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The dark cloud
The Rainbow Effect
2077
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Posted - 2014.01.17 12:51:00 -
[1] - Quote
Hello there i would like to bring some attention to remote explosives. In games like Battlefield you can run up to a tank and put multiple C4's really quickly onto it. On dust however this takes too much time. This is mainly due to the fact that the animation for throwing the remote explosive is too slow. Then we have aswell a penalty on quickly deploying them cause after you placed 1 down you have to "reload" it to throw another 1. The time delay on both needs to be drastically reduced in order to make scout suit a viable AV suit.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Rasatsu
Much Crying Old Experts
1004
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Posted - 2014.01.17 12:55:00 -
[2] - Quote
Also please look into the firing rate of the AR, it is to slow, as it should empty the magazine in less than a second. |
Korvin Lomont
United Pwnage Service RISE of LEGION
466
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Posted - 2014.01.17 12:55:00 -
[3] - Quote
The dark cloud wrote:Hello there i would like to bring some attention to remote explosives. In games like Battlefield you can run up to a tank and put multiple C4's really quickly onto it. On dust however this takes too much time. This is mainly due to the fact that the animation for throwing the remote explosive is too slow. Then we have aswell a penalty on quickly deploying them cause after you placed 1 down you have to "reload" it to throw another 1. The time delay on both needs to be drastically reduced in order to make scout suit a viable AV suit.
Yeah I agree although this is just a problem if you encounter smart HAV pilots that react quickly to the deployment sound of RE's |
Jack McReady
DUST University Ivy League
1060
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Posted - 2014.01.17 12:59:00 -
[4] - Quote
the only thing that is problematic is the "flying speed" and "flying direction" of the RE. the suit throws the RE in front of you, but the RE falls down at the speed of a cotton ball and always below his arms. DAT PHYSICS |
Virtual Riot
The Vanguardians INTERGALACTIC WARPIGS
124
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Posted - 2014.01.17 13:58:00 -
[5] - Quote
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. |
Beld Errmon
The Southern Legion
1228
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Posted - 2014.01.17 14:01:00 -
[6] - 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 part is working as intended, there was a time during beta that ppl would just throw REs at each other and press the button, instant I-win button.
REs need to go back to setting off other REs near them, and proxy mines should be silent. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3168
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Posted - 2014.01.17 14:03:00 -
[7] - 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.
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.
Join my cult.
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The Infected One
Fatal Absolution Covert Intervention
582
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Posted - 2014.01.17 14:08:00 -
[8] - 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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P14GU3
The Southern Legion The Umbra Combine
504
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Posted - 2014.01.17 14:16:00 -
[9] - Quote
Say what? You do realize explosives take time to set. Imo, they are still too fast. You dont know how many times i have seen scouts run up to a group of people drop a RE and explode it before anyone realizes they are there. They are explosives that have a SET time, not grenades |
calisk galern
BurgezzE.T.F Public Disorder.
1629
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Posted - 2014.01.17 14:24:00 -
[10] - Quote
The Infected One 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. 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.
ya theirs sadly no reason to move up to boundless RE's, i'd love to have the old stats back, but with the change to heavies and the fact that these are really the only infantry av, aside from the forge gun, i'd like to see RE's doing more damage with the proto versions. |
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The Infected One
Fatal Absolution Covert Intervention
585
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Posted - 2014.01.17 14:25:00 -
[11] - 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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stlcarlos989
SVER True Blood Public Disorder.
983
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Posted - 2014.01.17 14:34:00 -
[12] - Quote
Absolutely not if you never played in the closed beta 2 summers ago you have no idea how bad it was. Players were able to thrown an RE at someone feet mid gunfight and activate it instantly. It was the ultimate I win button for 1v1 gun fights, If you were about to lose a 1v1 you just had to switch to REs jump away and activate them instantly.
They are fine where they are now they don't need a buff, hell making them sticky was a pretty damn nice buff if you ask me.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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Corrupted Files
Seykal Expeditionary Group Minmatar Republic
13
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Posted - 2014.01.17 14:34:00 -
[13] - Quote
The Infected One wrote: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
**** you and your logic! Nerf logic! It makes too much sense! |
Takahiro Kashuken
Red Star. EoN.
2240
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Posted - 2014.01.17 14:35:00 -
[14] - Quote
Its fine
Get good OP
Intelligence is OP
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Johnny Guilt
Algintal Core
531
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Posted - 2014.03.01 17:27:00 -
[15] - Quote
id trade off faster putdown time for longer arming time if it means i actally get all 3 Re on the Tank before it moves
A strange game.
The only winning move is
not to play.
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NotTheCloneYouAre LookingFor
Nos Nothi
79
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Posted - 2014.03.01 17:39:00 -
[16] - Quote
I think the mushy mechanics are quite frequent in this game.
I don't see why there is a half second delay when I pull the trigger on my NKs as well. In CQC, this can be killer.
Not to mention that there is no action to get over railings and whatnot other than jumping, which uses stamina, or if you are a heavy, is just plain impossible. I shouldn't have to wait on stamina to regen just to get over a flipping rail. Give us some sort of user action like when using a ladder. Make it slower for heavies if you need to, but let us all get over a rail without having to waste or regen stamina.
Mini rant over.
Cyclops Rex
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Jake Diesel
BIG BAD W0LVES
101
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Posted - 2014.03.01 17:58:00 -
[17] - Quote
The dark cloud wrote:Hello there i would like to bring some attention to remote explosives. In games like Battlefield you can run up to a tank and put multiple C4's really quickly onto it. On dust however this takes too much time. This is mainly due to the fact that the animation for throwing the remote explosive is too slow. Then we have aswell a penalty on quickly deploying them cause after you placed 1 down you have to "reload" it to throw another 1. The time delay on both needs to be drastically reduced in order to make scout suit a viable slayer suit.
Fixed that for you.
And to add my opinion. NO! |
Jake Diesel
BIG BAD W0LVES
101
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Posted - 2014.03.01 18:07:00 -
[18] - 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.
It still is used as a grenade. Slayers prefer RE's because you can't tell they're there until they blow up. No sound indicator whatsoever. RE's should be physically placed at the chosen location rather than tossed so this forces the slayer to have to place it instead of throwing it. |
Arx Ardashir
Imperium Aeternum
611
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Posted - 2014.03.01 18:11:00 -
[19] - Quote
The reason to go from ADV to PRO is for the extra active RE, which is good for AV work.
You can have 3 active REs at STD 4 at ADV 5 at PRO.
Madrugar/Soma with 900 shields and 4000 armor: First RE does 1200 damage to the shields, only 900 of which is needed, leaving the extra 300 to do 360 against the armor. Madrugar/Soma now has 0 shields and 3640 armor. Second RE does 1800 damage against the armor. Madrugar/Soma now has 0 shields and 1840 armor. Third RE does 1800 damage against the armor. Madrugar/Soma now has 0 shields and 40 armor. If you only had STD, the tank would live and drive off. If AVD, 4th RE would kill it.
Now, say the tank was hardened (-40% damage): Madrugar/Soma with 900 shields and 4000 armor: First RE does 1200 damage to the shields, only 900 of which is needed, leaving the extra 300 to do 216 against the armor. Madrugar/Soma now has 0 shields and 3784 armor. Second RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 2704 armor. Third RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 1624 armor. If you only had STD, the tank would live and drive off. Fourth RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 544 armor. If you only had ADV, the tank would live and drive off. A fith RE will allow for the tank to die, even if hardened. Granted, you have to get all 5 on there. Also, a flux can let only 4 REs kill a hardened tank, but only if it has no plate. If there's a plate, you'll need the 5th.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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Hecarim Van Hohen
ACME SPECIAL FORCES RISE of LEGION
487
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Posted - 2014.03.01 18:14:00 -
[20] - Quote
Troll?
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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shaman oga
Nexus Balusa Horizon
1694
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Posted - 2014.03.01 18:14:00 -
[21] - Quote
I both agree and disagree. Let me explain, i agree that RE deployment must be faster to use it as AV and PLACE them on vehicles, but before this buff they have to drastically reduce throwning distance.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Fox Gaden
Immortal Guides
2680
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Posted - 2014.03.01 18:46:00 -
[22] - Quote
The dark cloud wrote:Hello there i would like to bring some attention to remote explosives. In games like Battlefield you can run up to a tank and put multiple C4's really quickly onto it. On dust however this takes too much time. This is mainly due to the fact that the animation for throwing the remote explosive is too slow. Then we have aswell a penalty on quickly deploying them cause after you placed 1 down you have to "reload" it to throw another 1. The time delay on both needs to be drastically reduced in order to make scout suit a viable AV suit. You may have a point, as long as the delay before you can activate them is left the same. That is needed to keep them from being OP.
Fox Gaden: DUST Wall of Fame, 2014
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
6974
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Posted - 2014.03.01 18:57:00 -
[23] - Quote
I agree, the throwing speed is really slow. A tank 300 meters away from me managed to get right up my ass before I managed to put down 3 remote explosives.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
350
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Posted - 2014.03.01 19:02:00 -
[24] - Quote
Arx Ardashir wrote:The reason to go from ADV to PRO is for the extra active RE, which is good for AV work.
You can have 3 active REs at STD 4 at ADV 5 at PRO.
Madrugar/Soma with 900 shields and 4000 armor: First RE does 1200 damage to the shields, only 900 of which is needed, leaving the extra 300 to do 360 against the armor. Madrugar/Soma now has 0 shields and 3640 armor. Second RE does 1800 damage against the armor. Madrugar/Soma now has 0 shields and 1840 armor. Third RE does 1800 damage against the armor. Madrugar/Soma now has 0 shields and 40 armor. If you only had STD, the tank would live and drive off. If AVD, 4th RE would kill it.
Now, say the tank was hardened (-40% damage): Madrugar/Soma with 900 shields and 4000 armor: First RE does 1200 damage to the shields, only 900 of which is needed, leaving the extra 300 to do 216 against the armor. Madrugar/Soma now has 0 shields and 3784 armor. Second RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 2704 armor. Third RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 1624 armor. If you only had STD, the tank would live and drive off. Fourth RE does 1080 damage against the armor. Madrugar/Soma now has 0 shields and 544 armor. If you only had ADV, the tank would live and drive off. A fith RE will allow for the tank to die, even if hardened. Granted, you have to get all 5 on there. Also, a flux can let only 4 REs kill a hardened tank, but only if it has no plate. If there's a plate, you'll need the 5th.
Or you just fit standard AV nades and standard re.
Stick 3 RE on tank, throw nades, detonate RE, tank go BOOM.
War never changes
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Yan Darn
Forsaken Immortals Top Men.
292
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Posted - 2014.03.01 19:41:00 -
[25] - 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.
Then there would be a real reason to call them OP. The arming time is one of the many things that keep them balanced.
The Ghost of Bravo
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