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Galvan Nized
Deep Space Republic
368
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Posted - 2013.12.12 23:17:00 -
[1] - Quote
I'm thinking it is a nice time to buff proximity explosives and remote explosives. They now play a bigger role as AV weapons. Right now there is no incentive to really use a higher tier.
I think it would be nice if Proximities ignored hardeners, you can't actively use proxies do you can't choose to use them when a vehicle hardeners are down. Make them do the same damage regardless. This creates a way to deal with tanks going invincible and create off limit places a tank would fear going without infantry support. Also makes a nice trap for all these Nascar tanks which will still be quick once the bugged mod is removed.
Remotes should just scale up in damage or allow you to carry more, thus allowing one to lay enough remotes to blow a tank in one go. Because, honestly if you let someone lay 3+ remotes on you as a tanker you deserve to die. Tight areas should be the death of tanks.
I'm trying to avoid the QQ and think outside the box. |
Galvan Nized
Deep Space Republic
368
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Posted - 2013.12.12 23:50:00 -
[2] - Quote
Alena Ventrallis wrote:Remotes should perhaps deal more damage, as they are no suit can take a single blast, regardless of fit. But perhaps you can toss them farther the higher level you go?
Honestly, there isn't much more places they can go.
Ya it's why scaling up in damage can't really hurt infantry, as they are a OHK even at Basic.
Right now the only advantage is more active, which is fairly meaningless because you cannot carry more without a hive. They also have faster activation the higher tier but it's meaningless for vehicles. |
Galvan Nized
Deep Space Republic
370
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Posted - 2013.12.13 02:03:00 -
[3] - Quote
Cosgar wrote:I agree. REs and proximity mines could benefit from a slight buff. Keep the same amount carried for REs, but double their damage. (because higher tier HAV is going to be stronger) Their increased benefit across the tiers is a lower arming duration and that shouldn't be changed. Proximity mines need to deal an extra 500 damage, +1 carried/active across the tiers and they need a significantly larger blast radius to prevent vehicles from outrunning them.
Agreed on REs, they are quite hard to get a kill on a tank. Fact about Jihad Jeeps is irrelevant to me. They benefit from the LAV explosion, takes more than 3 REs to destroy a tank.
I thought about just upping damage on proxies, but it doesn't seem enough. Before, the beeping just alerted a tank to engage hardeners and then run them over with no fear. Noone uses them now because you easily escape the explosion just driving by. I feel ignoring hardeners gives them a distinct use. Emp added effect is cool too, be great if that was a variant.
Not saying you can't up damage on proxies or the amount carried but that alone won't help them.
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Galvan Nized
Deep Space Republic
370
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Posted - 2013.12.13 03:52:00 -
[4] - Quote
Mobius Kaethis wrote:I agree that they should be boosted but I fear the consequences for FW.
I just got booted from FW while placing RE's. Don't even know what I did but clearly I hit the 5k hp damage cap. If the damage to RE's is boosted it will be even easier to get kicked from FW, which is a major annoyance.
Agreed, right now they break FW. Eventually figuring they will eliminate or change the total damage attribute in getting kicked. |
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