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Galvan Nized
Deep Space Republic
628
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Posted - 2014.02.08 03:01:00 -
[1] - Quote
You have to be skilled to use a RE effectively, it's not just dump and blow. It relies so much on how aggressive your opponent is, way more skill than using a gun.
Stop barreling into obvious places that are well defended. If they are able to drop a remote and get you, STOP STANDING STILL!
You can be revived after you are downed, it's the same for REs...You are only in a downed state. Double tap and kill the opponent, he won't be able to blow the remote. |
Galvan Nized
Deep Space Republic
630
|
Posted - 2014.02.08 12:54:00 -
[2] - Quote
Reiki Jubo wrote:Galvan Nized wrote:You have to be skilled to use a RE effectively, it's not just dump and blow. It relies so much on how aggressive your opponent is, way more skill than using a gun.
Stop barreling into obvious places that are well defended. If they are able to drop a remote and get you, STOP STANDING STILL!
You can be revived after you are downed, it's the same for REs...You are only in a downed state. Double tap and kill the opponent, he won't be able to blow the remote. no, no, no...lets not pretend placing REs is some elite chessgame that requires a PHD in strategy. Its just the latest craze with high dmg weapons with splash after the MD, flaylock and forgegun....and CCP needs to fix the after death detonation, its not operating as intended. u lure guys into chasing u and verify they are in the killzone with passive or active scans. then BOOM. its not rocket science. I agree with the other poster about damage. u could make the argument that the prox mines that are counters to HAVs should do much more damage than an explosive that cant even breach walls.
So you think luring people in requires no skill, but apparently using your OP Rifles is totally skill? AA has turned gungame into a total joke, it's close eyes and spray back and forth..LOTS of skill required for that.
I don't get if you know how it works, why not run a dampened suit? Or better yet think before you just barrel into a spot. You want to beat all REs, use a flux and take corners wide. It's an easy counter. |
Galvan Nized
Deep Space Republic
631
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Posted - 2014.02.08 13:33:00 -
[3] - Quote
Reiki Jubo wrote:Galvan Nized wrote:Reiki Jubo wrote:Galvan Nized wrote:You have to be skilled to use a RE effectively, it's not just dump and blow. It relies so much on how aggressive your opponent is, way more skill than using a gun.
Stop barreling into obvious places that are well defended. If they are able to drop a remote and get you, STOP STANDING STILL!
You can be revived after you are downed, it's the same for REs...You are only in a downed state. Double tap and kill the opponent, he won't be able to blow the remote. no, no, no...lets not pretend placing REs is some elite chessgame that requires a PHD in strategy. Its just the latest craze with high dmg weapons with splash after the MD, flaylock and forgegun....and CCP needs to fix the after death detonation, its not operating as intended. u lure guys into chasing u and verify they are in the killzone with passive or active scans. then BOOM. its not rocket science. I agree with the other poster about damage. u could make the argument that the prox mines that are counters to HAVs should do much more damage than an explosive that cant even breach walls. So you think luring people in requires no skill, but apparently using your OP Rifles is totally skill? AA has turned gungame into a total joke, it's close eyes and spray back and forth..LOTS of skill required for that. I don't get if you know how it works, why not run a dampened suit? Or better yet think before you just barrel into a spot. You want to beat all REs, use a flux and take corners wide. It's an easy counter. never said it was zero skill or claimed ARs were superior. But being able to see their profile on ur minimap with a OHK weapon with a large splash area doesnt make u Napoleon either. Needs lower dmg/less splash like the other weapons I mentioned.
It has less splash range than a Core locust.
You know they invested points to see you on the minimap right? In the case of passives, they invested LOTS of points AND are using mod slots (usually). Invest in dampening, it doesn't take Alexander the Great to figure out how to use a counter.
Please don't balance around Proxies, you and I both know Proxies are insanely UP. |
Galvan Nized
Deep Space Republic
636
|
Posted - 2014.02.08 15:32:00 -
[4] - Quote
Prius Vecht wrote:Galvan Nized wrote:It has less splash range than a Core locust. Please don't balance around Proxies, you and I both know Proxies are insanely UP. Shouldn't it? A grenade is designed for splash/area damage while the remote is (speculating here) flexible but designed to deliver a focused blast. They shouldn't have nearly the splash they do and Reiki pointed out all the issues this game has had with splash that is poorly designed. If not? Then isnt the RE just a sticky grenade with triple the power u cant throw as far? Don't we want different functions rather than overlapping features that make other equipment obsolete? (think CR/RR compared to AR) Proxies another matter altogether. Not a dev but i'd lose the silly beeping and go 1000, 1200 and 1400 dmg per with more deployed as you go up in tier. REs being focused and not designed as anti-tank have to be less than that...600, 800, 1000 with 1m of direct range, with the same rules as above. IMO the splash should be another 2m and be 150, 200 and 250. Again...only my opinion.
A remote explosive isn't designed for splash?
REs are NOT sticky grenades, they function completely differently. You know you have to actively blow them right? Proximity Mines are set and forget, they obviously were rewarding ACTIVE use over inactive use.
What equipment does REs make obsolete?
How do you defend points as a scout? REs are EXTREMELY situational and they are so easily countered.
Your changes sound like they were intended for a claymore, REs are NOT claymores.
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