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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
908
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Posted - 2013.11.28 20:26:00 -
[1] - Quote
timers are way to slow for vehicle use...most vehicles can drive over these mines without setting them off demolition experts should not have to seed there fields with remote explosives just to guarantee the proximity mines will detonate ..
i drive my lavs over mines all the time they never go off this is an issue |
Chunky Munkey
Amarr Templars Amarr Empire
2372
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Posted - 2013.11.28 20:29:00 -
[2] - Quote
Detonation times should improve as they level up, at the very least.
Especially considering that I use proxies almost exclusively against those goddamn LLAVs.
No.
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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
909
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Posted - 2013.11.28 20:33:00 -
[3] - Quote
Chunky Munkey wrote:Detonation times should improve as they level up, at the very least.
Especially considering that I use proxies almost exclusively against those goddamn LLAVs. pretty much every lav i have in stock has enough speed to drive over those mines without setting them off it is ridiculous
the only time i have ever personally witnessed them work was recently and we had to seed the field with r'es it was ridiculous i love mines in video games but prox's seriously need a buff |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1849
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Posted - 2013.11.28 20:44:00 -
[4] - Quote
They're really only good for MLT vehicles and even that takes multiple tiers being laid down.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
910
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Posted - 2013.11.28 20:46:00 -
[5] - Quote
Cyrius Li-Moody wrote:They're really only good for MLT vehicles and even that takes both tiers being laid down. agreed |
Cosgar
ParagonX
8071
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Posted - 2013.11.28 20:55:00 -
[6] - Quote
Damage, amount active/carried, and blast radius need to scale up across the tiers. Also if it isn't gone yet, the beeping to warn enemy vehicles needs to go.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
25
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Posted - 2013.11.29 01:49:00 -
[7] - Quote
They'll be more viable in 1.7 as vehicles ehp will be lower. Wait and see how they feel in a couple weeks. They always give me a good scare when in driving a HAV. |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
223
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Posted - 2013.11.29 01:59:00 -
[8] - Quote
they need larger detection/blast range. they great vs tanks but any half decent lav can speed tank them |
Sinboto Simmons
SVER True Blood Public Disorder.
2495
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Posted - 2013.11.29 02:15:00 -
[9] - Quote
I've been pushing RE/PM buffs for months, even have a big collection of ideas in F&D, but no one listens to Sinboto.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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Heathen Bastard
The Bastard Brigade
719
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Posted - 2013.11.29 02:22:00 -
[10] - Quote
once they do trigger, it's inescapable.
I had one kill my gunner. it jumped about 15 feet, and nailed the poor bastard in the side of the head. almost flipped me.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Tectonic Fusion
629
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Posted - 2013.11.29 03:06:00 -
[11] - Quote
Just give me sticky remote explosives...
Solo Player
Squad status: Locked
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Tch Tch
Red Shirts Away Team
8
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Posted - 2013.11.29 04:08:00 -
[12] - Quote
Proximity mines should have a dB profile with mine scanners able to see certain types.
The higher skill set should lower the dB profile of the proximity mine.
Vehicles should also have modules that detect mines and others that set them off from chains for minmaters to microwave/flux for Amarr.
But the mines should also then be more deadly. I love to see ones you could load with a grenade cluster AV and/or Flux... Mind you I'd also like to deploy my swarm as a mini turret :)
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
916
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Posted - 2013.11.29 04:39:00 -
[13] - Quote
Tch Tch wrote:Proximity mines should have a dB profile with mine scanners able to see certain types.
The higher skill set should lower the dB profile of the proximity mine.
Vehicles should also have modules that detect mines and others that set them off from chains for minmaters to microwave/flux for Amarr.
But the mines should also then be more deadly. I love to see ones you could load with a grenade cluster AV and/or Flux... Mind you I'd also like to deploy my swarm as a mini turret :)
i wish they made prox mine just a suit mine...just make it a non av weapon give it a db sensor adjust the dmg and make it so if you werent somewhat dampened it would suck to be around prox mines..infantry based prox mines..hmm to bad ccp doesnt have a stealth profile where standing still walking running effect your prof? of course things like that would be useless anyway because of scanners scanning the whole map
they need to hash these prox mines to infantry and introduce mine hives....they should be deployable from a vehicle..and should be av mines capable of being laid on an entirely different lvl..but make them useless vs infantry....for example they could operate like av nades but implanted in the ground you should be able togroup them or lay them in strips..they should be able to cover wide areas
they would have to operate like av nade because otherwise they would be abuse vs infatry..if they are seek bombs..that are implanted....it wont be like prox mines where a friend shoots a mine to ur right dmg it gave th bastard a killME they really do get more infantry kills that av
i really think this would expand the role of demolitions |
Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
920
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Posted - 2013.11.29 12:52:00 -
[14] - Quote
Sinboto Simmons wrote:I've been pushing RE/PM buffs for months, even have a big collection of ideas in F&D, but no one listens to Sinboto. nonno not no one listenes to sinboto..its no one listens to sound logical feedback brought up by veteran players..you hvae to be a 2week old qqer to get real attention |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1192
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Posted - 2013.11.29 14:15:00 -
[15] - Quote
Another problem with them is the keyboard speed for vehicles. I've watched as HAVs zip right over my mines.
Either take that away from vehicles or give us some method of infantry superspeed.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
921
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Posted - 2013.11.29 14:18:00 -
[16] - Quote
Alaika Arbosa wrote:Another problem with them is the keyboard speed for vehicles. I've watched as HAVs zip right over my mines.
Either take that away from vehicles or give us some method of infantry superspeed. active speed boost modules for infantry ive wanted this for a long time i think it would allow the scout to have more purpose |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1193
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Posted - 2013.11.29 14:29:00 -
[17] - Quote
Mortedeamor wrote:Alaika Arbosa wrote:Another problem with them is the keyboard speed for vehicles. I've watched as HAVs zip right over my mines.
Either take that away from vehicles or give us some method of infantry superspeed. active speed boost modules for infantry ive wanted this for a long time i think it would allow the scout to have more purpose I am talking about an input method that requires no fitted module or skills trained.
After all, that is what HAVs get from keyboard input. IDK, if they want that, give me unlimited flight range Swarms and some sweatshop kids manually guiding them and we'll call it even.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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