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sanxit interfectorem MORTIMOR
Shining Flame Amarr Empire
1
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Posted - 2014.01.05 11:27:00 -
[31] - Quote
Atiim wrote:Ryme Intrinseca wrote:I think all explosives are balanced now except for proximity mines (UP) and remote explosives (OP). Please, tell me how a Remote EXPLOSIVE is OP? It's a remote explosive Yeah we upgrade our explosives so that they can survive flux grenades you can stack them on friendly vehicles and insta pop anything |
Sinboto Simmons
SVER True Blood Public Disorder.
3698
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Posted - 2014.01.06 08:50:00 -
[32] - Quote
sanxit interfectorem MORTIMOR wrote:Atiim wrote:Ryme Intrinseca wrote:I think all explosives are balanced now except for proximity mines (UP) and remote explosives (OP). Please, tell me how a Remote EXPLOSIVE is OP? It's a remote explosive Yeah we upgrade our explosives so that they can survive flux grenades you can stack them on friendly vehicles and insta pop anything Not our fault
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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BuTtHuRtPEepZ
Raging Pack of Homosapiens
142
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Posted - 2014.01.06 08:59:00 -
[33] - Quote
Ryme Intrinseca wrote:Sinboto Simmons wrote:Ryme Intrinseca wrote:Sinboto Simmons wrote:Ryme Intrinseca wrote:I think all explosives are balanced now except for proximity mines (UP) and remote explosives (OP). REs are OP? how so? The main thing is that they're very hard to detect; you have to be within their blast radius and looking right at them to see them, pretty much. They're actually much harder to detect than a grenade, which gives you strong audio cues. This doesn't really make sense, as a RE is a larger and much more powerful weapon - the only thing that OHKs my heavy, apart from direct hits from forges and large rails. If you're within 10 metres and looking at them I think they should show up on the tacnet, like other equipment does. Either that or make them a scout-only weapon. Just feel it's a bit OP to give assaults essentially an extra grenade slot, for invisible nukes... And the other thing that shows them to be a bit OP is that they are the anti-vehicle equipment of choice, even though there is an item of equipment that is dedicated AV (PMs). I never realy have problems with REs as far as detection, mind you this is because I use them and any RE in my LOS may as well be neon pink, as for their use can't realy say much just looking at the description tells you it's meant to do one thing: Blow **** up. I like the scout only idea but I'm biased as hell on that. I'm a heavy and all in favour of giving niche roles their perks. We get HMGs and FGs, what do scouts get? If they had exclusivity on REs and scanners they'd be more than just a weak assault/logi, which is pretty much what they are now.
I have made this suggestion in another thread and got shunned for it. Giving scouts RE's and Scanners will allow them to complete the role they were meant to play. Scanners in the hands of assualt players is greatly imbalanced since you get recon, large hp pool, AND large firepower all in one suit. This is why i find scanners to be OP. "Working as intended" yes, but so easily exploitable that it removes tactics from gameplay.
I also personally think the scanner should work as a continuous stream like the repair gun. I do not find it fair that the same player using a scanner is also able to fire a weapon. Recon is meant for your teammates, not yourself. |
Sinboto Simmons
SVER True Blood Public Disorder.
3718
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Posted - 2014.01.07 07:23:00 -
[34] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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Vulpes Dolosus
SVER True Blood Public Disorder.
574
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Posted - 2014.01.07 08:01:00 -
[35] - Quote
Large missile turrets are handicapped and have no place to fit in battles.
They are way out classed by rails for anti-tanking, and aren't even a close contender because they're completely walled by shield tanks. They're too inaccurate and have too shallow a clip and too long of a reload to be used for anti-infantry. I'd like it to be like its little brother, the small rail, not as powerful against infantry as a blaster (up close) and not as effective against vehicles like a rail, but a nice balance in-between.
It's only real role is ambushing armor tanks, and even then if you don't kill it and have lots of hardeners, it can kill you or run away before you're done reloading. God forbid there's a militia Sica with a militia railgun.
You'd think something that costs almost 700k sp more than other weapons in its tier would have a few more advantages than one special niche.
I had an idea for EM Missiles to provide missile turrets with a special role (infantry support) and allow for more interesting tank squad formations (perhaps an explosive missile and EM missile tag-team to cover both types of tanks).
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
1/1
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Sinboto Simmons
SVER True Blood Public Disorder.
4088
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Posted - 2014.01.20 08:31:00 -
[36] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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PARKOUR PRACTIONER
Redline Defense Force Seekers of the Unseen
374
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Posted - 2014.01.20 08:58:00 -
[37] - Quote
pegasis prime wrote:Love em... anything that goes boom ... me likey splosions.
Beat me to it.
Don't look him in the eye, WHAT DID I JUST SAY?!!!
I specialize in ridiculousness.
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Sinboto Simmons
SVER True Blood Public Disorder.
4380
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Posted - 2014.02.05 16:34:00 -
[38] - Quote
Bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Tolen Rosas
Kang Lo Directorate Gallente Federation
317
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Posted - 2014.02.05 16:40:00 -
[39] - Quote
prox explosives needs a name change (to mines) more dmg and that warning sound to go away. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
675
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Posted - 2014.02.05 16:41:00 -
[40] - Quote
Grenade are a bit crazy at the moment. RE's are fine as is.
Proxies though, I mean, I love them, use them regularly, but all they're good for is destroying LAV's, Wwhich was brilliant when everyone and their mothers were using them, but even so, it takes three to do it.
I am part shovel, part man, full scout, and a little bit special.
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Cpl Foster USMC
Alpha Response Command
585
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Posted - 2014.02.05 16:45:00 -
[41] - Quote
The Snipers/Others that I'm putting RE's under don't seem to be flying away as much as they use to ?
Is this something that "they" worked on ?
and sometimes the Installations blow up, sometimes they don't ? but then again, I only carry 3. Should I just go Proto RE's ?
(sometimes I feel like a nut, sometimes I don't...unrelated to the topic, but I had to do it)
Solo Sniper, Squad Logi, Psycho Killer Heavy that don't care 'bout no stinkin' bullets comin' at me..I'm comin' at you !
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Reav Hannari
Red Rock Outriders
2972
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Posted - 2014.02.05 16:56:00 -
[42] - Quote
I'm still having trouble counting on my REs doing damage. Maybe 1 in 3 times my traps don't function properly. I stay close to watch and they aren't being removed by the reds. All three will go off and just not do anything. When i move in to knife the hacker they have full health.
I use the same pattern each time for the null cannon terminals that are attached directly to the cannon.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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Llast 326
An Arkhos
1774
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Posted - 2014.02.05 17:07:00 -
[43] - Quote
Finding overlap or "stacking" RE on each other seems to diminish damage. Placing them spaced out so the blast overlap is minimal makes a difference. Example: RE on an installation piled in one spot will not destroy the installation, however if you spread them around on the installation it will destroy it consistently.
KRRROOOOOOM
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Reav Hannari
Red Rock Outriders
2972
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Posted - 2014.02.05 17:13:00 -
[44] - Quote
My typical pattern is one RE either next to the terminal or on the plate behind it. Two others are then placed off to the sides. In the majority of the cases this pattern works fine. I'll try and do some more scientific testing of deployment patterns on unsuspecting reds.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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Llast 326
An Arkhos
1775
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Posted - 2014.02.05 17:40:00 -
[45] - Quote
Reav Hannari wrote:My typical pattern is one RE either next to the terminal or on the plate behind it. Two others are then placed off to the sides. In the majority of the cases this pattern works fine. I'll try and do some more scientific testing of deployment patterns on unsuspecting reds. Sounds like the placement is not the issue for you (at least the way I visualize what you describe) Canon Shields blocking them? Though that would not be an issue at terminals separate from the canonGǪ so I don't know, just brain storming this one.
KRRROOOOOOM
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Reav Hannari
Red Rock Outriders
2975
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Posted - 2014.02.05 17:52:00 -
[46] - Quote
Llast 326 wrote:Reav Hannari wrote:My typical pattern is one RE either next to the terminal or on the plate behind it. Two others are then placed off to the sides. In the majority of the cases this pattern works fine. I'll try and do some more scientific testing of deployment patterns on unsuspecting reds. Sounds like the placement is not the issue for you (at least the way I visualize what you describe) Canon Shields blocking them? Though that would not be an issue at terminals separate from the canonGǪ so I don't know, just brain storming this one.
Much appreciated. I'll test later.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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el OPERATOR
Mannar Focused Warfare Gallente Federation
76
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Posted - 2014.02.05 18:42:00 -
[47] - Quote
I don't use RE's often enough to comment, but PE's I do. The PE has suffered from what I think is a detection issue for a loooong time. A vehicle has to literally drive their wheel/treads over them to detonate them reliably from what I've seen. The don't detect in any sort of "Proximity", but instead on direct surface-to-surface contact.
They also seem to take a minute after they've been laid down to activate, which makes using them in a tight area denial capacity borderline useless.
Lastly, its ridiculous that they should detonate against friendly vehicles in FF conditions. We're a couple thousand years into the future but don't have "smart" mines? All this tech but basic weaponry communication eludes us?
Open-Beta Vet.
NPC Corp Independent Contractor.
Drunk Night Tree Burner.
This is my Main and Original.
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OZAROW
Dem Durrty Boyz Renegade Alliance
1343
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Posted - 2014.02.05 19:07:00 -
[48] - Quote
Went 32/1 last night with only 2 gun kills an 30 remote kills, so I'd say their fine and people are as dumb as ever
SUPER NOVA KNIFE SAIYAN 4
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
292
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Posted - 2014.02.05 19:10:00 -
[49] - Quote
SLs: need a range bump, 25-30% of what they have now to 225m or so, and a reserve ammo bump
REs: Fine, but detonating them can be finicky because of a dud remote or two not exploding, e.g. place 3, 2nd one you placed doesn't explode but 1&3do.
Grenades: meh I guess, don't use core locus enough or die by them often enough to have an opinion, except fluxes those need to be looked at in the downward direction.
Proxie mines: Oh boy, I'm glad I only bought one and I only skilled into them because I wanted the f/45 REs. Get rid of the beeping or make them work against infantry that way they'd be the equivalent of a claymore. That would actually make them useful and it wouldn't be OP because if you are going to ignore the beeping you deserve to be blown up.
PLC: travel time buff, a flatter more predictable arc, or a better aim reticule
32db Mad Bomber.
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Thumb Green
Titans of Phoenix Legacy Rising
715
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Posted - 2014.02.05 20:14:00 -
[50] - Quote
Atiim wrote:Ryme Intrinseca wrote:I think all explosives are balanced now except for proximity mines (UP) and remote explosives (OP). Please, tell me how a Remote EXPLOSIVE is OP?
They arm too quickly as far as I'm concerned. They're basically contact grenades that have a larger radius and do more damage than the health a heavy could have. All they need is a delay on when they arm and they'll be fine.
All other explosives except for locus grenades and PE's are fine.
The only problem with locus grenades is spam but that can be fixed by reducing grenade count by 1 or 2 and reducing the speed that they refill.
PE's need to lose the warning (if a tank wants to know if the path is clear they can equip a scanner) and need to have their proximity detection fixed.
Support Orbital Spawns
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Bojo The Mighty
L.O.T.I.S.
3050
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Posted - 2014.02.05 22:49:00 -
[51] - Quote
Honestly, perfect except flaylock
Flaylock needs a radius buff. All explosives have very limited ammunition and thus shouldn't be used as a primary unless you mob the niche well.
Oh and MD needs improved AV efficiency.
Rifle Changes: DPS, range, and damage
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Sinboto Simmons
SVER True Blood Public Disorder.
4402
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Posted - 2014.02.06 20:51:00 -
[52] - Quote
Bumping
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6704
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Posted - 2014.02.06 20:54:00 -
[53] - Quote
There's a very fine line between UP, and OP with explosives.
They of course need good AoE with balanced splash damage....but if those values are even slightly out, one UP weapons spirals out to OP as we have seen before.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Doc Lawz
Butcher's Nails
7
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Posted - 2014.02.06 21:26:00 -
[54] - Quote
I honesty think RE are the answer to proto stompers. doesn't matter how tough you are a cheap 1500 isk basic remote explosive will take you down( minus the crazy proto heavies)
damage waise all of the explosive weapons seem to be doing all right ,.
swarm launchers could use a buff to stay competitive.
PE's don't seem to hold the punch that they need but still are great for anti Lav.
I have been using a MD from the beginning and it seems to be just fine for doing it's job , regardless of the complaints you here in 1.7( people just use it wrong)
The belief in your cause is measured by the ISK put in my wallet.
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Monkey MAC
Lost Millennium
1860
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Posted - 2014.02.06 21:33:00 -
[55] - Quote
Anti-Infantry Explosive Firearms, are lacking that punch they used to have. (MD, FL, Flux, PLc (never really had it))
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4404
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Posted - 2014.02.06 21:40:00 -
[56] - Quote
Sinboto Simmons wrote:Explosive weapons turrets and equipment, from MD to Proxi mines, how do you think they are preforming are they UP or OP?(let's leave damage mods out of the conversation)
What's your opinion?
MD- Needs slight buff. I would go with a RoF buff. Assault MD- Needs slight buff. Ammo or RoF could work Breach MD- Needs BIG buff, Bigger Splash Area and a Lot mroe Direct HIT Damage. R/E-Working as intended Prox Mines- Highly UP. I propose a Damage buff. A BIG one. Swarms- Need their Damage back (330 per missile) the range can stay. OR , the other way around, keep the damage, go back to 1.6 range. Flaylock- Greatly underpowered. CCP nerfed BOTH Splash area and splash damage making it underpowered. I propose taht Damage Stays, Splash area increases at least by 1m. Stationary Turrets-Missiles. They are fine. Working as intended. Missile Turrets-Havnt used them enough to have a say in the matter,only used 12 'harbringer' ones and the experience was, rather pleasent. Grenades- Working as intended. 1.8 Grenade limitation should balance things out. Thukker and other contact grenades,considering their 400HP damage (compared to the Core Locus 600 damage), should be increased to 2. OR have their damage increased to 500 and leave them at 1. AV Grenades- Need a BIG Damage Buff. a Pacekd grenade of 900 damage vs a MILITIA Soma with 5000+ EHP is just ridiculous. The least the range , the more powerful a weapon should be. Grenades have a range of 9mts? then they should be the most powerful AV weapon except for the Prox Mines. Flux grenades-Working as intended.
AceOfJokers666 [ + ] AimBot / VALOR / MAG | YOU EITHER LOVE BACON OR YOU ARE WRONG
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