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Zeke Dunevent
sNk Syndicate
0
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Posted - 2014.02.08 01:29:00 -
[1] - Quote
More and more often I am joining games where I can not even play because of the amount of people running remote explosives. I just finished a match where the top six guys on the other team didn't even shoot just threw remote explosives at you and set them off. The worst part about it is, YOU CAN STILL BLOW THEM UP EVEN AFTER YOU ARE DEAD!!! So long as you detonate before picking where to spawn back in. I know for a fact that this particular issue needs to be fixed, but further more, I would like it if I could actually be a heavy again instead of someone always running up behind me with remote explosives, or a scout flat rushing me and getting within throwing distance for them before I can kill them with and then set the explosives off after they are dead. Dust is my favorite fps and has been since launch, its shown constant improvement with each update and just like the old Flaylock nightmare that made me want to stop playing I have faith that CCP will fix this. Please patch remote explosives on 1.8. You don't even have to make them to where they do no damage just change it too where they only do 15% or 20% weapon efficiency against dropsuits to where you are not constantly one shot by people who can't really play the game, and just use the remote explosive to make it no fun for others. |
emtbraincase
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
50
|
Posted - 2014.02.08 01:33:00 -
[2] - Quote
Die by RE....shame on them.
Die by RE 2x....shame on you
Die by RE 3+ times....put on flux nades and shoot them from a distance till they stop. |
DustMercsBlog
Galactic News Network
119
|
Posted - 2014.02.08 01:35:00 -
[3] - Quote
After death detonation needs to get fixed, but more importantly why do remotes do 1500 damage and Prox Mines 750? |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
294
|
Posted - 2014.02.08 02:38:00 -
[4] - Quote
As an RE user, I was wondering when these buttmad threads would show up.
DustMercsBlog wrote:After death detonation needs to get fixed, but more importantly why do remotes do 1500 damage and Prox Mines 750?
because Prox Mines are garbage.
32db Mad Bomber.
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SOGZ PANDA
0uter.Heaven Ishuk-Raata Enforcement Directive
38
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Posted - 2014.02.08 02:50:00 -
[5] - Quote
1 thing I will add to this is
When you 'die' you don't actually die You go into a sort of 'stasis' mode where your clone is in process of genolution or termination
As soon as you press 'circle' to kill off your clone......then it dies. This explains the ability for people to revive your clone after you've been shot at The ability to activate remote explosives and throw grenades etc is like a form of 'last stand'
So therefore imo it isn't a broken feature. Whilst obnoxious it isn't exactly farfetched
Whatever Brianna Beach says about me.............It's not true
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4816
|
Posted - 2014.02.08 02:53:00 -
[6] - Quote
SOGZ PANDA wrote:1 thing I will add to this is
When you 'die' you don't actually die You go into a sort of 'stasis' mode where your clone is in process of genolution or termination
As soon as you press 'circle' to kill off your clone......then it dies. This explains the ability for people to revive your clone after you've been shot at The ability to activate remote explosives and throw grenades etc is like a form of 'last stand'
So therefore imo it isn't a broken feature. Whilst obnoxious it isn't exactly farfetched
I remember a time when you could fire your weapon after you were downed. They took that away for some bizarre, immersion killing reason xD
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Galvan Nized
Deep Space Republic
628
|
Posted - 2014.02.08 03:01:00 -
[7] - 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. |
One Eyed King
Eyniletti Rangers Minmatar Republic
300
|
Posted - 2014.02.08 03:26:00 -
[8] - Quote
As an RE user, I would suggest you make sure the corpse is no longer bleeding out. They can be revived, they can blow an RE.
Make sure they are in a state they can't be revived.
Also, I enjoy doing this. It makes me giggle.
Looking for the scout hangout? CCP banished it to the locker room
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X7 lion
Swamp Tempo Canis Eliminatus Operatives
104
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Posted - 2014.02.08 11:14:00 -
[9] - Quote
aside from the bugs there working as intended.
DustMercsBlog wrote:After death detonation needs to get fixed, but more importantly why do remotes do 1500 damage and Prox Mines 750? its a case of auto damage its unreasonable to have a automatic denonation device doing to much damage
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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Slim Winning
BIG BAD W0LVES
33
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Posted - 2014.02.08 11:37:00 -
[10] - Quote
I read on here somewhere that CCP said you can't detonate an RE in death.
That's simply not true. I've detonated and killed people 3-4 seconds after I died. And RSs are actually quite broken in terms of glitches as well, but what in this game isn't? |
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Reiki Jubo
Amarr Templars Amarr Empire
365
|
Posted - 2014.02.08 12:41:00 -
[11] - Quote
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. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
343
|
Posted - 2014.02.08 12:46:00 -
[12] - 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.
+1 the effective range should be tight and focused 2-3m and the splash should be wounding dmg. |
Galvan Nized
Deep Space Republic
630
|
Posted - 2014.02.08 12:54:00 -
[13] - 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. |
Tyjus Vacca
Valor Coalition
173
|
Posted - 2014.02.08 13:18:00 -
[14] - Quote
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.
The splash should be wounding damage like mentioned above. |
Sgt Buttscratch
1473
|
Posted - 2014.02.08 13:18:00 -
[15] - Quote
There is no remote explosives problem, just a lot of gung players who don't pay attention.
As for detonating when incapacitated..... http://www.youtube.com/watch?v=HQe2f8L-Rkc
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Reiki Jubo
Amarr Templars Amarr Empire
365
|
Posted - 2014.02.08 13:21:00 -
[16] - Quote
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. |
VALCORE72
NECROM0NGERS The CORVOS
44
|
Posted - 2014.02.08 13:27:00 -
[17] - Quote
SOGZ PANDA wrote:1 thing I will add to this is
When you 'die' you don't actually die You go into a sort of 'stasis' mode where your clone is in process of genolution or termination
As soon as you press 'circle' to kill off your clone......then it dies. This explains the ability for people to revive your clone after you've been shot at The ability to activate remote explosives and throw grenades etc is like a form of 'last stand'
So therefore imo it isn't a broken feature. Whilst obnoxious it isn't exactly farfetched lol this will be fix 'watch lol ' and needs to be also re range need a slight SLIGHT reduction |
Galvan Nized
Deep Space Republic
631
|
Posted - 2014.02.08 13:33:00 -
[18] - 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. |
Prius Vecht
Red and Silver Hand Amarr Empire
290
|
Posted - 2014.02.08 14:16:00 -
[19] - Quote
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. |
Hecarim Van Hohen
Bullet Cluster Legacy Rising
394
|
Posted - 2014.02.08 14:46:00 -
[20] - Quote
Detonation after death should be fixed, it is known
RE's can be tossed way too far (imo)
otherwise the RE's are fine, going to hack a point, flux it, scout went behind a corner, flux it etc. (proxies are garbage though)
I will show you fear in a handful of dust.
1.7 best match (HMG): 40/9/9 (K/A/D)
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Galvan Nized
Deep Space Republic
636
|
Posted - 2014.02.08 15:32:00 -
[21] - 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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TunRa
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
458
|
Posted - 2014.02.08 16:53:00 -
[22] - Quote
I always shoot the enemy after I down them. Make sure they are not getting back up.
Thanks CCP Foxfour
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xAckie
Ahrendee Mercenaries EoN.
413
|
Posted - 2014.02.08 18:39:00 -
[23] - Quote
remotes shouldnt be replenished by nanohives (grenades shouldnt be able to either). This would cut out the spam. |
Lightning Bolt2
Binary Mercs
373
|
Posted - 2014.02.08 19:33:00 -
[24] - Quote
weel *scarchasticly* yaaaay.
welp, after this nerf every weapon in my scout arsenal will be nerfed!!!
Favorite gear: Duct-tape and Butter knives
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General12912
Gallente Marine Corps
52
|
Posted - 2014.02.08 20:08:00 -
[25] - 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.
wow,you are hating on them for actually being used the way they are supposed to be. aside from the active/passive scanners. i just use physical sight. instead of whining about it, how about you pay more attention. you realise there is a smal throwing sound followed by a beep once one deploys an explosive, right?
if there is a bug though where you can detonate one while incapacitated, then that shouldnt happen though. however, once you respawn, you should regain the ability to detonate them.
perhaps the bug is caused by lag? |
DustMercsBlog
Galactic News Network
121
|
Posted - 2014.02.08 20:55:00 -
[26] - Quote
Dont believe they should do 1500 dmg either (Prox Mines should do more) and also support less splash that only wounds.
Currently they're replacing grenades as the games deadliest thrown weapon which can't happen.
The throwing distance should be 1m. |
maka rax
Space Road Truckers.
10
|
Posted - 2014.02.08 22:10:00 -
[27] - Quote
Zeke Dunevent wrote:More and more often I am joining games where I can not even play because of the amount of people running remote explosives. I just finished a match where the top six guys on the other team didn't even shoot just threw remote explosives at you and set them off. The worst part about it is, YOU CAN STILL BLOW THEM UP EVEN AFTER YOU ARE DEAD!!! So long as you detonate before picking where to spawn back in. I know for a fact that this particular issue needs to be fixed, but further more, I would like it if I could actually be a heavy again instead of someone always running up behind me with remote explosives, or a scout flat rushing me and getting within throwing distance for them before I can kill them with and then set the explosives off after they are dead. Dust is my favorite fps and has been since launch, its shown constant improvement with each update and just like the old Flaylock nightmare that made me want to stop playing I have faith that CCP will fix this. Please patch remote explosives on 1.8. You don't even have to make them to where they do no damage just change it too where they only do 15% or 20% weapon efficiency against dropsuits to where you are not constantly one shot by people who can't really play the game, and just use the remote explosive to make it no fun for others.
I suppose you're looking for a way to make it so it's harder for a scout to kill a heavy. Well, if you want to take away the best way for a scout to solo a heavy then you need to propose an alternative method for solo scout vs heavy battles. Maybe take away the HMG because it's no fun getting killed in .2 sec? Better? (no)
And why can't you explode the RE after you respawn? If all equipment stays in the game after respawn so should a RE. If you can't use an RE after respawn, then all equipment (links/hives) should go offline after respawn. May as well be fair about it. |
Squagga
The State Protectorate
184
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Posted - 2014.02.08 22:23:00 -
[28] - Quote
You could look around .. before you run around ..
Reloading, the silent killer.
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TheD1CK
Dead Man's Game
641
|
Posted - 2014.02.08 22:37:00 -
[29] - Quote
If you don't like deaths by RE you need to look where you are going... Do you really expect a scout with 1/4 your HP to fight you 1v1????
And RE's cannot be detonated while dead, only while bleeding out So if you wan't to avoid that, go for headshots or shoot the body after you down them
Minmatar Demolitions Specialist
Plasma Cannon Pro
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Prius Vecht
Red and Silver Hand Amarr Empire
298
|
Posted - 2014.02.08 22:50:00 -
[30] - Quote
TheD1CK wrote:If you don't like deaths by RE you need to look where you are going... Do you really expect a scout with 1/4 your HP to fight you 1v1????
And RE's cannot be detonated while dead, only while bleeding out So if you wan't to avoid that, go for headshots or shoot the body after you down them
I'm sorry, but you lose credibility when you defend an obviously broken mechanic like detonating REs when incapacitated....what else should we be able to do when down? I want to stab myself with a nanite, that cool too?
Don't answer that.
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TheD1CK
Dead Man's Game
642
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Posted - 2014.02.08 22:53:00 -
[31] - Quote
lol.... but that would be sweet! self-revive!! screw you MLT nanite, I got wyrikomi
but back to RE's It's something CCP know about, have listened to QQ about But have not changed..... I wonder why... Maybe they expect guys to actually look where they are going??? The counter to RE's is common sense, pity your SP cant afford it
Minmatar Demolitions Specialist
Plasma Cannon will have its chance if AR/HAV 514 is ever fixed
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Tolen Rosas
Kang Lo Directorate Gallente Federation
347
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Posted - 2014.02.08 23:09:00 -
[32] - Quote
^ ahh ur that special kind of stupid. must be nice. |
DustMercsBlog
Galactic News Network
122
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Posted - 2014.02.08 23:10:00 -
[33] - Quote
Prius Vecht wrote:TheD1CK wrote:If you don't like deaths by RE you need to look where you are going... Do you really expect a scout with 1/4 your HP to fight you 1v1????
And RE's cannot be detonated while dead, only while bleeding out So if you wan't to avoid that, go for headshots or shoot the body after you down them I'm sorry, but you lose credibility when you defend an obviously broken mechanic like detonating REs when incapacitated....what else should we be able to do when down? I want to stab myself with a nanite, that cool too?
Exactly. Do what we do...ignore stupid suggestions like 'remove the flaylock and refund SP.' |
Heathen Bastard
The Bastard Brigade
899
|
Posted - 2014.02.08 23:19:00 -
[34] - Quote
Detonating RE's post being downed: I see it as something my scouty ass does with his middle finger. "down but not out, ****er!" it's how I beat heavy rail riflers. I throw em, melee the guy, he whips around shooting before he sees me, kills me before he's done turning around(Thanks Auto Aim! Now no one needs to have skill anymore!), then he gets exploded.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Threvis Valan
0hh Really
12
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Posted - 2014.02.08 23:22:00 -
[35] - Quote
Heathen Bastard wrote:Detonating RE's post being downed: I see it as something my scouty ass does with his middle finger. "down but not out, ****er!" it's how I beat heavy rail riflers. I throw em, melee the guy, he whips around shooting before he sees me, kills me before he's done turning around(Thanks Auto Aim! Now no one needs to have skill anymore!), then he gets exploded.
ummmm......NO. |
Heathen Bastard
The Bastard Brigade
899
|
Posted - 2014.02.08 23:43:00 -
[36] - Quote
Threvis Valan wrote:Heathen Bastard wrote:Detonating RE's post being downed: I see it as something my scouty ass does with his middle finger. "down but not out, ****er!" it's how I beat heavy rail riflers. I throw em, melee the guy, he whips around shooting before he sees me, kills me before he's done turning around(Thanks Auto Aim! Now no one needs to have skill anymore!), then he gets exploded. ummmm......NO.
uuuuuhhhh yeah. when you're using a no skill crutch, you deserve to be killed by an extremely minor skilled crutch.
favorite method for busting enemy nests: turn corner, throw RE at it, detonate, maybe even get a kill amongst all the +5 equip destroyed messages.
easiest way to deal with a heavy: shoot him a couple times, run away, stick RE to the wall just around a corner, wait...BOOM! Works waaaayy too often, you think that people would figure out "hey, don't chase the scout who only shot me a couple times" but no, almost every time herp-a-derp BOOM! "OMGNERF!!!! SO OP!"
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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JP Acuna
Pendejitos Canis Eliminatus Operatives
63
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Posted - 2014.02.09 00:11:00 -
[37] - Quote
Heathen Bastard wrote:Threvis Valan wrote:Heathen Bastard wrote:Detonating RE's post being downed: I see it as something my scouty ass does with his middle finger. "down but not out, ****er!" it's how I beat heavy rail riflers. I throw em, melee the guy, he whips around shooting before he sees me, kills me before he's done turning around(Thanks Auto Aim! Now no one needs to have skill anymore!), then he gets exploded. ummmm......NO. uuuuuhhhh yeah. when you're using a no skill crutch, you deserve to be killed by an extremely minor skilled crutch. favorite method for busting enemy nests: turn corner, throw RE at it, detonate, maybe even get a kill amongst all the +5 equip destroyed messages. easiest way to deal with a heavy: shoot him a couple times, run away, stick RE to the wall just around a corner, wait...BOOM! Works waaaayy too often, you think that people would figure out "hey, don't chase the scout who only shot me a couple times" but no, almost every time herp-a-derp BOOM! "OMGNERF!!!! SO OP!"
Totally true, i've been using REs lately and people are actually finding ways to avoid them. They're more cautious everytime they chase me and often use several flux or locus nades at entrances. Heavies tend to feel almighty, if they only played smarter this wouldn't happen so often.
Plus It has to be rewarding for such a low HP suit to get behind enemy lines without being noticed. |
Kushmir Nadian
Valor Coalition
396
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Posted - 2014.02.09 00:12:00 -
[38] - Quote
Slim Winning wrote:I read on here somewhere that CCP said you can't detonate an RE in death.
That's simply not true. I've detonated and killed people 3-4 seconds after I died. And RSs are actually quite broken in terms of glitches as well, but what in this game isn't?
Yeah not sure they know its working like it SHOULDN'T.
Definitely needs fixing.
Replication Veteran. I support Tech De Ra for CPM.
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Glitch116
On The Brink CRONOS.
56
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Posted - 2014.02.09 01:11:00 -
[39] - Quote
My thoughts are that REs are in a pretty good place when ever i die to one its normally my own damn fault so RE deployment and damage is great the damage lets them kill tanks too.
the only problems i see are 1. detonation after death this is really not too much of problem but yes it needs fixing 2. detonation on destruction there needs to be a way to remove REs without them blowing up come on admit it we have all seen an RE on a point at some time and let a blueberry run up to hack before destroying the RE killing the blueberry we are all guilty of this
Proxis are alright you have to keep in mind you can throw out prox mines and never have to do anything with them yet you can get kills with them they are meant to be a deterrent/ way to control vehicles to let other AV get the kill used with other AV prox mines are dangerous and can set up a tank for that kill blow
I AM THE KING OF THE BLASTER!!!
deal with it
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Prius Vecht
Red and Silver Hand Amarr Empire
303
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Posted - 2014.02.09 01:14:00 -
[40] - Quote
You mean like disarming them? |
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Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
99
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Posted - 2014.02.09 01:18:00 -
[41] - Quote
Slim Winning wrote:I read on here somewhere that CCP said you can't detonate an RE in death.
That's simply not true. I've detonated and killed people 3-4 seconds after I died. And RSs are actually quite broken in terms of glitches as well, but what in this game isn't?
It actually is true. When your clone is terminated, ie dead and not bleeding out, you can not det a RE |
TheEnd762
SVER True Blood Public Disorder.
427
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Posted - 2014.02.09 01:50:00 -
[42] - Quote
Or shooting them? |
JP Acuna
Pendejitos Canis Eliminatus Operatives
63
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Posted - 2014.02.09 02:29:00 -
[43] - Quote
Slen Kaleth wrote:Slim Winning wrote:I read on here somewhere that CCP said you can't detonate an RE in death.
That's simply not true. I've detonated and killed people 3-4 seconds after I died. And RSs are actually quite broken in terms of glitches as well, but what in this game isn't? It actually is true. When your clone is terminated, ie dead and not bleeding out, you can not det a RE
Even before. I think you can no longer detonate it when the kill screen appears. I would agree with the idea of removing the possibility to detonate it once killed. Other than that i don't think they need to be changed. |
Zeke Dunevent
sNk Syndicate
2
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Posted - 2014.02.28 21:20:00 -
[44] - Quote
maka rax wrote:Zeke Dunevent wrote:More and more often I am joining games where I can not even play because of the amount of people running remote explosives. I just finished a match where the top six guys on the other team didn't even shoot just threw remote explosives at you and set them off. The worst part about it is, YOU CAN STILL BLOW THEM UP EVEN AFTER YOU ARE DEAD!!! So long as you detonate before picking where to spawn back in. I know for a fact that this particular issue needs to be fixed, but further more, I would like it if I could actually be a heavy again instead of someone always running up behind me with remote explosives, or a scout flat rushing me and getting within throwing distance for them before I can kill them with and then set the explosives off after they are dead. Dust is my favorite fps and has been since launch, its shown constant improvement with each update and just like the old Flaylock nightmare that made me want to stop playing I have faith that CCP will fix this. Please patch remote explosives on 1.8. You don't even have to make them to where they do no damage just change it too where they only do 15% or 20% weapon efficiency against dropsuits to where you are not constantly one shot by people who can't really play the game, and just use the remote explosive to make it no fun for others. I suppose you're looking for a way to make it so it's harder for a scout to kill a heavy. Well, if you want to take away the best way for a scout to solo a heavy then you need to propose an alternative method for solo scout vs heavy battles. Maybe take away the HMG because it's no fun getting killed in .2 sec? Better? (no) And why can't you explode the RE after you respawn? If all equipment stays in the game after respawn so should a RE. If you can't use an RE after respawn, then all equipment (links/hives) should go offline after respawn. May as well be fair about it.
My problem is not so much that they stay in the game to be used once you respawn its that during the bleedout period they can still be detonated, in your terms of being fair about it then I should be able to throw grenades, shoot, and even melee while bleeding out. There are obvious problems with that, the main issue is that they can be detonated during the bleedout period. As for using them tactically and setting up a killzone, I also agree with that tactic. It is the way they are meant to be used. I however do not like the fact that people use them as heavy slaying grenades. Also it's not just heavies, scouts will sprint into enemies with abandon and drop as many remotes as possible before being killed and then as soon as they are dropped they hit detonate, making it impossible to counter the tactic with such things as flux grenades. As it is now with the REs you can kill anything in the game with a basic scout, even if they gun you down, and therein lies my issue. P.S. on a sidenote I saw someone complain that if the nerf REs all scout weapons will be nerfed, an ADV level shotgun in the hands of a basic scout has killed my proto heavy in three shots, all scout weapons are not nerfed.
Director of SNK Syndicate
Contact me about recruitment!
Proto-Gallente Assault
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Buster Friently
Rosen Association
1893
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Posted - 2014.02.28 22:17:00 -
[45] - 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.
Hail AR 514. Let me tell you, your Aimbot assisted hitscan bullet hoses take no more skill than dropping some explosive pooh for you to step on :)
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Royalgiedro
Nor Clan Combat Logistics
7
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Posted - 2014.03.01 00:24:00 -
[46] - Quote
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.
it takes longer for a flux to detonate before they can blow it. Same with killing the corpse many times. |
Royalgiedro
Nor Clan Combat Logistics
7
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Posted - 2014.03.01 00:28:00 -
[47] - Quote
P.S. on a sidenote I saw someone complain that if the nerf REs all scout weapons will be nerfed, an ADV level shotgun in the hands of a basic scout has killed my proto heavy in three shots, all scout weapons are not nerfed.[/quote]
Lol, my ADV caldari logi with 450 total health and normally gets 9-10 people per life can get killed in one shot by the average militia shotgun on a militia light frame.
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