The Infected One
Fatal Absolution Covert Intervention
582
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Posted - 2014.01.17 14:08:00 -
[1] - Quote
Virtual Riot wrote:I don't think that the deployment speed of REs is too slow, however, I think the arming speed is too slow.
When you throw an RE, if you throw it and immediately press the detonate button, nothing happens, until you press it a second time a few seconds later.
Very frustrating.
That's the bonus to spending SP into RE's, the F/45 has a faster arm speed, you can throw one down and by the time you get out of the blast zone (Back step just a little, maybe 1.5 sec) they are ready to detonate. The reload time could be a little faster, because having to reload before you can detonate is a stupid function that only appeared after they changed the stats on RE's a few patches ago. They need to look at the boundless again as it states in the description that it has a larger blast radius, but when you look at the actual stats, all RE's are the same radius and damage, the only benefit being that the higher tier ones arm faster and you can carry/throw more out.
The damage should go up as you go up in tiers, or at least it should go up to 2000 at proto level, especially with the new suit bonuses having resistances to explosion damage. Grenades of all types damage goes up as you go from basic->adv->proto, why not RE's?
Cant expect standard RE's to do everything the higher tier ones do, that's like paying for a Pinto and expecting a Cadillac.
Dedicated RE user since precursor.
CLEAR THE AREA BEFORE GOING FOR THE REVIVE!
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The Infected One
Fatal Absolution Covert Intervention
585
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Posted - 2014.01.17 14:25:00 -
[2] - Quote
Zeylon Rho wrote:Virtual Riot wrote:I don't think that the deployment speed of REs is too slow, however, I think the arming speed is too slow.
When you throw an RE, if you throw it and immediately press the detonate button, nothing happens, until you press it a second time a few seconds later.
Very frustrating. This didn't used to be the case, they changed how it functioned at some point - perhaps to keep it from being used as grenades in a battle. I forget the exact rationale, but it was in a patch note or something at some point.
Remember the flying Frisbee of death? When you could carry 5 RE's at standard lvl and detonate them before they hit the ground? What I'm speaking about was the situation in Precursor, it was more effective to use RE's as a main and carry nano hives to restock, because of their damage, short arm time, and blast radius they were used more than grenades or any other weapon. That and we had fixed spawn locations and it was so easy to farm kills by standing a few feet back from the spawn location on a hive, throw 1 remote, wait for 3 to spawn, detonate, and repeat the process. They changed that function with RE's and gave us limits, such as only being able to carry 3 at basic, 4 at adv, and 5 at proto. Adv had a faster arm rate, and proto had the fast arm rate and a higher blast radius. There was a reason to skill up to lvl 5 at this point.
After Chromosome, when we all got our "Final respec" they changed the blast radius to be the same cross the tiers, this eliminated any reason to actually go any higher than adv lvl RE's for the shorter arm time. A change was required, but they changed too much (As CCP usually does) and now even though its still kind of a niche for players who actually try to set traps and bait the enemy, in my opinion and I'm sure the opinion of other dedicated RE users that its not working to its full potential because there is no difference between adv and proto RE's, and it isn't even necessary anymore to spec any higher than lvl 1 (or 2 for the ridiculously underpowered proxy mines (Don't get me started on those pieces of junk)) because its just a SP and ISK sink beyond lvl 3.
I miss my boundless RE's with their 8m blast radius. They were great area denial weapons as one could place a RE in a corner of a hallway and wait till 2-4 reds ran just past it to kill them all.
Dedicated RE user since Precursor
CLEAR THE AREA BEFORE GOING FOR THE REVIVE!
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