(01-07-2012 11:44 PM)TacticalS Wrote: Seeing that many thing were discussed with Hate ingame. The forums on PTE don`t give a complete picture of the things we might expect to change.
Here a little update for you all. Remember that all the things I mention here are in testing fase and many of the things I list are based on ingame conversations with Hate. So they all can change.
- unboosted nades fine (100 max damage, but usually lower). 100 damage against vehicles
- boosted nades are not OP anymore. Radius is much smaller but they do kill people with extra health or armor. (+40 damage). Boosted nades do 140 damage against vehicles.
- The range of boosted AV-mines will be looked at. (currently they kill infantry at very long range)
- claymores and mortar strike might get one version. Where the booster just increase ammount of claymores carried/cooldown and unboosted versions work the same as boosted versions. (This was not yet on PTE, but we were discussing it and Hate was playing with the idea)
- mortar strike might get self damage in the future.
- Boosted xm-25 was considered OP by many and Hate will take a look at it.
All in all the changes can turn in something nice. I`m currently refraining to take a definitive stance on the matter as I want to see the definitive version , but i`m encouraged. Unboosted gadgets will work again, while boosted ones are OP no longer. Well, we`ll see. Please read this excellent review of Stompy why explosive boosters shouldn`t be there in the first place btw: http://pte.battlefield.play4free.com/en/...p?tid=1371
Good summary, and thanks to everyone who joined into PTE for testing and conversation.
So far the plan moving forward is that all boosters will provide more of the gadget, but not more power.
In the case of grenades/airburst and placed explosives (clays, mines, c4) this means you get more in your pocket when boosted.
In the case of mortar strike it means you will drop an additional 3 shells when boosted, but with no increase to damage, radius or direct damage.
Also based on some feedback mortar strikes reload times are being reduced slightly, but the 5/5 reload is still just under 2 minutes.