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Teilka Darkmist
271
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Posted - 2014.02.13 21:09:00 -
[91] - Quote
NK Scout wrote:Teilka Darkmist wrote:Spectre-M wrote:Sgt Buttscratch wrote:NO to all of the above.
-They already have a delay.
-If your bleeding out, you are NOT DEAD, clicking a trigger is plausible.
-WHY, should all equipment disappear after you die then?
-Why should we not be able to stick themon friendly vehicles? I personally think that you should be ableto stick them to people aswell.
- Radius is fine, they are EXPLOSIVES. BIG BOOM!!!!!
Learn to; Be more aware Double tap(the art of making sure someone is DEAD) quit crying I can't shoot while bleeding out. Remotes shouldn't either. Because aiming and pulling the trigger is exactly the same as clenching your hand. I know for certain it's possible to pull the trigger when you're bleeding out. The number of times I've gone down hearing my weapon firing tells me that. I just didn't hit anything. And I didn't expect to either. balance>realism Personally I say no to that. I reckon it should be balance = realism. But that's just one person's opinion.
Woman.
Sniper, but from near the opponent's redline more often than not.
Not a KDR Worshipper.
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Beyobi
POISION ROSES Galactic Skyfleet Empire
126
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Posted - 2014.02.13 21:09:00 -
[92] - Quote
Have you ever been trapped in a building? And its called balance[/quote]
No, I don't trap myself inside buildings, especially when the enemy is near. Mostly because I kill them before I am trapped or have left the building as to not become trapped like some morons out there.
And.... RE's are pretty balanced. If you are next to it, you are dead. Pretty simple.
Keep your distance and stop trapping yourself is stupid situations. Scrub
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Sgt Buttscratch
lcritMYpantS
1585
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Posted - 2014.02.13 21:09:00 -
[93] - Quote
Alternate Insano wrote:Longer time to place and arm, give them more dmg/AoE, no more posthumous detonation, undetonated re disappears when you die.
at least your alt agrees
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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Zimander
0uter.Heaven
27
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Posted - 2014.02.13 21:10:00 -
[94] - Quote
NK Scout wrote:"So... Everything you don't use is OP pretty much? I think the problem may be the player, not the game." i use almost all those thing, they are op.
Sorry to say that but u r broken if u can't play that game don't play at all go play Pokemon or something
PS F..K im not sorry u r broken |
Beyobi
POISION ROSES Galactic Skyfleet Empire
126
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Posted - 2014.02.13 21:12:00 -
[95] - Quote
And some paper thin scout is the last person that should be complaining about a bomb killing them |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1592
|
Posted - 2014.02.13 21:14:00 -
[96] - Quote
Did anyone else notice that he's complaining about being ambushed in ambush?
Remotes are the perfect ambush weapon.
Also, detonation after incapacitation is working as intended, it is not a glitch stop propagating lies.
Aside from that, please continue crying, I will make sure to blow you up if I see you as a reddot.
Have an explosive day. o/
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Atiim
Living Like Larry Schwag
4634
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Posted - 2014.02.13 21:25:00 -
[97] - Quote
The only valid idea that you suggested was to patch the bug that allows for people to detonate remotes before they are terminated. As for everything else...
NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2. No.
The time it takes to arm a remote explosive is perfectly fine, as it is noticable, and has an audio cue similar to a nanohive that alerts someone if they are being led into a trap.
This will also nerf remote explosives against vehicles simply because when your sneaking up on a vehicle, every second counts. Nerfing it's arming time is like nerfing a Scout's speed.
NK Scout wrote:Make the explosive disappear after you bleed out Again, no.
When they aren't being used for traps, they are being used for point defense. If your explosive detonates after your clone terminates, then you will have to walk back to all of the objectives just to set them back up. By then, it would already be to late.
And this also nerfs them against vehicles simply because if // when the pilot kills you, the remotes that you managed to place on his vehicle are gone.
NK Scout wrote:Keep the Sticky explosives but no longer can they be placed on friendly vehicles Once more, No.
This is a direct nerf to Remote Explosives against vehicles because it removes the Jihad Jeep. They are balanced simply because they can easily be countered by a vehicle pilot with situational awareness.
NK Scout wrote:MAYBE reduce radius by 1m. No.
Their blast radii is already lackluster. Why would we stick them to a wall then? If you reduce the blast radius, they won't be useful anywhere but on the ground, which pretty much removes the point of them being sticky in the first place.
My advice to you is:
- Get a Flux Grenade
- Pay close attention
- Look twice before turning a suspicious corner
- Get Good.
[/thread]
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Zahle Undt
Bullet Cluster Legacy Rising
695
|
Posted - 2014.02.13 21:34:00 -
[98] - Quote
As it is remote explosives rely on the user being clever or the recipient being dumb or a little of both.
Examples:
Tanks who sit still blasting away at whatever. They deserve to blown to hell by REs
Setting up REs then firing at someone then disappearing around a corner (most of the time I've died as infantry vs REs I was the dumbass chasing someone for my kill. I got what I deserved)
Trapping the objective (if you don't toss a grenade into the objective area and you get killed by an RE you got what you had coming to you, same with me)
The death frisbee RE are not a thing anymore, the only valid complaint OP might have is detonating REs while bleeding out.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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NK Scout
Storm Wind Strikeforce Caldari State
347
|
Posted - 2014.02.13 21:40:00 -
[99] - Quote
Alaika Arbosa wrote:Did anyone else notice that he's complaining about being ambushed in ambush? Remotes are the perfect ambush weapon. Also, detonation after incapacitation is working as intended, it is not a glitch stop propagating lies. Not its not intended crutch user Aside from that, please continue crying, I will make sure to blow you up if I see you as a reddot. Have an explosive day. o/ Ah, you people are retards or something, they rush at you in building, no traps just rushing
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
2961
|
Posted - 2014.02.13 21:41:00 -
[100] - Quote
NK Scout wrote:Lucifalic wrote:my NK insta kills.... nerf them???
They require you to be hugging the enemy, and need to be charged
RE's require you to be within throwing distance, and have an arming time before they can be detonated.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
2961
|
Posted - 2014.02.13 21:42:00 -
[101] - Quote
NK Scout wrote:"So... Everything you don't use is OP pretty much? I think the problem may be the player, not the game." i use almost all those thing, they are op.
Let me link you to the classic definition of a "Scrub"
Seriously, go and read it.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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NK Scout
Storm Wind Strikeforce Caldari State
347
|
Posted - 2014.02.13 21:43:00 -
[102] - Quote
Atiim wrote:The only valid idea that you suggested was to patch the bug that allows for people to detonate remotes before they are terminated. As for everything else... NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2. No. Yes, its for traps not contact grenading The time it takes to arm a remote explosive is perfectly fine, as it is noticable, and has an audio cue similar to a nanohive that alerts someone if they are being led into a trap. This will also nerf remote explosives against vehicles simply because when your sneaking up on a vehicle, every second counts. Nerfing it's arming time is like nerfing a Scout's speed. NK Scout wrote:Make the explosive disappear after you bleed out Again, no. Yes, its stupid When they aren't being used for traps, they are being used for point defense. If your explosive detonates after your clone terminates, then you will have to walk back to all of the objectives just to set them back up. By then, it would already be to late. Good, I despise the noobs who place remotes at objectives And this also nerfs them against vehicles simply because if // when the pilot kills you, the remotes that you managed to place on his vehicle are gone. Well too bad NK Scout wrote:Keep the Sticky explosives but no longer can they be placed on friendly vehicles Once more, No. This is a direct nerf to Remote Explosives against vehicles because it removes the Jihad Jeep. They are balanced simply because they can easily be countered by a vehicle pilot with situational awareness. Yes, we need to remove jhad jeeps NK Scout wrote:MAYBE reduce radius by 1m. No. Their blast radii is already lackluster. Why would we stick them to a wall then? If you reduce the blast radius, they won't be useful anywhere but on the ground, which pretty much removes the point of them being sticky in the first place. My advice to you is:
- Get a Flux Grenade. Umm, no
- Pay close attention. I am I killed them and then they killed my
- Look twice before turning a suspicious corner. They rush you so I cant
- Get Good. Check
[/thread]
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
347
|
Posted - 2014.02.13 21:44:00 -
[103] - Quote
Everyon else thinks those thing are op, I use everything but the thales
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
J4yne C0bb
Molon Labe. General Tso's Alliance
208
|
Posted - 2014.02.13 21:52:00 -
[104] - Quote
I'm getting a bit tired of REs as well, but I realize that, for the most part, if I walk into a RE trap, it's pretty much my fault, and that my game needs to be stepped up a tad. That having been said, there are a lot of FOTM players abusing them at the moment. I would like the following changed:
1) No throwing REs: Proximity explosives don't work that way, why should REs? People weren't complaining about them before because you couldn't throw them any significant distance, so they had to be placed carefully -- which means if you walk into an RE trap, it was pretty much your fault. That's fair, I never got mad by getting blown at an objective when hacking; I should have chucked a grenade in there beforehand. But seriously, players are chucking them close range like grenades now, and it's ridiculous. The distance you can throw those things needs to be nerfed into the ground -- enough to put them on a wall or ceiling maybe, but not much more than that.
2) They should be visible equipment, same as enemy uplinks and hives. All enemy equipment shows on the map when your suite is within a certain distance to scan them, and there's no reason enemy REs shouldn't operate exactly the same. I would prefer that they become visible at their maximum radius, so that if you are close enough to see them and they blow, you at least take splash damage, but at the very least, they need to show when you are within it's most powerful blast radius.
I expect a lot of FOTM players to hate these suggestions, but too bad -- too many of you are using REs as crutches for your horrible gun game. I ran into a bunch of proto scrubs last night who did nothing but spam core locus and REs from the underground supply depot in the new research facility Dom, which they ended up winning cause nobody could move down any of the hallways. Couple matches later we met them again on one of the open maps where they couldn't spam explosives (the dom with the tall spire on top of the steep hill at A), and ended up causing most of them to go negative clone-wise.
Min Logi | aka Punch R0ckgroin, Fatsuit
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Atiim
Living Like Larry Schwag
4636
|
Posted - 2014.02.13 21:54:00 -
[105] - Quote
@NK Scout
It cannot be used for contact grenading because of it's arm times. In order for it to be a contact grenade, it would have to:
- Explode on contact.
- Explode without user interference
The only explosive that could possibly be considered a contact grenade, is the Proximity Explosive. However, these are irrelevant as they don't work against infantry, and you are only trying to nerf Remote Explosives against infantry.
If your going to attempt to disprove my argument, then you may want to refute with something other than "Yes, its stupid."
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
|
NK Scout
Storm Wind Strikeforce Caldari State
348
|
Posted - 2014.02.13 21:54:00 -
[106] - Quote
J4yne C0bb wrote:I'm getting a bit tired of REs as well, but I realize that, for the most part, if I walk into a RE trap, it's pretty much my fault, and that my game needs to be stepped up a tad. That having been said, there are a lot of FOTM players abusing them at the moment. I would like the following changed:
1) No throwing REs: Proximity explosives don't work that way, why should REs? People weren't complaining about them before because you couldn't throw them any significant distance, so they had to be placed carefully -- which means if you walk into an RE trap, it was pretty much your fault. That's fair, I never got mad by getting blown at an objective when hacking; I should have chucked a grenade in there beforehand. But seriously, players are chucking them close range like grenades now, and it's ridiculous. The distance you can throw those things needs to be nerfed into the ground -- enough to put them on a wall or ceiling maybe, but not much more than that.
2) They should be visible equipment, same as enemy uplinks and hives. All enemy equipment shows on the map when your suite is within a certain distance to scan them, and there's no reason enemy REs shouldn't operate exactly the same. I would prefer that they become visible at their maximum radius, so that if you are close enough to see them and they blow, you at least take splash damage, but at the very least, they need to show when you are within it's most powerful blast radius.
I expect a lot of FOTM players to hate these suggestions, but too bad -- too many of you are using REs as crutches for your horrible gun game. I ran into a bunch of proto scrubs last night who did nothing but spam core locus and REs from the underground supply depot in the new research facility Dom, which they ended up winning cause nobody could move down any of the hallways. Couple matches later we met them again on one of the open maps where they couldn't spam explosives (the dom with the tall spire on top of the steep hill at A), and ended up causing most of them to go negative clone-wise. +1 The problem I keep saying is people using them as contact grenades, not traps
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
348
|
Posted - 2014.02.13 21:55:00 -
[107] - Quote
Atiim wrote:@NK Scout It cannot be used for contact grenading because of it's arm times. In order for it to be a contact grenade, it would have to:
- Explode on contact.
- Explode without user interference
The only explosive that could possibly be considered a contact grenade, is the Proximity Explosive. However, these are irrelevant as they don't work against infantry, and you are only trying to nerf Remote Explosives against infantry. If your going to attempt to disprove my argument, then you may want to refute with something other than "Yes, its stupid." Its basicly contact It explodes too quicly that its basicly a contact grenade
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Joel II X
Dah Gods O Bacon
975
|
Posted - 2014.02.13 21:57:00 -
[108] - Quote
No. Just... Stop... |
NK Scout
Storm Wind Strikeforce Caldari State
348
|
Posted - 2014.02.13 21:58:00 -
[109] - Quote
Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Teilka Darkmist
273
|
Posted - 2014.02.13 21:59:00 -
[110] - Quote
J4yne C0bb wrote:I'm getting a bit tired of REs as well, but I realize that, for the most part, if I walk into a RE trap, it's pretty much my fault, and that my game needs to be stepped up a tad. That having been said, there are a lot of FOTM players abusing them at the moment. I would like the following changed:
1) No throwing REs: Proximity explosives don't work that way, why should REs? People weren't complaining about them before because you couldn't throw them any significant distance, so they had to be placed carefully -- which means if you walk into an RE trap, it was pretty much your fault. That's fair, I never got mad by getting blown at an objective when hacking; I should have chucked a grenade in there beforehand. But seriously, players are chucking them close range like grenades now, and it's ridiculous. The distance you can throw those things needs to be nerfed into the ground -- enough to put them on a wall or ceiling maybe, but not much more than that.
2) They should be visible equipment, same as enemy uplinks and hives. All enemy equipment shows on the map when your suite is within a certain distance to scan them, and there's no reason enemy REs shouldn't operate exactly the same. I would prefer that they become visible at their maximum radius, so that if you are close enough to see them and they blow, you at least take splash damage, but at the very least, they need to show when you are within it's most powerful blast radius.
I expect a lot of FOTM players to hate these suggestions, but too bad -- too many of you are using REs as crutches for your horrible gun game. I ran into a bunch of proto scrubs last night who did nothing but spam core locus and REs from the underground supply depot in the new research facility Dom, which they ended up winning cause nobody could move down any of the hallways. Couple matches later we met them again on one of the open maps where they couldn't spam explosives (the dom with the tall spire on top of the steep hill at A), and ended up causing most of them to go negative clone-wise.
1) No. There is no reason the remote explosive shouldn't be throwable. I personally have never used them so this isn't me trying to exploit them, but since the explosive is clearly stable enough to be thrown and as it needs a detonator to set it off, throwing one is a valid tactic.
2) Again, no. That would negate their use as traps which is the main reason they're used. They should be scannable with an active scanner, and the pack itself should be visible, although small enough to miss if you're not specifically looking for it, but your passive proximity scan shouldn't be able to scan it.
Woman.
Sniper, but from near the opponent's redline more often than not.
Not a KDR Worshipper.
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Atiim
Living Like Larry Schwag
4638
|
Posted - 2014.02.13 21:59:00 -
[111] - Quote
NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended *Talks about abusing game mechanics*
*Drives HAV*
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
|
Teilka Darkmist
273
|
Posted - 2014.02.13 22:01:00 -
[112] - Quote
NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended Welcome to New Eden.
Woman.
Sniper, but from near the opponent's redline more often than not.
Not a KDR Worshipper.
|
NK Scout
Storm Wind Strikeforce Caldari State
348
|
Posted - 2014.02.13 22:02:00 -
[113] - Quote
Atiim wrote:NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended *Talks about abusing game mechanics* *Drives HAV* I barely drive tanks, so thats out the window
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Bojo The Mighty
L.O.T.I.S.
3142
|
Posted - 2014.02.13 22:03:00 -
[114] - Quote
Spectre-M wrote:
I can't shoot while bleeding out. Remotes shouldn't either.
Yet you can see what's going on and be revived like it was nothing.
Please deposit likes in Swiss Bank account. The Feds don't ensure beyond 3k.
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NK Scout
Storm Wind Strikeforce Caldari State
348
|
Posted - 2014.02.13 22:03:00 -
[115] - Quote
Teilka Darkmist wrote:NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended Welcome to New Eden. 1 of which is a exploit, another is abusing a mechanic
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
PARKOUR PRACTIONER
Reapers' Assailant
636
|
Posted - 2014.02.13 22:07:00 -
[116] - Quote
But, honestly, I'd like to be not bleeding out when detonating. But its is pretty cool to detonate while YOUR BLEEDING OUT. Your STILL ALIVE while detonating because you can still be revived.
Psycho
"Never argue with an idiot. They will only pull you down to their level, and then beat you with experience"
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Jebus McKing
Molon Labe. General Tso's Alliance
300
|
Posted - 2014.02.13 22:10:00 -
[117] - Quote
No.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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The Infected One
Fatal Absolution General Tso's Alliance
772
|
Posted - 2014.02.13 22:10:00 -
[118] - Quote
NK Scout wrote:Atiim wrote:@NK Scout It cannot be used for contact grenading because of it's arm times. In order for it to be a contact grenade, it would have to:
- Explode on contact.
- Explode without user interference
The only explosive that could possibly be considered a contact grenade, is the Proximity Explosive. However, these are irrelevant as they don't work against infantry, and you are only trying to nerf Remote Explosives against infantry. If your going to attempt to disprove my argument, then you may want to refute with something other than "Yes, its stupid." Its basicly contact It explodes too quicly that its basicly a contact grenade
The F/45 and the boundless are the ones that have IN THEIR DESCRIPTION a faster arm time. The standards take around 2.5 sec from deploy to arm, then you can detonate, and sometimes you have to push the button twice before it will actually detonate. If you hear that little BEEP that they make when they are thrown and armed, run. If not, you're dead. Simple as that.
Seriously, you are either the biggest loser on these forums with the most over exaggerated case of the Dunning-Kruger effect or the greatest troll I have ever seen.
Posting on an ALT so that you don't look like the idiot you are on your main to those who don't already know who you are, and crying about absolutely everything that kills you. Perhaps Dust is just too hard of a game for you to play. I highly suggest giving Katamari a try.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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Teilka Darkmist
273
|
Posted - 2014.02.13 22:13:00 -
[119] - Quote
NK Scout wrote:Teilka Darkmist wrote:NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended Welcome to New Eden. 1 of which is a exploit, another is abusing a mechanic No, it's not. If it were because of a bug, that would be an exploit. Since it's not, its a mechanic. It may possibly be a mechanic that CCP didn't anticipate (without official word from them, we just don't know), but it's still a mechanic.
Woman.
Sniper, but from near the opponent's redline more often than not.
Not a KDR Worshipper.
|
Andrew Ka
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2014.02.13 22:18:00 -
[120] - Quote
Joseph Ridgeson wrote:I am a Tanker. ...The only thing I am not a huge fan of, but I think it is still funny, is the suicide LAV. ...but Suicide LAV maybe shouldn't happen.
Who'd a thunk it? |
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