But notice how those videos were few and far between(also they were highlight reels) & were from a certain part of the player base, also notice the dates on the videos. Don't downplay mustarde's impact factor, take a look at this thread & the reddit thread he made. People weren't abusing anything, thats what I am trying to get it. The community created a non issue into a issue. PS2's community with the rocket primary fiasco proved they are the sometimes the biggest enemy standing in the way of a balanced game. Strange statement to make, but ever notice how as everything in the game has been getting nerfed and nerfed, the pops have been dropping? You can argue pops have been dropping of a variety of reasons, but to not say that the over nerfing(or on some cases like the rocket splash unneeded nerfed) to compensate for crappy game design(base design etc) is idiotic. Dying to rockets wasn't something that frequently happened, if people actually payed attention to splash radius, you can only die to rocket splash if you were right beside the rocket impact area. With the Rocket primary fiasco(with the videos etc) it proved the PS2 community doesn't like be told to think about things, they want to be told what to think. And thats scary. The whole term "rocket primary" is a buzzword designed to create anger, much like the term "I-Win". These terms are created and populated by people that need something to blame as they rage. I TOLD the devs what would happen if you nerfed the rocket splash(and to some extent the tank cannon splash changes) so many times, and they still didn't listen. What I said happened word for word and they didn't say a word in response. The PS2 balance team is either incompetent(It shouldn't take 6+ months to 2 years to balance some thing or somethings or to make so many crappy weapons viable) or they need help(The history of balance shows they lack vehicle,aircraft & class knowledge). Look, I love this game, I truely do. If I didn't I wouldn't be playing, simple as that. But I'm sick and tired of the bad balancing over the years & lack of clear defined/refined developmental direction. I've been doing game design & game balancing since 2006. I can certainly help DBG out. I've been actively trying to contact them & talk to them as much as I can, because I want to help with the game. Aswell as show the community I know what I am talking about.
Im not going to deny it was overnerfed, and as i said i might not be the most impartial person in this debate because of me hating heavies so much, but a change was certainly needed of some kind. Personally i wouldve highly buffed direct damage in exchange.
But the change wasn't needed. Out of all the pressing issues the community and the devs could have focused on, don't you find it a little odd that dying to rockets took the spotlight the way it did? Distraction much?
Stickies are good but I personally find the grenade launcher on the Solstice SF much better. You basically have infinite ammo with this as engineer and the damage and blast radius is also really good, plus throwing a grenade takes much more time than just simply shooting it, and your enemy also always has time to escape while the grenade from the launcher explodes immediately. Nerf the stickies if you want, I still have my grenade launcher, so I won't really care much.
The UBGL was nerfed hard, you can still get kills with it but you can still get way more kills with Frags/Stickys resources aside. Sticky's costing more resources would be a simple fix, not changing any functionality. And on a side note, ever since the changes to RL's the number BR100 shooting me in the back with a RL has gone down to ZERO.
Yea now that they got their Rocket launcher kills for the HA directive. Not to mention the Launcher Directive now counts vehicles more then infantry.
It was not over-nerfed. The fact that you can still OHK anyone who doesn't have flak 5 shows that the devs still wanted rockets to have both anti infantry as well as AV/max ability. Reducing splash simply made it so you wouldn't get 3-5 kills just by shooting blindly into a big fight. Stickies on the other hand, can almost clear a capture point alone by spamming them. In a 1-12 fight it's not a big deal, but during alerts or large fights - the kind PS2 advertises and highlights as unique to the game - they become massively overpowered. And with free flowing nanites and bandolier, most fights become grenade spam messes in which bullets are a secondary factor in who wins. There was a reason frag grenades had their inner blast radius brought in. The fact it wasn't done with stickies was likely an oversight - or due to the fact that every class could use frags but only engineers could use stickies. However, with excess nanites, many players are realizing just how great it is to pull engineer, throw stickies, get 10-15 free kills, and go back for more with almost no risk.
You would never "get 3-5 kills when shooting blindly". That never happened what so ever, to make a statement like that is crazy when if you actually knew the splash damage/splash damage radius's, the odds of killing 3-5 people is not really possible. Rockets were supposed to be general purpose, much like what HEAT was before it got nerfed. You really screwed the games infantry balance over when you overhyped dying to rockets. So when everyone complains(and when you hear complaints) about MAX's post RR, its your fault. I told you this way back word for word.
The problems with grenades are the following: 1) They are too easy to obtain, because we receive too many resources. 2) The bases are too cramped and claustrophobic 3) There are too many people per each base. All these are inherent game design problems, not related to some numbers. The core problem of this game is the so called devs are just programmers, not game designers: You can tweak the number as you want, if the structure and the basic rules of the game are wrong you are just wasting your efforts treating the symptoms while ignoring the causes.
I'll be honest, I don't play engi unless I am piloting or driving something, but I have seen some of the crap people do with stickies. Even without factoring in the increased damage, stickies are simply better than standard frags because of the added control (I mean, you don't have to worry much about ricochets, now, do you?). This, plus the fact that they are more lethal, just doesn't add up to me. Engineers, in my opinion, shouldn't have a role that involves using splash damage to rack up a bunch of kills; it should require good aim and positioning, and be more of a support role. I noticed someone getting mad about rocket splash nerf and reduced effectiveness against MAXes with support. Wouldn't changing stickies to have at most the same damage as grenades kinda do that? Every other buy-able grenade in the game right now has upsides and downsides to using it compared to the standard grenade, so why doesn't the sticky? Now that my shallow opinion based off of my own experiences has been shared, I must go shoot someone in the face with the Blackhand.
So true. But because the player base doesn't understand those problems aswell as they should, the gameplay suffers because everything over time gets nerfed into dullness.
https://www.planetside2.com/players/#!/5428197983261076129/killboard Tonight at hvar tech plant 51 sticky kills in 3 1/2 minutes. Would have been faster but had to keep redeploying and getting back to my spot. Hands down the best grenade at the moment but they are restricted to engie which I think justifies their strength a bit.
Actually, if I remember right it's because the Devs live in a bizzaro world where the Frag's flubber-like properties is considered a benefit. Damned if I can remember where it was, but quite a while back they were defending the 'bounce wherever it wants' because otherwise you couldn't bounce it around corners. So in a magic land where Frags are more usable than Stickies - sure, give the Stickies some love with a greater blast radius. But let's be honest. This is a problem to a very small subset of people. Pretty much just try-hard zergfits care about this, because nobody but zergs see it and nobody but try-hards care. Honestly though, I'd hold on to your Stickies while you can. Bottom line, outfits need a room clearing technique. How many AoE options are there between the current meta and MAX crashes being the only way to enter a room?
Respectfully, I disagree - there are lots of ways to clear a room but in crowded fights, a few stickies will get you piles of kills that no one can do anything about. I agree about fixing the flak bug. But unless bandolier is reduced/removed, or the resource system discourages spam, you will continue to see grenades being tossed back and forth by the dozens in large battles, and you'll be lucky if you shoot your primary weapon at anyone before dying. It's also a secondary reason that so many people pull maxes - if you don't you'll instantly die on point no matter where you stand!