Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
624
|
Posted - 2013.12.19 10:42:00 -
[1] - Quote
Ulysses Knapse brought this up in a thread about a possible RE variant, but I feel it deserves it's own discussion. My idea of how it could work:
Get out your Repair Tool and point it at an enemy RE. A red bracket appears around the RE when you're within range. Active the Tool and after a few seconds the RE dissappears and you get +5.
The only situation I could see this being more effective than a Flux grenade is when the REs are attached to a vehicle, as mentioned in the other thread.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
797
|
Posted - 2013.12.19 10:45:00 -
[2] - Quote
Timothy Reaper wrote:Ulysses Knapse brought this up People mentioning me by name?!
It's such a minor detail, but it makes me feel important!
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
|
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
624
|
Posted - 2013.12.19 10:47:00 -
[3] - Quote
I believe in giving credit where credit is due.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Samael Artico
Company of Marcher Lords Amarr Empire
25
|
Posted - 2013.12.19 10:56:00 -
[4] - Quote
Ulysses Knapse wrote:Also, it should prevent the targeted explosive from detonating while the Repair Tool is locked on. This.
Also, yes to the idea in general. Would give Logistics yet another role: vehicle support. |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
624
|
Posted - 2013.12.19 11:35:00 -
[5] - Quote
Ulysses Knapse wrote:Should this functionality also be applied to Proximity Mines? I think so. Also, it should prevent the targeted explosive from detonating while the Repair Tool is locked on. It would be annoying if you were disabling it when the placer suddenly realized what you were doing and decided to detonate it before you could remove it, blowing you up in the process. Why not? Though it seems to me these problems could be solved faster with a bullet than a special mechanic: just shoot the proxies (since they can't be attached to anything) and the guy with the remotes would have to be looking at you to know you're trying to defuse his bombs, so he'd would probably just shoot you instead.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
800
|
Posted - 2013.12.19 12:08:00 -
[6] - Quote
Timothy Reaper wrote:Why not? Though it seems to me these problems could be solved faster with a bullet than a special mechanic: just shoot the proxies (since they can't be attached to anything) and the guy with the remotes would have to be looking at you to know you're trying to defuse his bombs, so he'd would probably just shoot you instead. True, but he would be revealing himself and would have to be within his weapon's range. Also, if your teammates are running about all willy nilly and you want to neutralize some proximity mines without harming them, it could be helpful.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
|
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
633
|
Posted - 2013.12.20 05:55:00 -
[7] - Quote
Bump.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
gbrngfol
WestSide001
3
|
Posted - 2013.12.20 06:11:00 -
[8] - Quote
If this is implemented I think it should work on all equipment. not just REs. I'd also make it so all other equipment types swap sides rather than shut down. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
818
|
Posted - 2013.12.20 06:18:00 -
[9] - Quote
gbrngfol wrote:If this is implemented I think it should work on all equipment. not just REs. I'd also make it so all other equipment types swap sides rather than shut down. That's going a bit far, and CCP is already looking into a way for infantry to hack equipment.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
|
Talos Vagheitan
300
|
Posted - 2013.12.20 06:25:00 -
[10] - Quote
Cool idea
Who cares what some sniper has to say
|
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
818
|
Posted - 2013.12.20 06:27:00 -
[11] - Quote
Talos Vagheitan wrote:Cool idea The idea was created by a sniper.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
|
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
641
|
Posted - 2013.12.30 10:46:00 -
[12] - Quote
Bump again!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
155
|
Posted - 2014.01.01 08:51:00 -
[13] - Quote
Good idea |
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
738
|
Posted - 2014.01.10 12:28:00 -
[14] - Quote
Bump.
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Arx Ardashir
Imperium Aeternum
357
|
Posted - 2014.01.10 13:18:00 -
[15] - Quote
I was going to say that I already have a bomb defuser, it's called "any weapon."
Then I saw the point about removing REs on vehicles, and that point is valid.
Amarr HAV Speculation
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1064
|
Posted - 2014.01.10 23:44:00 -
[16] - Quote
9 Likes?
Those likes should have been mine!
Now I feel insufficient...
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
803
|
Posted - 2014.02.17 11:56:00 -
[17] - Quote
Bump.
Please give Ulysses more likes!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
|
Killar-12
The Corporate Raiders Top Men.
2335
|
Posted - 2014.02.17 14:00:00 -
[18] - Quote
Approved +1
Listen
I'll change the song every week
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
147
|
Posted - 2014.02.17 14:13:00 -
[19] - Quote
I don't see how this could be more useful than a Flux. All you're really looking for (from what I've read/gathered) is something Vehicles can use to counter (sticky) REs/PEs. At that point, I'd just give vehicles an active "Flux" Module which would do something like this: Upon activation, a small "Flux" is pulsed from within the Vehicle over a period of time; example, over 15 seconds, 1 Flux pulse every 5 seconds(but with a greater radius so to encompass the vehicle & a bit outside of it). The vehicle loses x amount of shielding every pulse dependent of the tier of Module used; however, the Flux also removes any Equipment at the same tier of the Removal Module (Standard removes Standard Equipment, Proto removes Proto Equipment). The Flux damage can be reduced by using a hardener simultaneously (it is just a Flux after all). This module can be balanced via cooldown, the recoil damage, pulses/unable to be used when shields are too low/depleted, etc.
I don't see any reason for there to be that second functionality on Rep Tools when Infantry has Flux's. If you can make a better argument, enlighten me, but all I've been reading so far is "Get these REs off me/outta my way!"
I was going to use that Installation...
|
Medic 1879
Forsaken Immortals Top Men.
1921
|
Posted - 2014.03.23 11:00:00 -
[20] - Quote
Samuel Zelik wrote:I don't see how this could be more useful than a Flux. All you're really looking for (from what I've read/gathered) is something Vehicles can use to counter (sticky) REs/PEs. At that point, I'd just give vehicles an active "Flux" Module which would do something like this: Upon activation, a small "Flux" is pulsed from within the Vehicle over a period of time; example, over 15 seconds, 1 Flux pulse every 5 seconds(but with a greater radius so to encompass the vehicle & a bit outside of it). The vehicle loses x amount of shielding every pulse dependent of the tier of Module used; however, the Flux also removes any Equipment at the same tier of the Removal Module (Standard removes Standard Equipment, Proto removes Proto Equipment). The Flux damage can be reduced by using a hardener simultaneously (it is just a Flux after all). This module can be balanced via cooldown, the recoil damage, pulses/unable to be used when shields are too low/depleted, etc.
I don't see any reason for there to be that second functionality on Rep Tools when Infantry has Flux's. If you can make a better argument, enlighten me, but all I've been reading so far is "Get these REs off me/outta my way!"
How I see it is it is a way for tankers to get RE's off their tanks but to do so would leave them vulnerable as they have to get out to do it. Having a module that does it for you is a bad idea though it would make tanks even more powerful and totally negate tactics a scout manages to sneak up on and RE a tank but the tanker just activates one module and all the RE's disappear. Where as if they have to get out and use a rep tool they have 2 choices, 1 get out and remove them fast before they can be detonated and run the risk of getting shot or 2 risk leaving them on till they get back to the redline to do it which reduces the risk of being killed outside your tank but increases the risk of being killed in it.
Plus if a rep tool could remove remotes more people might use a suit with them on inside their tank instead of the usual proto heavy and HMG combo that allot of people run.
Lead Diplomat for Forsaken Immortals.
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |