New hand grenades, the Skybolt and more

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Adding the Skybolt.. in my opinion made the game far more unbalanced..

1.)It's Fire Rate is through the roof, *chocolate cookies* make a fast shooting GL, and see how much hell people like me and epiclight could bring(Noobtubers)

It looks like Tribes Spinfusor. i dont think legions should be a wannabe tribes, what are we gona expect now a Knife ?

Yeah the RLII , is a more splash skybolt.. but people still used the basic RL
 

RainPilot

stinky bear
Meh, the skybolt is cool. It's basically you either hit them dead, you get a really close splash shot, or you miss. Seems balanced to me. I think it's fine the way it is but I'm pretty sure everyone is going to complain when someone good picks up the gun and owns everyone, which leads to the gun getting nerfed. ( Hopefully the nerfing doesn't happen)

I don't really mess around too much with the nades unless I'm out of ammo and I don't really mind for the sniper update since I only use the sniper for sniping cappers on the way out, which are already at low health. I guess it's good at preventing the annoying snipers from doing too much damage.

Good work, also don't complain. It's good to have a new weapon in the game, even if it looks and sounds like a rocket launcher.
 

Synista

Member
Shut up.
The projectile is a glamed up rocket, you could shoot it out of a clowns ass for all i care a model will not make it anything but a rocket.
I appreciate the work of the devs but i'm not a sheep, just saying it's cool because it's new is stupid.
To be honest it looks like a weapon from a modded version of tribes 1. It's a cross between a sniper rifle and a rocket launcher, why do we need it?
Add weapons that make sense is all i'm trying to get across.
No need to be so rude. It's not a rocket, it's a Bolt :eek:. Get this in your skull that this is Legions not Tribes it's not meant to be too similar. I like it because It's a weapon I'm good with, and it make sense to me having a weapon faster but less powerful than rocket. It also adds diversity to the game.
 

Badpox

Private Tester
I miss my Rocket specialist </3. I would like a raider with 2 weapons CG and Skybolt would be good or just ordinary CG and rocket :)
 

Immanent

Member
I won't be able to getin game for a bit, so is the skybolt kind of like the chaingun? Because I actually don't know what a railgun is so... Yes I have read the post.
 

HellzHere

Member
Love the skybolt, nice work:)

I will however use rocket still, as there are times when the explosive splash damage can really help. Like i remember shooting the flag stand when teh guy was about to land on it to cap, and it boosted him upwards allowing me enough time to egrab it.

Skybolt is good for chasing,plus the less damage from frag boosting means chasing is better :) But if u are good with the rocket, u shouldent switch tbh. Overall nice work devs...looking forward to that plasma rifle now lol
 

qqchurch

Member
New weapons = new things to try out = new stuff to learn = new things to own/get raped in.

I definitely love to try these new babies out when I get in-game.
 

Created

Member
Hmm, personally I don't like the skybolt. It's a rocket launcher with higher missile speed and lower splash damage right? I don't see the excitement other people see. The way I see it, the skybolt doesn't offer a new and exciting way to play the game. It only offers you another while to get used to timing for MA'ing and etc? Along with that comes the extra damage penalty if you don't hit your opponent dead on. Feel free to change my mind on this, but it's how I see the weapon for now.

The nades. Haven't tried out the damage ones yet, but the boost nades, well, no. Capping the flag and trying to make it home can already be hard if you have nade-jumping defenders on your back. Nades give a higher boost than rocket jumps and can damage you less depending on how you use it. If you're running with the flag, you only have rocket jumps. The problem is already obvious. Now with the update defenders can nade-jump even more before reaching critical health? This is an issue that needs to be addressed imo or else it'll get a real pain trying to get the flag back home if your opponents know how to defend well.

With that last bit I'm not saying the boost nades are bad, I'm saying the disability to throw nades while carrying the flag is a serious issue. And I know, this was done so you can't shoot the flag away with a combo, but perhaps a different solution to that problem would be better.
 

Disci

Old man
Now with the update defenders can nade-jump even more before reaching critical health? This is an issue that needs to be addressed imo or else it'll get a real pain trying to get the flag back home if your opponents know how to defend well.

I see this as an improvement. You do know that cappers are rarely stopped in the midfield if they know what they are doing? It results endless standoffs and that's bad for the game, imo. Capping should require skill, not just grabbing the flag. Capping should require good team work, no going cowboy capping alone and get back home safe. Imagine how great it would be to have dedicated escorter for cappers, that's one position more for the CTF game and I see that as a positive thing. I haven't tested these new weapons just yet so I need to base my thoughts on what I read here.

Skybolt has less damage, faster reload time than RL and projectile is 50% faster than rocket. Just to answer to your first question, tho it was already answered in the blog post, so I guess you knew it already.
 

Created

Member
I see this as an improvement. You do know that cappers are rarely stopped in the midfield if they know what they are doing? It results endless standoffs and that's bad for the game, imo. Capping should require skill, not just grabbing the flag. Capping should require good team work, no going cowboy capping alone and get back home safe. Imagine how great it would be to have dedicated escorter for cappers, that's one position more for the CTF game and I see that as a positive thing. I haven't tested these new weapons just yet so I need to base my thoughts on what I read here.

Skybolt has less damage, faster reload time than RL and projectile is 50% faster than rocket. Just to answer to your first question, tho it was already answered in the blog post, so I guess you knew it already.
You have 2 sides on that first really. I've played numerous games where a capper doesn't even get half way home, even with skilled capping. If defense is alert and good at chasing, a great solo capper stands no chance. (and that was before the update)

The skybolt, I don't really notice the faster reloading bit a lot. And there's not much of a need for it either, since you still need some time to aim properly if you're in an active battle. (unless you're rocket-spamming at random) Apart from this, yes I already knew it and it still doesn't excite me :p
 

Noober

Member
when you engage a duel it's too much easy to hit with skybolt.. 1-2-3-4 ma's... whoa i'm great! bah.
RL it's fast enought to do nice, harder, and more satisfactory ma.
This new weapon make the game more similar at counterstike, not tribes...

Mortar for sentinel, plasma rifle and trashable base it's the only thing this game need to be perfect. imho.
 

PureWhoopAss

Legions Developer
there is nothing wrong with the skybolt other then alot of people are using it at the moment because its new, there are at least two other weapons still havent been released and they too are just as powerful if not more. As easy as it maybe legions at its current standing was more tough to shoot people to begin with, ask many noobs who played the game find it rather difficult to play. Your going have to learn to adapt because they are reshaping legions. And if im not mistaken everyone was forewarned that the weapons may seem more powerful at first, but once everything is in place it will counter balance itsself. There are not too many ways to achieve weapons for legions that are not fit or over powering.

think of this weapon as sniper weapon only unscoped... thats all it is... and if you are continously find yourself dead... well stop flying in straight lines.

i do notice up close its slightly more easy to kill, if anything that will get adjusted... the "muzzle" speed will probably get knocked down a little and the "aceleration" will be increased.. which should take care of duel complaints. In all honesty though it wouldn't be no different then dueling someone with sniper rifle, just more balanced for the sniper to have a chance.
 

Propkid

Member
Skybolt = Ballistic Rifle :D
In CTF I think it's pretty balanced, though if I was to use it for non-chasing/defence purposes I'd need a slightly higher fire rate.

So far what I've seen is that in close-up duels (<100m distance between fighters) SB is way inferior to the RL (good thing). People get really confused as they have to aim really close up to the enemy in order to hit them, so 'dancing' around them gets you more survivability. In longer range fights at the moment these would be pretty equal.

Oh and, people will always complain about changes.

EDIT: please please add the MA statistics for skybolt...
 

Application-1

test bester
Frag grenade needs a few tweaks imo. It is very easy to dodge and the explode time is too long. Even if you hit someone with it close it just bounces of and he backs away. No real use for frag grenade right now. I think that if you could make a frag nade explode on impact it would become more viable and actually something to frag with.
 

Created

Member
Propkid: why is a SB inferior to the RL on close up duels? MA'ing difficulty is similar, or even lower for the SB because of the quicker hit after you shoot.

Application-1: won't you create the same thing as a grenade launcher that way? It's something that annoys me slightly atm, the frag nades do nearly similar damage as the grenade launcher. Perhaps making the frag nade a cluster nade would work a bit? But not as powerful as the GLII ofc.
 
Frag grenade needs a few tweaks imo. It is very easy to dodge and the explode time is too long. Even if you hit someone with it close it just bounces of and he backs away. No real use for frag grenade right now. I think that if you could make a frag nade explode on impact it would become more viable and actually something to frag with.

And I've noticed that it doesn't give very good spash damage, considering it's a frag and apparently does more damage than the boost when it's a direct hit, so until it gets tweaked, it has no real use.
 

Application-1

test bester
Application-1: won't you create the same thing as a grenade launcher that way? It's something that annoys me slightly atm, the frag nades do nearly similar damage as the grenade launcher. Perhaps making the frag nade a cluster nade would work a bit? But not as powerful as the GLII ofc.
Well they feel very very slow imo, and easy to dodge so it should not be a problem, it just makes it more viable imo.
 
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