

    The main issue I have with this is that it deactivates your grenade slot after you shoot your load. There isn't enough time to go into loadouts to switch grenades mid-battle. So fix that one part Trion. Give us a ranking system for the grenade types we would prefer and have them auto load when they are available. Done. Happy customers.

    Again, if you have multiple orange grenades of the same type I'm willing to buy one. Looking for pyro, frag, and flash.

    Umfafa Umfafason in game, or oneinchgroup
  • 12-03-2013, 12:25 AM
    Umfafa
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    They're difficult to hit with, so most of the time, they're wasted

    Grenades? Difficult to hit with?

    In PVE they're gold. Rarely miss with a nade. Trajectory, much?

    ;)
  • 12-03-2013, 01:00 AM
    Arsenic_Touch
    http://forums.defiance.com/showthrea...ooked-at-again.

    Direct your discussions there, since it's in the alpha section. I have Trick's replies in regards to grenades originally with my own responses to them, with other people chiming in or adding their thoughts. Trick has been pm'd the thread and I'm sure dahanese has looked at it, maybe we'll get some responses tomorrow. I think I used up my allotted Trion responses for the day from Trick and Dahanese, or maybe for the week, who knows. :p
  • 12-03-2013, 07:29 AM
    Shogo_Yahagi
    Quote:

    Originally Posted by Umfafa View Post
    Grenades? Difficult to hit with?

    In PVE they're gold. Rarely miss with a nade. Trajectory, much?

    ;)

    Well, I can't unerringly Tomahawk them across the map like a Raider, but I usually hit with them too. According to Trion, though, the problem is that they're hard to hit with, and they attempted to solve that problem by giving you a limited number, which is, to put it as gently as possible, somewhat counterintuitive.
  • 12-03-2013, 08:13 AM
    BJWyler
    Quote:

    Originally Posted by Bonehead View Post
    Seems to me they don't need any help with avoiding threads of any kind.
    They can ignore with the best of them.

    They must not want people to use grenades. That is the only thing that makes sense to me after playing on the test server for a while. You only have five grenades of any type max and when they are gone it's a long dry spell till you buy more. You walk past 3/4 of grenade drops that you can't pick up because you are full of that type but not the ones in your loadout. No easy way to switch between types either.
    It would have worked fine if they had just included nades in the same ammo drops that happen all the time. The way they did it is a clumsy, cumbersome, wretched trainwreck of a combat system.

    (okay the last sentence is a bit over the top but I REALLY wanted to use wretched in a sentence. Haven't done it in soooo long).

    I can't disagree with that statement however. I do not mind the change in making grenades consumables. To me, it didn't make much sense to have an unlimited supply to begin with - I always thought they should be treated like ammunition in that you will expend it at some point. However, saying that, the replenishment system should have been set up the same as ammunition. I think that would solve a lot of problems, including how to replenish in Co-ops and PvP.
  • 12-03-2013, 09:48 AM
    crasher
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    Well, I can't unerringly Tomahawk them across the map like a Raider, but I usually hit with them too. According to Trion, though, the problem is that they're hard to hit with, and they attempted to solve that problem by giving you a limited number, which is, to put it as gently as possible, somewhat counterintuitive.

    Would have been more satisfying if at least SOME of our 'nades had homing capability like the raider Molotov Cocktails do. And the range and un-erring accuracy of a 99er's underhand lob is a wonderment to behold as well, until you remember that it's YOU that it's going to hit EVERY time.

    I use Bio, key my RMB to 'aim' and frequently see the 'nade sail 30* left/right of the intended impact point [the intended victim's feet], and often about 20 meters passed, too. And this is while standing still. Damned if I can get them to work in any satisfying way with consistency while trying to slow Forges down at scrappers.

    With the realization of only having 5 'nades, I'll just stop bothering to use them at all.

    Thanks for the help, TRION. I feel my game play experience satisfaction hitting new limits soon.


    Quote:

    Originally Posted by Bonehead View Post
    [snip]

    They must not want people to use grenades. That is the only thing that makes sense to me after playing on the test server for a while.

    [snip]

    And BJW above me, as well. Consumables that replenish at a cache. 3 to 5 at a time is fine if people learn to use them tactically instead of carpetbombing as they tend to with launchers now.

    The problem is that they either make them available at a cache, or let us gather them up and sell the excess for scrip/A-S. One or the other, not 'neither'.
Show 40 post(s) from this thread on one page
Page 2 of 3 FirstFirst Previous 1 2 3 Next LastLast
All times are GMT -7. The time now is 09:56 AM.
Powered by vBulletin™ Version 4.1.3
Copyright © 2021 vBulletin Solutions, Inc. All rights reserved.