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Seymor Krelborn
DUST University Ivy League
687
|
Posted - 2013.09.02 02:27:00 -
[31] - Quote
Sinboto Simmons wrote:Considering they are meant to be destroying installations and vehicles they are actually very UP at the moment, their ability to kill infantry is a perk to be sure but never what it's meant for or should be balanced around.
you are wrong... proximity mines are for vehicles... remotes are for infantry...the only installation you have a chance of destroying are turrets. |
Seymor Krelborn
DUST University Ivy League
687
|
Posted - 2013.09.02 02:28:00 -
[32] - Quote
Jadek Menaheim wrote:ladwar wrote:Jadek Menaheim wrote:Jadek Menaheim wrote:Ferindar wrote:I like to put RE's on top of my uplinks, and hide my uplinks in tricky places you gotta get close to, to shoot.
You'd be surprised how effective this is. This becomes especially effective when you start to deal with darker map types and night moods wherein a remote explosive 'visually' disappears into the darker surroundings. People often become too eager in these cases to shoot the spawn-pad 'flashlight' before carefully looking around. CCP's new night mood in the 1.4 update may spell doom to people in a new way. I'll be eager to do some tests when it rolls out. i know, it'll be nice to test out. but this is why active scanners will be able to pick them up well at least that is i think CCP is thinking. Yes, at the moment they don't seem to appear at all with any type of scanning or LOS. If remotes are able to be scanned in 1.4, I would prefer advanced and proto-level RE's have lower scan profiles respectively. It would take a prototype scan tool to detect a prototype boundless remote explosive for example.
all you need to do to see an RE is....wait for it....LOOK! that's it they are right there to see.... |
Sinboto Simmons
SVER True Blood Public Disorder.
1077
|
Posted - 2013.09.02 03:18:00 -
[33] - Quote
Seymor Krelborn wrote:Sinboto Simmons wrote:Considering they are meant to be destroying installations and vehicles they are actually very UP at the moment, their ability to kill infantry is a perk to be sure but never what it's meant for or should be balanced around. you are wrong... proximity mines are for vehicles... remotes are for infantry...the only installation you have a chance of destroying are turrets. You realize you just solidified my point right?
Remote explosives are supposed to be used for both AV and anti installation in the field but because of many reasons including damage, bugs, and low splash radius they fail in their role, as I said the RE was never ment for infantry so hitting it with the nerf bat because some fool didn't look down and fell into a trap (and honestly if you're killed by an RE you're not paying attention) would push them even farther from their intended perpous.
I won't say I'm an expert on REs as I'm not a dev (or arrogant) but I know a thing or two about them from experience, lore, and their history since they've been introduced and I can tell you they are not performing correctly.
Proximity mines have pathetic damage and it doesn't increase at all through levels making them near useless against any shield based vehicles above militia class so once again the demolition based equipment is not performing it's role. |
Abe Foster
XCOM ENEMY UNKNOWN
4
|
Posted - 2013.09.02 03:52:00 -
[34] - Quote
Draxus Prime wrote: 1: place REs on road 2:Stand in road and wait for murder tax 3: Detonate when LAV is close 4:????? 5: Profit!!!!!!
Or you can just use proximity explosives |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
215
|
Posted - 2013.09.02 05:35:00 -
[35] - Quote
ladwar wrote:CLONE117 wrote:for the last time re r not op!....
(looks at at other posts)..
oh wait we all ready have ppl defending re?
ok nvm bye bye... even i am defending REs.. come and stay awhile and tell your funny stories. I'm actually sort of worried about the incoming armor buff, ladwar. You know Xin can already tank an RE blast as a proto heavy? It knocks him down to something like 20 armor, but he can do it.
With the armor buff, I suspect that will no longer be rare.
On the subject of RE shenanigans, there's nothing more embarrassing than getting detonated by your own RE trap ... especially when you're the one who pushed the button. This happens to me more often than I would like. Funny thing is, more than half the time I see it coming before I even push the button, but push it anyway. It's like the realization isn't enough to countermand the action order that's already been sent.
God, brains are weird. |
ladwar
Dead Six Initiative Lokun Listamenn
1413
|
Posted - 2013.09.02 07:54:00 -
[36] - Quote
Yun Hee Ryeon wrote:ladwar wrote:CLONE117 wrote:for the last time re r not op!....
(looks at at other posts)..
oh wait we all ready have ppl defending re?
ok nvm bye bye... even i am defending REs.. come and stay awhile and tell your funny stories. I'm actually sort of worried about the incoming armor buff, ladwar. You know Xin can already tank an RE blast as a proto heavy? It knocks him down to something like 20 armor, but he can do it. With the armor buff, I suspect that will no longer be rare. On the subject of RE shenanigans, there's nothing more embarrassing than getting detonated by your own RE trap ... especially when you're the one who pushed the button. This happens to me more often than I would like. Funny thing is, more than half the time I see it coming before I even push the button, but push it anyway. It's like the realization isn't enough to countermand the action order that's already been sent. God, brains are weird. heavies don't like being slow or needing logis to help them out so i still believe the case of heavies living past one RE is going to be slim plus im never to far away just in case of a smart red dot because there are some out there. |
Seymor Krelborn
DUST University Ivy League
690
|
Posted - 2013.09.02 11:55:00 -
[37] - Quote
Sinboto Simmons wrote:Seymor Krelborn wrote:Sinboto Simmons wrote:Considering they are meant to be destroying installations and vehicles they are actually very UP at the moment, their ability to kill infantry is a perk to be sure but never what it's meant for or should be balanced around. you are wrong... proximity mines are for vehicles... remotes are for infantry...the only installation you have a chance of destroying are turrets. You realize you just solidified my point right? Remote explosives are supposed to be used for both AV and anti installation in the field but because of many reasons including damage, bugs, and low splash radius they fail in their role, as I said the RE was never ment for infantry so hitting it with the nerf bat because some fool didn't look down and fell into a trap (and honestly if you're killed by an RE you're not paying attention) would push them even farther from their intended perpous. I won't say I'm an expert on REs as I'm not a dev (or arrogant) but I know a thing or two about them from experience, lore, and their history since they've been introduced and I can tell you they are not performing correctly. Proximity mines have pathetic damage and it doesn't increase at all through levels making them near useless against any shield based vehicles above militia class so once again the demolition based equipment is not performing it's role.
no I didn't prove your point... you say re's aren't for infantry, im saying they are... prxy mines need a buff.... and I am an expert... been using them for 6 months.... |
ladwar
Dead Six Initiative Lokun Listamenn
1415
|
Posted - 2013.09.02 12:08:00 -
[38] - Quote
RE do not damage installations at all |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.09.02 14:34:00 -
[39] - Quote
ladwar wrote:RE do not damage installations at all
Untrue. You can reliably blow up large turret installations. It takes three explosives and they all have to "hit," however.
Killing CRU's and the like takes a good bit more work. |
ladwar
Dead Six Initiative Lokun Listamenn
1418
|
Posted - 2013.09.02 14:38:00 -
[40] - Quote
Yun Hee Ryeon wrote:ladwar wrote:RE do not damage installations at all Untrue. You can reliably blow up large turret installations. It takes three explosives and they all have to "hit," however. Killing CRU's and the like takes a good bit more work. do they have to be red just like for the swarm launcher because i have tried and no dice on any damage on yellow installations or red supply depots. |
|
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.09.02 14:43:00 -
[41] - Quote
ladwar wrote:Yun Hee Ryeon wrote:ladwar wrote:RE do not damage installations at all Untrue. You can reliably blow up large turret installations. It takes three explosives and they all have to "hit," however. Killing CRU's and the like takes a good bit more work. do they have to be red just like for the swarm launcher because i have tried and no dice on any damage on yellow installations or red supply depots. They can be yellow or red. It's possible that you ran into the null-damage bug that causes installations to take no damage if ground cover blocks any little bit of the blast. It's a hit box issue, as I understand it.
Edit:
Also, the supply depot has a load of HP. |
ladwar
Dead Six Initiative Lokun Listamenn
1420
|
Posted - 2013.09.02 14:44:00 -
[42] - Quote
Yun Hee Ryeon wrote:ladwar wrote:Yun Hee Ryeon wrote:ladwar wrote:RE do not damage installations at all Untrue. You can reliably blow up large turret installations. It takes three explosives and they all have to "hit," however. Killing CRU's and the like takes a good bit more work. do they have to be red just like for the swarm launcher because i have tried and no dice on any damage on yellow installations or red supply depots. They can be yellow or red. It's possible that you ran into the null-damage bug that causes installations to take no damage if ground cover blocks any little bit of the blast. It's a hit box issue, as I understand it. sweet... i'll try more testing but so far its been every installation i can get to before a rail tank destroys |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.09.02 14:47:00 -
[43] - Quote
'Course, I suppose it's also possible that they (for some reason) made facilities indestructible by RE in the last month and I just haven't noticed because I tend not to use them for that. |
Sinboto Simmons
SVER True Blood Public Disorder.
1078
|
Posted - 2013.09.02 16:00:00 -
[44] - Quote
Seymor Krelborn wrote:Sinboto Simmons wrote:Seymor Krelborn wrote:Sinboto Simmons wrote:Considering they are meant to be destroying installations and vehicles they are actually very UP at the moment, their ability to kill infantry is a perk to be sure but never what it's meant for or should be balanced around. you are wrong... proximity mines are for vehicles... remotes are for infantry...the only installation you have a chance of destroying are turrets. You realize you just solidified my point right? Remote explosives are supposed to be used for both AV and anti installation in the field but because of many reasons including damage, bugs, and low splash radius they fail in their role, as I said the RE was never ment for infantry so hitting it with the nerf bat because some fool didn't look down and fell into a trap (and honestly if you're killed by an RE you're not paying attention) would push them even farther from their intended perpous. I won't say I'm an expert on REs as I'm not a dev (or arrogant) but I know a thing or two about them from experience, lore, and their history since they've been introduced and I can tell you they are not performing correctly. Proximity mines have pathetic damage and it doesn't increase at all through levels making them near useless against any shield based vehicles above militia class so once again the demolition based equipment is not performing it's role. no I didn't prove your point... you say re's aren't for infantry, im saying they are... prxy mines need a buff.... and I am an expert... been using them for 6 months....
I quote:the only installation you have a chance of destroying are turrets.unquote
This is the exact problem I'm speaking of because the REs can't do their jobs they fail in their perpous : demolition.
They are not called anti infantry explosives for a reason, they were never ment to be used to kill infantry and should not be balenced as such rather they need to be balenced around vehicle an installation destruction.
And you are not an 'expert' after using them for six months you are not an 'expert' on any one piece of gear until you've used it for a year or more through it's ups, and it's downs, I can say I'm a scout 'expert' if I wish, I can say I'm a mass driver 'expert' if I wish, I can call myself an explosives 'expert' if i wish, because I've used them for over a year across multiple builds in multiple situations I however do not do this because I am neither arrogant nor a fool.
You sir are not an expert on remote explosives, you've barely just begun.
|
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
219
|
Posted - 2013.09.02 16:09:00 -
[45] - Quote
In fairness, the RE is lovely against tanks. It's not that it reliably destroys them, it's that several going off at once is reliably a shocking amount of damage. The tank driver who thought he was going to be able to sit comfortably for another few swarm volleys abruptly finds himself fleeing too late, shields dropping, AV grenades raining down, and doom inevitable.
They're not instant death to a high-grade tank, but I'm not entirely sure that they need to be. They take the fight from moderately challenging to desperate with the push of a button. |
ladwar
Dead Six Initiative Lokun Listamenn
1423
|
Posted - 2013.09.02 16:27:00 -
[46] - Quote
Yun Hee Ryeon wrote:In fairness, the RE is lovely against tanks. It's not that it reliably destroys them, it's that several going off at once is reliably a shocking amount of damage. The tank driver who thought he was going to be able to sit comfortably for another few swarm volleys abruptly finds himself fleeing too late, shields dropping, AV grenades raining down, and doom inevitable.
They're not instant death to a high-grade tank, but I'm not entirely sure that they need to be. They take the fight from moderately challenging to desperate with the push of a button. i did kill a few armor tanks that sat around blasting the NULL cannon on manus peak DOM. with REs.. they totally didn't pay attention to me sneaking up behind them and throwing 3 REs at them. |
Cross Atu
Conspiratus Immortalis
1673
|
Posted - 2013.09.02 16:33:00 -
[47] - Quote
ladwar wrote:Hecarim Van Hohen wrote:Standard blueberry (AI?) needs a buff:
Add function so they check the cap point for traps like RE's etc. you know a better tutorial might help the fresh meat some if they hold onto any of that info but i also baited heavies to follow me to an open field where i clicked the button on the RE under their feet.
Use of tactics is OP, nerf player brains |
Ryme Intrinseca
Seraphim Auxiliaries
7
|
Posted - 2013.09.02 16:44:00 -
[48] - 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. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
219
|
Posted - 2013.09.03 00:30:00 -
[49] - Quote
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 it's overpowered; otherwise, you're speaking as the victim, which, you must admit, makes your ability to judge fairly a little suspect. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
753
|
Posted - 2013.09.03 04:06:00 -
[50] - Quote
The worst is when I chase a scout up some stairs and then he turns around, looks down at me, and smiles in the most evil way.
That's when I realize OH ****, RE, RUN
but by the time I get my character facing the other direction all I see is my health disappear and I'm lying there on the floor with his crotch in my face
Good game sir, you win this round. |
|
Cross Atu
Conspiratus Immortalis
1675
|
Posted - 2013.09.03 06:55:00 -
[51] - Quote
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. Glitches and bugs need to be fixed but they aren't, strictly speaking, balance issues. Something is OP when it is working as intended and still performs beyond its role.
Quote: 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.
Adding a bit to the initial priming or set up time seems fine.
Quote: 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.
Prox also do this (or would if they actually worked... I'm looking at you Logi LAV), and while it is much less direct Nanohives have the same net effect.
So while at present one of my examples is inactive due to balance, and the other falls outside of the direct aspect you specified it still seems to me as if there is no real balance implication here.
0.02 ISK Cross
|
Ryme Intrinseca
Seraphim Auxiliaries
11
|
Posted - 2013.09.03 09:16:00 -
[52] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1436
|
Posted - 2013.09.03 09:20:00 -
[53] - Quote
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. |
Ryme Intrinseca
Seraphim Auxiliaries
11
|
Posted - 2013.09.03 09:52:00 -
[54] - 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? |
pegasis prime
BIG BAD W0LVES
753
|
Posted - 2013.09.03 10:21:00 -
[55] - Quote
ladwar wrote:RE do not damage installations at all
Last build 3 ft45 res would demolish a turret . I defo think res need a buff for demolishing crus ect. Iv had a few people try to blow my tank ip with res and they are pathetic against my shields. I would acctually like to fear them. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
230
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Posted - 2013.09.03 15:24:00 -
[56] - Quote
Ryme Intrinseca wrote:+1 for you even though you LOLed at me Points for being a good sport.
(In fairness, predicting tears isn't wholly polite, either, though.)
Quote: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. Hm.
Yeah, admittedly, I probably get most of my kills from luckless redberries who don't know what to look for or how-- though I also get them from vets who are in too much of a rush to slow down and smell (around for) the little box of shrapnel.
I don't think of RE use at objectives as a "cheap" kill. Running people over in an LLAV is a cheap kill. Planting explosives and keeping them active is a lot of hard work, because, if I trigger one, I lose all the ones I currently have planted; they all go up at once. I end up doing a lot of running around with my poorly-shielded butt in the line of fire in order to keep objectives defended, and one hacker means I have to do it all again-- whether the explosive did the job or not.
It doesn't take a careful hacker to destroy them, either. Random grenades, mass drivers-- anything that catches the remote in the area of effect, really-- will cook it off. When I hit the button (beep!), my entire surviving array goes up, fruitlessly, unless I get lucky and there's somebody standing in range of one of the others..
(I'd love to see proto explosives that we could trigger one at a time.)
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. |
Ryme Intrinseca
Seraphim Auxiliaries
13
|
Posted - 2013.09.03 19:09:00 -
[57] - 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). |
Funky Chunky
FunkyStars
26
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Posted - 2013.09.04 00:36:00 -
[58] - Quote
ladwar wrote:Funky Chunky wrote:They are not OP, you sir, are ignorant. Like a Sir did you have your bacon today? Not just Bacon Click if you dare |
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