Force Sensitive Archive

Thread: Grenade Nerf Coming?

BraddaJon
Thu Dec 16, 2004 12:38 pm
#79

And with buffs and the great armor that is out there (as compared to where things were over a year ago), the HAM cost has no real effect and getting the xp is like being on remote control.


The grenades make it too easy to work the FS xp. Now that is not to say that the grind may be a bit overdone....but with the nades, this has created a loophole for the work involved.



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SLK
Thu Dec 16, 2004 12:40 pm
#80

Dont judge it before you try it..

I think it takes about 3-6 condition of my chestplate for every throw.
It also costs many millions which you have to grind at alot slower pace than before.



Ashik Zheren
eVo
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Cpl_Fisher
Thu Dec 16, 2004 1:30 pm
#81






garvin wrote:





branny wrote:





garvin wrote:







Aceblade wrote:


My ears haven't been ringing...I suspect this to be rumor as well.


Edit:

Not that it couldn't happen in the future...

Message Edited by Aceblade on 12-13-2004 07:21 PM




I haven't heard anything either...the Devs haven't even brought it up (and they'd likely let me know ahead of time)...


A NERF may happen down the road although I hope it doesn't for multiple reasons (including the fact that Commandos need the extra Combat XP boost since we cost 15K more Combat XP vs. any other profession out there from Novice Beginer to Master Elite/Hybrid as well as the fact that we are capp'd at 3.5K per kill using our Heavy weapons...most other elite combat professions are capp'd at 5K per kill).


If a NERF is coming I expect it to come as one of the following:



  1. Grenade XP converted from Combat to Heavy Weapon.

  2. Grenade XP reduced in amount given.

  3. FS Exchanged rate for Combat XP reduced to be equal to regular XP Exchange rate.

Of those options I'd support #3 more then the others...NERF'ing the exchange rate puts ALL professions in the same boat, while NERF'ing 1 or 2 hurts Commandos specifically while taking away "an advantage" to others who are just "Temporary Commandos" just stoping by to use our Grenades. If they reduce the amount of Combat XP given or the type of XP given by our Grenades then they'll need to (1) remove our Heavy Weapon XP cap and (2) reduce the amount of Combat XP required to be a Commando by at least 15K.


Just my 2 cents on the topic...To be honest, I doubt the devs will make any NERF unless people are making too big a deal out of it or making it to obvious...


To quote a Programmer I spoke with at the Correspondent Summit..."Commando Grenades Suck!"


Message Edited by garvin on 12-15-2004 01:21 PM






Interesting coming from a commando corr. So you would rather penalize the rest of the professions, rather than move anything in teh commando profession?


Ummm...yes...of course...would you rather hurt one profession to make everything even more unequal in this game...I've always been in favor of ALL professions being on equal ground, so I'd rather not see any profession "take one for the team"...


Hmm...if your only problem in the commando tree grind, is that you need an acheive an extra 15k of combat xp than anyone else, then the most simple solution would be to raise the MAX xp per kill from 3.5k to 5K and bring it inline with the rest of the professions?


No...that isn't the only problem...it's a big issue...but not the only one...Considering that even raising the cap from 3.5 to 5K still leaves commandos as the slowest profession out there when it comes to speed which in turn would mean we'd still earn Combat XP at the slowest rate of any profession, hence a reason why we have an ability to earn Combat XP on a larger scale...


Would that extra 150 combat xp really help the situation for aspiring master commandos? but to say that a weapon can generate exclusively combat xp, is not right, especially in the numbers that are in line with normal weapons.


Well, looking at the fact that Grenades have typically a 9 second delay...poor Accuracy...can damage the user (only thrown weapon in the game that does that)...terrible speed...follows the target...comes in stacks of 5...and has over balanced HAM costs...I'd say the fact that they can generate exclusively combat XP is well earned...Like others have said, fix them first, then we'll talk about taking away their one plus...


There is a reason that combat xp is intended to be 10% of your primary weapon in that it can be used as a common denominator when identifying all weapon types across th board. are you telling me that combat xp was MEANT to be a primary experience point generator? And if so, then how come it is not inline with others like the DOTS, which are so much less, but are also giving combat xp as a primary experience points.


Commandos were set up to have a tough grind...They were assigned more Combat XP costs then other professions...to compensate they were given the ability to gain Combat XP at a faster rate...by the time someone master Commando, they, on average, have just enough pts to Master one other profession...many Commandos instead just dabble parts of other professions and having that "combat xp boost" helps get that xp needed...


Besides...how do you know that the Devs didn't plan the FS Exchange rate around the idea that it might encourage more folks to try out being a Commando? and beyond that...How do you know it isn't already being addressed via the Combat Ugprade...


Basically what you are really saying without realizing it is "Let's go ahead and gimp a profession further, taking it from being the leader in Combat XP generating, but one of the regular XP generating and take away that plus ability"...That would just leave Commandos with a sub par XP generating abilty...


Heres and idea that might work....Make a valid proposal thatI can take the the Devs...instead of just saying "Change Combat XP toHeavy Weapon XP for grenades" expand on that with how you are going to make that work for Commandos including raising the 3.5K cap to 5K, adding +20 to +30 FlameThrower Speed to the Commando Profession (Master Box has been Suggested), reduce the Combat XP requirement down 15K, and so on (that should help you get started)...All of that, plus a bit more, would help bring Commandos more on track to being able to earn XP at the same rate of other professions (the speed boost brings our DPS closer to that of other Ranged Professions)...


The Devs could make all those changes to Commandos to "fix things" and bring us more in line so we don't have to a need for the Combat XP via our Grenades...OR...they could just make a "simple" fix to the FS Exchange Rate system and "fix" things for ALL PROFESSIONS including Commandos....Which do you think, especially with tons of balances coming via the CU, they'd be more likely to make?











I don't think they know how to do that here Garvin.



On a related subject, while Garvin may be nice, I'm not... First of all it pisses me off to no end that people pick up commando 4/0/0/0 to grind FS xp. Why may you ask? Because it SEVERLY hurts Master commandoes, and those seeking to master the proffesion, it has driven the cost of our consumable weapon way up, and not just grenades, but things like rocket launchers that require grenades as a subcomponent. Because of Freeloading jerkoffs like yourselves, we are reduce now more than ever, since the HAR is a joke, to 169 sp Flamethrower monkeys. We are restricted to 16m on allour commando specials, while having no state defenses to speak of, and laughable melee dense, most of which comes at master. This REALLY hurts "baby commandos" on there way up. We have laughable defenses, esp against melee, restricted to melee range, and want to Nerf an entire tree of ours that's already broken? /rude /spit /slap /whap /sick ryu's tank on you.





Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
VinniusZola
Thu Dec 16, 2004 2:53 pm
#82

The devs put them in the game so I guess it's ok to use them




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Ryche_Mykola
Thu Dec 16, 2004 3:07 pm
#83

If they nerf grenades to give HW xp they might as well just get rid of that whole track in Commando and replace it with another type of weapon. Put the grenade certs into the cannon/rocket launcher line and make a whole new type of weapon track.


With how difficult they are to craft, horrible to use in combat except to grind FS xp, whats the point in even having a whole skill track devoted to them?





Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Cpl_Fisher
Thu Dec 16, 2004 3:41 pm
#84






Ryche_Mykola wrote:

If they nerf grenades to give HW xp they might as well just get rid of that whole track in Commando and replace it with another type of weapon. Put the grenade certs into the cannon/rocket launcher line and make a whole new type of weapon track.


With how difficult they are to craft, horrible to use in combat except to grind FS xp, whats the point in even having a whole skill track devoted to them?








Heh, that's the answer, let's not FIX commando, lets just Nerf them some more..... /rude



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
DonnieDarko123
Thu Dec 16, 2004 4:40 pm
#85





this nerf doesnt happen till combat revamp in late Jan. and even the devs still thinking if they should nerf it




Late January? more like late April.




Donnie' Darko
Cpl_Fisher
Fri Dec 17, 2004 2:44 am
#86






DonnieDarko123 wrote:





this nerf doesnt happen till combat revamp in late Jan. and even the devs still thinking if they should nerf it





Late January? more like late April.







/slap I told you wasn't freakin nice. /spit



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Amiko
Fri Dec 17, 2004 8:35 pm
#87

How much xp did some of you miss while here whiningwith incredibly long replies and not grinding at SOME profession?


Just a thought.


Ami'ko




(ggggggggggggggggggggggggggWxnnnotonnnx
Amiku Reborn
MasterKadanne
Sat Dec 18, 2004 1:25 am
#88






DonnieDarko123 wrote:





this nerf doesnt happen till combat revamp in late Jan. and even the devs still thinking if they should nerf it





Late January? more like late April.







Not likely... not with the new added staff....







"The ability to type does not make you intelligent."
BHM
Sat Dec 18, 2004 5:30 am
#89

Honestly I really couldn't care less, they can nerf it or leave it the way it is but..


I can't understand the problem. Yes, it's true that you'll get all the exp you need in less time, but you still have to wait 15 weeks to unlock all the branches. If you cap weapon exp once per day it takes 3 weeks to fill a tree.


So maybe one can avoid to cap once per day for 3 weeks to get the exp and use the rest of the time to play the game and have fun with friends.. what's the problem? You still need 15 weeks before you can get your Jedi initiate box. It's not like one can get a Jedi toon in one week.


All in all, I think that most of the guys complaining a)already have a Jedi b)can't afford grenades.


People will still unlock, no matter what they do.. because everyone can have a Jedi in this game and it's a known path.


Thanks God I'm a BH, so more Jedi=more "work" for me



Andros Celsum ~ Master Bounty Hunter ~ "It is better to be feared than loved, if you cannot be both."

BHM
Sat Dec 18, 2004 5:40 am
#90






garvin wrote:





branny wrote:





garvin wrote:



Would that extra 150 combat xp really help the situation for aspiring master commandos? but to say that a weapon can generate exclusively combat xp, is not right, especially in the numbers that are in line with normal weapons.


Well, looking at the fact that Grenades have typically a 9 second delay...poor Accuracy...can damage the user (only thrown weapon in the game that does that)...terrible speed...follows the target...comes in stacks of 5...and has over balanced HAM costs...I'd say the fact that they can generate exclusively combat XP is well earned...Like others have said, fix them first, then we'll talk about taking away their one plus...








all very good points and might get me thinking....but i would like to address this issue for the time being because it is the most relevant. accuracy is only if you target an individual. In the case of FS grinding,a loophole has been found in which you target the nest. in this case b/c the nest is static and does not move, your hit rate is 100%. PUPd and sliced , high end nades are pretty effective. Im sure you would have to agree with me that something is wrong here...







Nobody ever said it was a good thing the way they are being used...but NERF'ing them in anyway will be basically hurting Commandos in order to make Jedi players "feel" better...The system isn't broken, it's just creating an "annoyance"...so itdoesn't feel acceptable to me to fix an annoyance by hurting a profession...Commandos have plenty of reasons why NERF'ing grenades would hurt them...but what is the real issue against fast Combat XP gaining...yes, it doesn't feel like it makes the FS grind "fair", but in the end, that comes down to personal opinion...and I'd rather wait until the Devs have time to focus on fixes for our Grenade system then just NERF them in the mean time because of a groups "personal opinion"...


As others have said...if Grenades were taken away, folks would just find some other way to work the system to their advantage...






I agree Garvin.. and you guys should fear all this complaining, because we all know what happens when too many people whine about something.


If they take away grenades or nerf combat exp, people will just do other things. I suspect many people will just take advantage of buggable spots (like the geo cave used to be) because "they won't ban 10000 players".


This is the first thing that springs to mind, but I'm sure there are other methods.


Another chance is that most of those who are grinding will go rifleman/swordsman because those are the best professions to grind wepon exp..


In my humble opinion, Jedi path should have been something extremely random and with some hard random quests like The Hero Of Tatooine quest.


Now it's too late, they have advertised Jedi a lot and a lot of people want a Jedi, you can't tell those who have hologrinded (but still need to grind some exp to fill all the branches) or those who are grinding exp like crazy "hey no more Jedi for everyone", too many people would just quit.






Andros Celsum ~ Master Bounty Hunter ~ "It is better to be feared than loved, if you cannot be both."

Teff_Vorlon
Sat Dec 18, 2004 6:22 am
#91

I can sum it all up for you in one word; economics.


The only REAL balance that goes on in the bigwigs of the halls of SOE (not necessarily the Devs) happens between Subscriptions and Time Sinks. What I mean by this is what will generate or retain the most number of subscriptions and then keep those for as long as possible. If they lose subscriptions because of the time sink they tweak it until there is Balance in the Force.


They will NEVER get rid of player Jedi simply because 1/4 of the game (those are random numbers, based merely on my observations and discussions with others in game) want to become player controlled Jedi.


The Player Jedi profession is there because people want to play it

The Jedi grind is there because SOE want you to pay for it over an extended period of time.


However, Sony (I would think) realize that people over the age of 25 are also included in the target demographic. For those who are lost at this point, it means that there are people who play this game that are over 25 (again, a random number), who have full time jobs, who have families or real life commitments.


We also want to hear the call of the Jedi, to feel the Force flowing through us.


When you work 40-60 hours a week like I do (depending on the assingments I can work up to 60-65 hrs in a 5-6 day period) the LAST thing you want to do is look forward to 6 months of grinding to play a Jedi character only to grind some more after unlocking. So, people use the grenade method.


In regards to the grenade method itself? Its not all that fun, nor is it easy or cheap. As has been stated it does require a rather substantial bankroll in terms of armor, grenade purchases and time involved. People sell grenades on Intrepid for 30-50k per crate. I've bought them from a Weaponsmith as low as 5k per crate and was told they cost only 4000 to make. So as you can see to get 200-300 crates needed to grind a few branchs you are looking at some major bling.


Anyways, I suppose I have puked up enough verbal retoric for today.


Regards,
Teff




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