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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
623
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Posted - 2013.12.18 10:10:00 -
[1] - Quote
AV-REs can cause more damage than regular REs (1750-2000). The charges are shaped to direct the blast towards the surface to which they are attached in order to penetrate heavy armor. Because of this the blast radius is very small, making them impractical for use against infantry; they would have to be standing right on top of the AV-RE to sustain any serious damage.
Thoughts?
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Ulysses Knapse
Knapse and Co. Mercenary FIrm
786
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Posted - 2013.12.18 10:24:00 -
[2] - Quote
Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
623
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Posted - 2013.12.18 10:45:00 -
[3] - Quote
The counter is being aware of your surroundings and having someone man the small turrets. If someone wants to drive around blindly shooting at whatever is red, then they deserve to get blown up. Plus, regular REs cause 1500 damage, so it's not a huge increase, just enough to make it worth using AV-REs.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
559
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Posted - 2013.12.18 11:05:00 -
[4] - Quote
They can be countered by recalling the vehicle. |
Ulysses Knapse
Knapse and Co. Mercenary FIrm
786
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Posted - 2013.12.18 11:24:00 -
[5] - Quote
Timothy Reaper wrote:The counter is being aware of your surroundings and having someone man the small turrets. If someone wants to drive around blindly shooting at whatever is red, then they deserve to get blown up. Plus, regular REs cause 1500 damage, so it's not a huge increase, just enough to make it worth using AV-REs. 2000 damage is a bit much. To be honest,1500 is arguably a bit much. Run up to an HAV at close range where it can't hit you, throw three remote explosives on them, run back to cover, then wait for their hardeners to turn off or for them to be weakened by AV. Click, boom, dead. That's the worst part of it, too. You have the freedom to detonate them when you want to, so the HAV pilot doesn't have the ability to brace for impact. Sure, the pilot can climb out of his HAV and shoot them off before his hardeners die, but honestly, that's not even remotely practical. Oh, and you can use them at close range without having to worry much about splash damage, especially with your idea, unlike other explosive weapons.
Sana Rayya wrote:They can be countered by recalling the vehicle. Please don't support that horrible mechanic.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
560
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Posted - 2013.12.18 11:38:00 -
[6] - Quote
With the way vehicles are, REs should be able to instant kill them provided you can get three or four on there (pretty hard to do unless a tanker is really situationally unaware). I'm not sure if four will take out any tank, but when I use three I usually have to AV it a bit first with nades to guarantee a kill.
AV-only REs would in theory guarantee the vehicle kill at the expense of much reduced effectiveness against infantry. The caveat is that if you equip them, you run the risk of having a potentially useless EQ slot, since it's not always easy to sneak up on tanks, and the anti-infantry uses will be limited. It'd be like harder to use AV grenades. So I would support this.
Regarding vehicle recall - yes, a terrible mechanic, but that's what people have always been doing to get around module cooldowns or slow HP regens pre-1.7. It would be much better if you could only recall a vehicle if you were next to a supply depot, similar to suit changes. |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
624
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Posted - 2013.12.19 09:34:00 -
[7] - Quote
How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Ulysses Knapse
Knapse and Co. Mercenary Firm
797
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Posted - 2013.12.19 09:40:00 -
[8] - Quote
Timothy Reaper wrote:How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank. Hell no. There's no reason to add such a situational module.
Though if you added that functionality to another item, that could work. Possibly a Repair Tool, or something.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
624
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Posted - 2013.12.19 09:49:00 -
[9] - Quote
Ulysses Knapse wrote:Timothy Reaper wrote:How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank. Hell no. There's no reason to add such a situational module. Though if you added that functionality to another item, that could work. Possibly a Repair Tool, or something. The Repair Tool sounds good. Locate the explosive(s), point the Repair Tool at it for a few seconds and they're gone, with a +5 for every explosive removed.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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ALPHA DECRIPTER
Dragon-Empire
636
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Posted - 2013.12.19 11:51:00 -
[10] - Quote
Timothy Reaper wrote:Ulysses Knapse wrote:Timothy Reaper wrote:How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank. Hell no. There's no reason to add such a situational module. Though if you added that functionality to another item, that could work. Possibly a Repair Tool, or something. The Repair Tool sounds good. Locate the explosive(s), point the Repair Tool at it for a few seconds and they're gone, with a +5 for every explosive removed.
I can see this happening. Good idea.
Scout Tactician
"You have been Scanned"
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
625
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Posted - 2013.12.19 12:02:00 -
[11] - Quote
Ulysses Knapse wrote:Timothy Reaper wrote:How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank. Hell no. There's no reason to add such a situational module. Though if you added that functionality to another item, that could work. Possibly a Repair Tool, or something. I just realized something:
Balking at the idea of inventing something new when something already available can be tweaked to do the job.
Come clean, you're a Minmatar in disguise, aren't you?
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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501st Headstrong
Dead Man's Game
77
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Posted - 2013.12.19 12:05:00 -
[12] - Quote
You guys do know there are Proximity Mines right?
Eat my Dust, just as I play the incomplete game...
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Ulysses Knapse
Knapse and Co. Mercenary Firm
800
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Posted - 2013.12.19 12:14:00 -
[13] - Quote
Timothy Reaper wrote:Ulysses Knapse wrote:Timothy Reaper wrote:How about a Bomb Remover active module? It scans the hull for foreign objects and (if discovered) sends a swarm of nanites to deconstruct the magnets holding the explosives to the tank. Hell no. There's no reason to add such a situational module. Though if you added that functionality to another item, that could work. Possibly a Repair Tool, or something. I just realized something: Balking at the idea of inventing something new when something already available can be tweaked to do the job. Come clean, you're a Minmatar in disguise, aren't you? Alright, I confess! I'm half Minmatar from my father's side...
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:23:00 -
[14] - Quote
Ulysses Knapse wrote:Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. I haven't tried this in FW but flux grenades don't detonate equipment, they just disable it, so there's your method for removal. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
800
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Posted - 2013.12.19 12:24:00 -
[15] - Quote
Call these things "Breach Remote Explosives" and have them be Anti-Installation, too. And have normal Remote Explosives do less damage to vehicles, then I'll definitely get behind this.
501st Headstrong wrote:You guys do know there are Proximity Mines right? You know, they're used in different ways.
Proximity Explosives are proactive. AV Remote Explosives would be reactive.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:26:00 -
[16] - Quote
As to the OP's idea of vehicle specific remotes, hell yeh Give them a longer arming and detonation timer with the reduced blast radius plus increased damage and I'd love them. |
Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:28:00 -
[17] - Quote
Ulysses Knapse wrote:Call these things "Breach Remote Explosives" and have them be Anti-Installation, too. And have normal Remote Explosives do less damage to vehicles, then I'll definitely get behind this. 501st Headstrong wrote:You guys do know there are Proximity Mines right? You know, they're used in different ways. Proximity Explosives are proactive. AV Remote Explosives would be reactive. 1 remote does the damage of about 2.5 proxies. There's a reason proxies are only of use in mine mountains |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
625
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Posted - 2013.12.19 12:28:00 -
[18] - Quote
Oxskull Duncarino wrote:Ulysses Knapse wrote:Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. I haven't tried this in FW but flux grenades don't detonate equipment, they just disable it, so there's your method for removal. Flux grenades detonate REs. I know, I killed somebody with his own RE that way.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:31:00 -
[19] - Quote
Timothy Reaper wrote:Oxskull Duncarino wrote:Ulysses Knapse wrote:Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. I haven't tried this in FW but flux grenades don't detonate equipment, they just disable it, so there's your method for removal. Flux grenades detonate REs. I know, I killed somebody with his own RE that way. Cool, and cheers, as ya saved me possible getting kicked testing it I'm with the rep tool having a secondary function of explosives removal so. |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
627
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Posted - 2013.12.19 12:34:00 -
[20] - Quote
Oxskull Duncarino wrote:Timothy Reaper wrote:Oxskull Duncarino wrote:Ulysses Knapse wrote:Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. I haven't tried this in FW but flux grenades don't detonate equipment, they just disable it, so there's your method for removal. Flux grenades detonate REs. I know, I killed somebody with his own RE that way. Cool, and cheers, as ya saved me possible getting kicked testing it I'm with the rep tool having a secondary function of explosives removal so. I did it on purpose to a red dot. He wasn't paying attention and ran right past me, place a remote and stood right on top of it as he hacked a CRU.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:36:00 -
[21] - Quote
Timothy Reaper wrote:Oxskull Duncarino wrote:Timothy Reaper wrote:Oxskull Duncarino wrote:Ulysses Knapse wrote:Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. I haven't tried this in FW but flux grenades don't detonate equipment, they just disable it, so there's your method for removal. Flux grenades detonate REs. I know, I killed somebody with his own RE that way. Cool, and cheers, as ya saved me possible getting kicked testing it I'm with the rep tool having a secondary function of explosives removal so. I did it on purpose to a red dot. He wasn't paying attention and ran right past me, place a remote and stood right on top of it as he hacked a CRU. Haha, those type of kills are the best. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
801
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Posted - 2013.12.19 12:36:00 -
[22] - Quote
Breach Remote Explosive +33% Total Damage (2,000hp) -66% Splash Radius +50% Detonation Timer Length +100% Damage against Installations (4,000hp)
Those stats seem legit? Should result in shenanigans.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
627
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Posted - 2013.12.19 12:44:00 -
[23] - Quote
Oxskull Duncarino wrote:Haha, those type of kills are the best. Well, technically it was a kill assist, but it was worth -25.
Ulysses Knapse wrote:Breach Remote Explosive +33% Total Damage (2,000hp) -66% Splash Radius +50% Detonation Timer Length +100% Damage against Installations (4,000hp) Those stats seem legit? Should result in shenanigans.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Oxskull Duncarino
Tickle My Null-Sac
314
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Posted - 2013.12.19 12:59:00 -
[24] - Quote
Ulysses Knapse wrote:Breach Remote Explosive+33% Total Damage (2,000hp) -66% Splash Radius +50% Detonation Timer Length +100% Damage against Installations (4,000hp) Those stats seem legit? Should result in shenanigans. Good stuff I'd be happy even reducing the splash to only 20%/25% of current. |
Quil Evrything
Triple Terrors
577
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Posted - 2013.12.19 17:40:00 -
[25] - Quote
Ulysses Knapse wrote:Timothy Reaper wrote:The counter is being aware of your surroundings and having someone man the small turrets. If someone wants to drive around blindly shooting at whatever is red, then they deserve to get blown up. Plus, regular REs cause 1500 damage, so it's not a huge increase, just enough to make it worth using AV-REs. 2000 damage is a bit much. To be honest,1500 is arguably a bit much. Run up to an HAV at close range where it can't hit you, throw three remote explosives on them, run back to cover, then wait for their hardeners to turn off or for them to be weakened by AV. Click, boom, dead.
You make it sound so easy, but it's not. Most of the time, tanks are constantly in motion. They only ones that arent, are sniping rail tanks. So even getting ONE on, can be challenging. And if you miss, and drop an RE on the ground(because he moved just as you threw it or something)... you've just screwed up your whole cluster chain of REs.
The change I'd like to see would be so that ADV can carry 4, instead of (basic, adv carry3), (proto carry 4)
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
633
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Posted - 2013.12.20 05:56:00 -
[26] - Quote
Bump.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
641
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Posted - 2013.12.30 10:45:00 -
[27] - Quote
Bump, ba-bump bump bump!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Ghermard-ol Dizeriois
Maphia Clan Corporation
34
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Posted - 2013.12.30 13:14:00 -
[28] - Quote
May I suggest to check out THIS topic?
If you're an hacker, a cheater o a glitcher, you deserve death. In real life.
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
676
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Posted - 2014.01.01 09:28:00 -
[29] - Quote
Ulysses Knapse wrote:Call these things "Breach Remote Explosives" and have them be Anti-Installation, too. And have normal Remote Explosives do less damage to vehicles, then I'll definitely get behind this. "Remote Explosives cause 1,500 damage, but the charges are shaped outward in order to create a large blast radius, so they only cause minor damage to the surface to which they are attached."
"Breach Remote Explosives cause 2,000 damage, but the charges are shaped inward in order to penetrate armor, so they have a very small blast radius."
How does that sound? That way REs can still be effective against vehicles, but they have to be used as either ambush tools or for Jihad Jeeps.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
738
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Posted - 2014.01.10 12:27:00 -
[30] - Quote
Bump.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Arx Ardashir
Imperium Aeternum
357
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Posted - 2014.01.10 13:27:00 -
[31] - Quote
Sana Rayya wrote:They can be countered by recalling the vehicle. Lol, could you imagine that if they ever implement RDVs coming to pick up recalled vehicles?
You killed the RE guy, but you see that he placed 4 REs on your tank before you were aware of him, there was so much chaos. Your team has secured the area, so you jump out to recall the vehicle and save it. The RDV comes in, picks up you tank, and just as it's sailing off into the distance...BOOM. The RE guy respawned.
Amarr HAV Speculation
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bogeyman m
Learning Coalition College
7
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Posted - 2014.01.15 04:38:00 -
[32] - Quote
Timothy Reaper wrote:AV-REs can cause more damage than regular REs (1750-2000). The charges are shaped to direct the blast towards the surface to which they are attached in order to penetrate heavy armor. Because of this the blast radius is very small, making them impractical for use against infantry; they would have to be standing right on top of the AV-RE to sustain any serious damage.
Thoughts?
AV-REs = Proximity Explosives, no?
Solution : UN-nerf the PE. Either restore the damage from previous 1.7 or turn off the vehilcle pilot warning alarm.
Solved.
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
803
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Posted - 2014.02.17 11:55:00 -
[33] - Quote
Bump.
Don't let the dream die!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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501st Headstrong
The Unit 514
111
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Posted - 2014.02.17 12:28:00 -
[34] - Quote
Timothy Reaper wrote:Ulysses Knapse wrote:Call these things "Breach Remote Explosives" and have them be Anti-Installation, too. And have normal Remote Explosives do less damage to vehicles, then I'll definitely get behind this. "Remote Explosives cause 1,500 damage, but the charges are shaped outward in order to create a large blast radius, so they only cause minor damage to the surface to which they are attached." "Breach Remote Explosives cause 2,000 damage, but the charges are shaped inward in order to penetrate armor, so they have a very small blast radius." How does that sound? That way REs can still be effective against vehicles, but they have to be used as either ambush tools or for Jihad Jeeps.
Could also see some future destructible environments with that Breach and punching through walls... I love it
I am the reason you rage-quit =D
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
804
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Posted - 2014.02.17 12:49:00 -
[35] - Quote
501st Headstrong wrote:Could also see some future destructible environments with that Breach and punching through walls... I love it That would be cool, but I don't think the companies paying us to defend their property would like it.
Eh, who cares what they like!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Fremder V1
Armed And Aimless
8
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Posted - 2014.02.17 14:02:00 -
[36] - Quote
Quil Evrything wrote: You make it sound so easy, but it's not. Most of the time, tanks are constantly in motion. They only ones that arent, are sniping rail tanks. So even getting ONE on, can be challenging. And if you miss, and drop an RE on the ground(because he moved just as you threw it or something)... you've just screwed up your whole cluster chain of REs.
This. Considering how fast one can die to infantry on guard or the tank itself, while running at one to stick explosives on the hull, and how easy it is to drop them on the ground, if the tank moves just a little bit, it is about as difficult as knifing a heavy. Or rather it could be, if the average tankdriver would be more cautious. Many drive around more or less care free right now, simply because there is no need not to.
That said, i'm all for a specialised anti tank remote explosive, but think the distinction could be even bigger. Meaning you'd need only a single one to do about the same amount of damage than 3 of the current ones, and to balance that out, you could only carry one at the same time as well. Only one chance, but less standing around the tank, in hopes he doesn't randomly move. High risk, high reward. Again, like knifing a heavy.
Other Thread about it. |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
147
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Posted - 2014.02.17 15:32:00 -
[37] - Quote
Add seeking like with the AV 'nades and we might have something going.
I was going to use that Installation...
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