|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ryme Intrinseca
Seraphim Auxiliaries
7
|
Posted - 2013.09.02 16:44:00 -
[1] - Quote
REs actually are OP, for three reasons.
1. MAP GLITCHES. I always search objectives before the hack. I find REs sometimes but occasionally they get through and I get blown up. The problem is that they have unreasonably low visibility. Some moods make it too dark to see them, and some objectives have hidden pockets. So it is not always hackers being too stupid to look when they get blown up by these, it is RE users exploiting glitchy maps. REs need to be readily apparent to infantry within 5 metres.
2. SHORT TIME BEFORE PRIME. Some RE users throw these things at your feet like a grenade. You know it's coming, but they blow it before you can get out of the way. This is obviously not how they are intended to be used. The time it takes to prime them needs to be extended, so they can only be used in their intended role.
3. EXTRA GRENADE SLOT. REs are the only item of equipment that directly gets kills for the user. As such they are contrary to the intended support role of equipment. RE users effectively pad their KDR by using an equipment slot as an extra grenade slot. I suggest that CCP make REs only equipable in a grenade slot rather than an equipment slot, to reflect their actual battlefield use. There could be a separate 'demolition charge' item of equipment, which can only be manually stuck to an installation or vehicle for 5000> damage.
Inb4 QQ. |
Ryme Intrinseca
Seraphim Auxiliaries
11
|
Posted - 2013.09.03 09:16:00 -
[2] - Quote
Yun Hee Ryeon wrote:Ryme Intrinseca wrote:REs actually are OP, for three reasons.
1. MAP GLITCHES. I always search objectives before the hack. I find REs sometimes but occasionally they get through and I get blown up. The problem is that they have unreasonably low visibility. Some moods make it too dark to see them, and some objectives have hidden pockets. So it is not always hackers being too stupid to look when they get blown up by these, it is RE users exploiting glitchy maps. REs need to be readily apparent to infantry within 5 metres.
2. SHORT TIME BEFORE PRIME. Some RE users throw these things at your feet like a grenade. You know it's coming, but they blow it before you can get out of the way. This is obviously not how they are intended to be used. The time it takes to prime them needs to be extended, so they can only be used in their intended role.
3. EXTRA GRENADE SLOT. REs are the only item of equipment that directly gets kills for the user. As such they are contrary to the intended support role of equipment. RE users effectively pad their KDR by using an equipment slot as an extra grenade slot. I suggest that CCP make REs only equipable in a grenade slot rather than an equipment slot, to reflect their actual battlefield use. There could be a separate 'demolition charge' item of equipment, which can only be manually stuck to an installation or vehicle for 5000> damage.
Inb4 QQ. Less QQ. More LOL. There's one of these that you just about have a point on: the first. There are places where the map isn't quite as solid as it looks, yes. However, here's the thing: you can't hide them completely anymore. Used to be they'd sink out of sight; now they just sink to half their depth. Also, the little bastards have lights on them that glow. Before you assume that the things are functionally invisible, (1) check your surroundings thoroughly, looking for lights that are out of place. They're little and yellow-- but not so little as to be unnoticeable; (2) don't just look behind the objective; the blast radius is currently (I think) four meters, and people have gotten sufficiently used to checking for them that we've started putting them in other places; (3) as of tomorrow, when 1.4 goes in, try using an active scanner-- it should theoretically reveal their locations. If you just can't find them, try hucking a warp grenade at the objective. That's pretty reliable. Your other two points are ... well, how to put it? Try using them and see what you think. It takes an advanced RE to get the arming time down to two seconds from five. Heavies waddle fast enough to get clear, as a rule, if they realize what's going on. The throw distance is also pretty short; if I'm trying to plant a remote on you, I'm virtually picking your pocket. The primary touchstone for something OP in this game is that it becomes ubiquitous. Remotes aren't, and they're about to take a minor whack with the nerf bat (active scanners). Give remotes a go, and see if you still think that they're overpowered; otherwise, you're speaking as the victim, which, you must admit, makes your ability to judge fairly a little suspect. +1 for you even though you LOLed at me
I'm a heavy which is why I haven't used REs. I'll have a go on an alt tho.
Another thing I don't like about REs is that they specifically target the few people who play the game right, i.e. hack objectives in public skirmish and domination. 90% of RE kills must be at objectives. Why can't we get weapons that specifically target redline snipers, tower forgegunners, or LLAV roadkillers? That doesn't make REs OP, but it does mean they help to make pubs that bit less playable for those who like to play for the objectives rather than get cheap kills. |
Ryme Intrinseca
Seraphim Auxiliaries
11
|
Posted - 2013.09.03 09:52:00 -
[3] - Quote
ladwar wrote:you can use RE to kill red line snipers and LLAVS, actually really well. tower FG i doubt it but i bet it'll be funny to see. LLAVs I get (though this is <5% of RE kills). But redline snipers? How is that possible without suiciding? |
Ryme Intrinseca
Seraphim Auxiliaries
13
|
Posted - 2013.09.03 19:09:00 -
[4] - Quote
Yun Hee Ryeon wrote:Ryme Intrinseca wrote:Another thing I don't like about REs is that they specifically target the few people who play the game right, i.e. hack objectives in public skirmish and domination. 90% of RE kills must be at objectives. Why can't we get weapons that specifically target redline snipers, tower forgegunners, or LLAV roadkillers? That doesn't make REs OP, but it does mean they help to make pubs that bit less playable for those who like to play for the objectives rather than get cheap kills. I don't think of RE use at objectives as a "cheap" kill. Running people over in an LLAV is a cheap kill. Actually, I wasn't so much saying that explosives at objectives are cheap kills (though they are a bit cheap...) as that they discourage playing for the objectives and encourage the cheap kill playstyles, like redline sniping or LLAV racing. For instance, the other day when I was OHKed by a remote at an objective, I thought 'well, I tried' and got an assault forge gun and went on a roof. It was a low roof overlooking an objective, but it still feels cheaper and less like how the game should be played than going straight in with the HMG.
Quote:You seem like a fair-minded guy. So ... look.
You have your approach to the game, which seems to be more or less direct and up-front. You're here for a good, straight fight: who shows the better battlefield tactics, who's got the better aim, and so on. Skill versus skill, sportsman-like. I may be making that sound a little naiive, but that's more or less the upshot, true?
I'm a dedicated scout, which means I'm playing an entirely different game. Spending any significant period of time in somebody's crosshairs gets me shredded to a fine mist. Consequently, I'm a vicious little bastard who hates straight fights and makes most kills from ambush. Playing fair isn't the way I succeed at the game; for me, the game is one of trickery and stealth. "Cheap" kills are normally the only ones I get because 90% of my defenses consist of my wits.
Hell, I recently promoted my nova knives to my light weapon slot. (The other is an SMG for flanking and emergency use.)
There aren't many of us around anymore. Those who survive mostly do so because we fight dirty. The ability to do so is precious to us, and 1.4 is introducing further quiet nerfs to our play style: in addition to the active scanner buff, better auto-aim isn't good if you depend on agility to get through a firefight.
It's fair enough to resent being sucker-punched, but understand that what is sucker punching you when you run afoul of an RE trap is typically the opposite of an LLAV murder taxi. We're mortal (hell, we're downright fragile), and most of us die an awful, awful lot.
And, incidentally, we're usually the vanguard of those who are, as you say, playing for the objectives. Scouts are prolific hackers, and we're the most likely to drop in at an objective without fighting a battle (with lots of RE-cooking-off explosions), first. In other words, we're among those most commonly killed by remote explosives. We get kind of good at looking for them, as a result ... and then we leave our own when we go.
At this point, arguing for taking away our tools seems pretty indistinguishable from arguing for the extinction of the role. I know that's not what you're saying, but sucker-punches are pretty much what we do, whether with RE, with a shotgun, or with the point of a knife. Take that away, and you've got us running assault suits. Honestly, I have a lot of time for scouts, it's probably the hardest role to play at the moment aside from dropship pilot. If remote explosives were exactly as they are but limited to scouts, I wouldn't have much of a problem with them. It's more the assault or slayer logi who has their cake and eats it with the proto AR/MD, grenades, REs and tons of HP. When a scout tricks me to chase them into a RE ambush I think 'touche' - notice I didn't complain about that kind of RE death (as opposed to the objective or throw-like-a-grenade versions). |
|
|
|