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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Mike Gunnzito
111
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Posted - 2012.07.15 18:45:00 -
[1] - Quote
Lots of interesting ideas for how to "fix" RE. Some are decent, some are flat out stupid and make the RE useless. IMO, RE doesn't really need a nerf to power/radius. Adding a min time to "arm" or a longish "plant" animation would make them damn near useless. IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you. |
Mike Gunnzito
111
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Posted - 2012.07.15 18:57:00 -
[2] - Quote
RolyatDerTeufel wrote:Mike Gunnzito wrote: IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you.
I'm alright with that. They already only go about 4 / 5 meters without sliding. Sliding goes MAYBE 2 / 3 more meters. in total the possible is 8 meters. Probably a few more, but that's fine to me.
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you. |
Mike Gunnzito
111
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Posted - 2012.07.15 19:06:00 -
[3] - Quote
RolyatDerTeufel wrote:Mike Gunnzito wrote:
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you.
I'm fast enough to be on them and get off in time to kill them with it still. so I'm fine with that. Still think making the skill for them be edited would be best and add in more varients for AV purposes and different radius' and such. Cause it makes since to the stuff already there. (secrets I got them)
THey can add variants too, prob will make things interesting.
And hey, if you can jump onto a guy, drop a RE at his feet, and then get away and blow it up... that's skill, and you deserve the kill. It would still fix the mechanic of the RE, because the majority of RE users, aren't skillful enough to be able to do that. |
Mike Gunnzito
111
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Posted - 2012.07.15 19:29:00 -
[4] - Quote
Varys Targaryen wrote:Mike Gunnzito wrote:Lots of interesting ideas for how to "fix" RE. Some are decent, some are flat out stupid and make the RE useless. IMO, RE doesn't really need a nerf to power/radius. Adding a min time to "arm" or a longish "plant" animation would make them damn near useless. IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you. Making a plant animation would not make the RE useless. You would still be able to bait people into a trap. You can still place RE on roads to cripple an HAV or destroy an LAV, the finish it off with a swarm launcher. You can still trap paths players frequently cross. You can still trap objectives and installations. You guys want to do everything you can to keep REs the way they are now. This is a beta and we are supposed to be calling out mechanical imbalances like this. Seriously, i've used REs for a while (I had to remove them from my popular fits due to CPU/PG requirements) and I don't see how anyone can deny that they are being used the wrong way. PS, I'm open to the last part of you're post (reducing throw distance). That may make it easier to escape.
I think in the future, that there will be anti-vehicle mines and anti infantry proximity mines. If this is the case, then those SHOULD have plant animations, just not the RE. |
Mike Gunnzito
111
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Posted - 2012.07.19 11:09:00 -
[5] - Quote
Problem is, that CCP just made the same mistake that most developers make.
They OVERnerf something. I agreed with those that said the RE needed to be toned down, but this is rediculous.
As others said: 5sec arm time... stupid. 2-3sec is all that was needed. Lowering the throw distance... perfect. Lowering the carry count to 2, I'm ok with... but as others said, if they were only marginally effective as an AV weapon before, they're crap now, as two will only blow militia vehicles.
All CCP needed to do is lower the throw distance, and pick 1 of the other two nerf options. (but the 5sec arm time thing is too long, 2-3 sec would be perfect)
Edit: You can even keep the 5sec arm time, but then keep the throw distance as it currently is. HOWEVER, the RE should be made to "stick" to vehicles that they are thrown on. This will allow: 1. for the RE not to be used as a substitute for grenades because of the arm time. 2. for the RE to keep it's AV properties, since you can toss them on tanks as they drive by(by keeping the current throw distance). Arm time makes no difference, since they would stick to tank. |
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