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Why all the grav hate?

Discussion in 'General Discussion' started by Iratus, Dec 19, 2016.

  1. Construct_ Thraxus First Blood!

    Because crowd control ability's are a pain in the arse. Nobody likes to be snared / stunned / rooted or otherwise taken out of the battle equation.

    And because its become 'cool' -tm to hate on LSM

    I've been playing CSM a lot lately and I do just as well if not better than LSM so I dont know what the problem is. (love that Mark of Slanesh speed boost)
  2. Valnak Valnak Nickname Change


    No it doesn't. There's at least 2 bolter skins in the game files that I know of that exist for CSM. Why aren't they in game yet if it's so easy to just change a few numbers and put on a new skin?

    We even had the Slaanesh bolter as the skin for Master Crafted bolter for the longest time. Tzeentch bolter exists too.
  3. Asyran Eldritch Arkhona Vanguard

    There's also a unique TLSC in the files :/
  4. Valnak Valnak Nickname Change

    Obviously impossible to implement. The major issue being that it's not on the right faction.
    Galen, Keira and Eldritch like this.
  5. BaronXIII Arkhona Vanguard

    Well, let's restart our convo and I'm going to try and not be a douche this time. Yeah, even I have my moments, my apologies.

    I think it's because of the difference in how we see the weapons.

    On our end, yes, we're actually looking for a weapon that has an incredibly strong snare (though perhaps not to the extent you're accusing of us?). On the flip side we want the weapon to have almost nil damage, in fact, with a stronger snare, I'm ok with the weapon doing no damage (or damn close). Make it a true utility weapon that requires (REQUIRES) teamwork. Basically, one shouldn't be killing anything with a Grav weapon, but one should be ensuring an enemy's death if there is a teammate around willing to pick up on the opportunity. To a point, we almost do have this, literally ANY ranged weapon can outshoot a Grav weapon, and understandably melee is having a tough time. Which again, is kind of the point. A Grav weapon (in this game at least) is supposed to be a snare-type weapon to counter charging/moving targets. The problem is that the DPS of the Grav (while less) is still too close to standard weapons making the "disadvantage" in DPS a somewhat (read: situational) nil drawback. Last thing, if you really use the Grav weapon alot, you'll notice that the slow doesn't actually "save" a ranged player from a melee player, at least not in the situations it really should. At closer ranges, a melee player will still pretty easily get to you, which is against the whole reason they introduced the weapon. On the flip side, for some damn reason, most Grav weapons have a stupidly long range. This means that the weapon doesn't help ranged players who are in melee range as much as it should (which was the point), but the long range lets them screw with melee players at longer ranges at which the weapon should be damn useless. It's kind of screwing both sides of the argument.

    On a sidenote, I'm pretty sure even a melee unit's sidearm can out DPS a Gravgun at the ranges a Melee unit would be engaging in (~10m-15m).

    On your end, it seems you are judging the weapon by what is currently in game, plus or minus some minor tweaks. While an increase in damage, and decrease in snare might match what you're looking for, I fear you aren't looking at the problems associated with it. Now I don't think you are stupid or anything, but I'm going to make a list to try and convey why it may be a bad idea (at least from our perspective)...

    1.) High Damage, Low Snare. At that point...it'd basically have identical DPS to a Bolter with a small amount of snare. Seems kind of stupid to have two of the same thing. Think of the Heavy Bolter suppression mechanic, it's a joke. The snare would have to be about that nondescript for Grav weapons to have a damage boost.

    2.) Can't wait for all the forum posts about..."It's basically a Bolter, with no/little damage drop, perfect accuracy even from the hip, etc etc." You know it, I know it, the very next posts on these forums would be about the Grav doing too much damage, being too accurate and therefore too easy to apply said damage, and probably something about the long range.

    3.) Again, the whole point of the weapon is to be a squad-type weapon with a utility snare. When the snare is useless, what's the point? At that point one of two things will happen. Either A, it will be stronger than a Bolter in the majority of situations, and everyone will use it. Or B, it will be weaker than a Bolter, and the weapon will basically be another trash weapon that's just there for show and tell.

    4.) Do you really think a smaller snare is going to help Ground Assaults when you boost the damage? Right now it's upsetting because you get snared and it's annoying, but hey at least the majority of the time you will survive if you disengage (which again is kind of the point of the weapon). Now imagine if instead of just being annoyed and snared but being able to survive, every time you charge an enemy you actually get killed, just like meltas that one patch? It's infinitely better being able to survive an encounter and restart an engagement, than it is to just get killed outright. At the very least, it feels better. You can kind of see this overall in games, even if players aren't "doing" much, they at least feel better about not dying constantly/quickly/etc.

    And etc etc, I could go on. At the end of the day though, we have a difference in how we see this weapon and it's niche, and perhaps on how useful/effective we want the weapon to be. That being said, the Grav weapons were supposed to be a counter for fast-moving enemies, and charging melee. They're supposed to be a squad use weapon of little or no use without proper teamplay. In that vein, I feel an increased snare (utility) and a decrease in damage really solidifies it's place in that niche. An increase in damage and a decrease in the snare basically turns it into all the other shitty weapons in this games. At that point it's just a Bolter with some minor differences.
  6. Keira Keira Steam Early Access

    and a shriecker cannon....?
  7. Asyran Eldritch Arkhona Vanguard

    Considering we don't have Harlequins I'm gonna guess no.
  8. BaronXIII Arkhona Vanguard

    Are you like trying for an award for how many times you can misunderstand me?

    I said I understand why they'd be implemented because they ARE just some number changes and a new skin.

    Then, later in the EXACT SAME FUCKING POST YOU QUOTED...

    I say what I don't understand is why they can't do that for other factions.

    Wow gee, sounds an awful lot like I agree with the main point...weird I know. Still, I assume there's some back-door things we players don't know about, and it really isn't unheard of in video games....like at all. Fuck for all we know it's because they wanted CSM Bolters to be a bit more interesting than "Bolter...IN PINK". Maybe it's just not on their worklist yet? The only reason Grav shit might have been done first is because it was on the worklist earlier. And again, almost the ENTIRE playerbase agreed that LSM needed something unique at the time so perhaps that's why it was so high on the worklist. Before the Grav, there was literally nothing unique about LSM. Since then they've implemented the medic grenade, redone armor and wargear, etc etc. Alot of shit happened in a short-ish amount of time.

    About the only thing I don't agree with you on in this point, is how much you want to accuse Devs of favoritism where as I want to hold my accusation until I'm more sure of why the fuck things are going down. Especially because I really don't see them playing favorites, just going through the motions. That's why before I was all up for giving LSM some love like a month plus ago. Now, I want them to focus on Eldar, then Orkz/CSM.
  9. Keira Keira Steam Early Access

    but arent we ALL pansy clowns? Thats what we keep getting told after game...
  10. Keira Keira Steam Early Access

    what about a PUPPY???

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