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Gavr1lo Pr1nc1p
TRA1LBLAZERS
547
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Posted - 2014.02.13 22:21:00 -
[121] - Quote
NK Scout wrote:IMan, i hate when i go into a pub with my proto gallogi with triple damage mods and 5 plates that i can actually be killed by someone who is smarter than me. I really hate equipment that doesn't show up on my radar because I'm blind to my surroundings without a proto quantum active scanner, and things that can kill me, and don't show up when i use my scanner? OP. I want to go back to battle academy again so i can fight against people who don't know how to counter proto stompers. I demand that all tactics that may be used to kill a gallogi or a militia tank be removed from the game.
I don't know what you guys heard when i read this, but this is what i heard.
Kills- Archduke Ferdinand
Balance!
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J4yne C0bb
Molon Labe. General Tso's Alliance
209
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Posted - 2014.02.13 22:27:00 -
[122] - Quote
Teilka Darkmist wrote: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. They should be allowed to be, let say "tossed", so you can get them on a wall or ceiling. 1-2 meters at most. Not throwable. Grenades are throwable, that's what they are freakin' for. RE's are not.
Teilka Darkmist wrote: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. I don't agree. All enemy equipment is visible if you are close enough, and REs break that rule. However, I'd settle for scanable, that's a fair compromise -- and no, it would not negate their use as traps. It would require the trap layers to "get gud" at laying their traps, like it was before, which is what the FOTM RE players in this thread are telling those players who are tired of RE spam -- to that I say, make REs visible within their blast radius, and "get gud" right back at ya.
Min Logi | aka Punch R0ckgroin, Fatsuit
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Thumb Green
Titans of Phoenix Legacy Rising
782
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Posted - 2014.02.13 22:28:00 -
[123] - 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."
They're practically contact grenades. The current arm time is insignificant; from the time they're thrown to the time it's within range to kill someone is at most how long the arm time is now and that's barely enough time for a short HMG burst let alone get out of the way but just enough time for the guy that threw it to dip back around the corner to avoid the burst.
Support Orbital Spawns
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NK Scout
Storm Wind Strikeforce Caldari State
349
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Posted - 2014.02.13 22:30:00 -
[124] - Quote
Teilka Darkmist wrote: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. Its a exploit Ccp said sticky remotes were unintentional and will be fixed Detonating while bleeding out will be fixed
But continue exploiting
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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NK Scout
Storm Wind Strikeforce Caldari State
349
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Posted - 2014.02.13 22:31:00 -
[125] - Quote
Gavr1lo Pr1nc1p wrote:NK Scout wrote:IMan, i hate when i go into a pub with my proto gallogi with triple damage mods and 5 plates that i can actually be killed by someone who is smarter than me. I really hate equipment that doesn't show up on my radar because I'm blind to my surroundings without a proto quantum active scanner, and things that can kill me, and don't show up when i use my scanner? OP. I want to go back to battle academy again so i can fight against people who don't know how to counter proto stompers. I demand that all tactics that may be used to kill a gallogi or a militia tank be removed from the game.
I don't know what you guys heard when i read this, but this is what i heard. I dont use a galogi I dont use scanners I kill protos all day so...... Im talking about using remotes as grenades so re read the op, really poeple re read it now, you obviosly dont know what I was talking about.
Oh and I have 0 sp in damage mods
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Sgt Buttscratch
lcritMYpantS
1595
|
Posted - 2014.02.13 22:35:00 -
[126] - Quote
NK Scout wrote:Joel II X wrote:No. Just... Stop... Then stop abusing the remotes the way they werent intended
What?
People deploy remote then explode them with hopes of killing people. The idea behind a remote and the intended use: deploy remote then explode them with hopes of killing people.
your a lost it case.
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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Happy Violentime
OMFGZOMBIESRUN
209
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Posted - 2014.02.13 22:37:00 -
[127] - Quote
NK Scout wrote: Ccp said sticky remotes were unintentional and will be fixed Detonating while bleeding out will be fixed
But continue exploiting
They said remotes sticking to friendly vehicles was unintentional.
I use a 160000isk proto logi when I suicide RE.
Happy Violentimes day xxx |
Chesyre Armundsen
Thanes Of Dust
423
|
Posted - 2014.02.13 22:38:00 -
[128] - Quote
Just say "No" to nerfing
Mihi gravato Deus - "Let God lay the burden on me!"
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NK Scout
Storm Wind Strikeforce Caldari State
349
|
Posted - 2014.02.13 22:39:00 -
[129] - Quote
Happy Violentime wrote:NK Scout wrote: Ccp said sticky remotes were unintentional and will be fixed Detonating while bleeding out will be fixed
But continue exploiting
They said remotes sticking to friendly vehicles was unintentional. I use a 160000isk proto logi when I suicide RE. Happy Violentimes day xxx Well thats fair then Your risking alot to take out alot Now that I dont see a problem with.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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NK Scout
Storm Wind Strikeforce Caldari State
349
|
Posted - 2014.02.13 22:40:00 -
[130] - Quote
Chesyre Armundsen wrote:Just say "No" to nerfing So no tank nerf? No cr nerf? No rr nerf? No railgun nerf? No blaster nerf?
Fine
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Henchmen21
Planet Express LLC
546
|
Posted - 2014.02.13 22:41:00 -
[131] - Quote
There's no blue or white tag by your name, nothing you say is official. The sole reason people started using RE's again is that it's one of the best ways to counter tanks. Which means more people have them handy to throw at other infantry. When tanks were rare only a few bothered to use an equipment slot on them.
CCP your matchmaking sucks
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Henchmen21
Planet Express LLC
546
|
Posted - 2014.02.13 22:43:00 -
[132] - Quote
NK Scout wrote:
But continue exploiting
Oh the irony...
CCP your matchmaking sucks
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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OZAROW
0uter.Heaven
1406
|
Posted - 2014.02.13 22:45:00 -
[133] - Quote
NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2 Fix the bug where you can detonate while bleeding out Make the explosive disapear after you bleed out Keep the sticky explosives but no longer can they be placed on friendly vehicles MAYBE reduce radius by 1m.
Im sick of people abusing these thing in ambush, they just come in throw thier remote grenade and detonate even if you kill them.
Just to be clear, I only want these nerfed vs infantry, if you kill them you have no time to shoot thier body before they kill you. Your a FU(K!NG IDIOT!
You mad bro?
How long you been playing? Cuz you obviously suck if someone gets close enough to do that, PLUS IT'S NOT A GLITCH A$$HOLE, THEY HAVE WORKED THIS WAY SINCE THE DAWN OF TIME, I hope your wife screws your best friend you whinny little prick!
SUPER NOVA KNIFE SAIYAN 4
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Matticus Monk
Ordus Trismegistus
1177
|
Posted - 2014.02.13 22:47:00 -
[134] - Quote
I can't understand comparing these things to grenades. My experience has been they can't be thrown far at all... they make it like 4-5 feet, unless you are standing on top of a building when you throw it or something and still they don't get much horizontal distance at all. Then you have to wait for them to arm - it's on the order of seconds....
I die very infrequently to grenades, and practically never to remote explosives. And I've seen a TON of them on enemy installations and in hallways, etc.... and I can shoot 'em to make them disappear.
I can understand wanting them to not stick to friendly vehicles, or not be detonated while you are bleeding out, but they are so not the same as grenades (especially contact grenades) nor are they really that hard to spot if you take some time to look around (it helps to know the best places to put them, I guess, so RE users have an advantage here).
There is stuff out there that is dangerous and can kill you. Remotes are far less FOTM than all the other list of past offenders.... I don't even think they should be remotely considered FOTM. Plus, the blast radius isn't even that great.... so many people have just walked out of range on my traps.
You should try 'em if you don't already. They have their uses but I wouldn't go into battle with them as if they were a pair of OP old-school flaylocks, or TAC-AR weilding Cal Logi of yore.... or a (gasp) 1.7 tank. |
NK Scout
Storm Wind Strikeforce Caldari State
349
|
Posted - 2014.02.13 22:48:00 -
[135] - Quote
OZAROW wrote:NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2 Fix the bug where you can detonate while bleeding out Make the explosive disapear after you bleed out Keep the sticky explosives but no longer can they be placed on friendly vehicles MAYBE reduce radius by 1m.
Im sick of people abusing these thing in ambush, they just come in throw thier remote grenade and detonate even if you kill them.
Just to be clear, I only want these nerfed vs infantry, if you kill them you have no time to shoot thier body before they kill you. Your a FU(K!NG IDIOT! You mad bro? How long you been playing? Cuz you obviously suck if someone gets close enough to do that, PLUS IT'S NOT A GLITCH A$$HOLE, THEY HAVE WORKED THIS WAY SINCE THE DAWN OF TIME, I hope your wife screws your best friend you whinny little prick! Yea, no, its called they rush you in a tiny building and detonate almost instantly And a new glitch in 1.7 was detonating while down. Also nice to know your corp is filled with kids....
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Matticus Monk
Ordus Trismegistus
1179
|
Posted - 2014.02.13 22:49:00 -
[136] - Quote
OZAROW wrote: Your a FU(K!NG IDIOT!
You mad bro?
How long you been playing? Cuz you obviously suck if someone gets close enough to do that, PLUS IT'S NOT A GLITCH A$$HOLE, THEY HAVE WORKED THIS WAY SINCE THE DAWN OF TIME, I hope your wife screws your best friend you whinny little prick!
LOL! I always enjoy reading your posts, OZAROW. You always cut out all the fluff and strike at the bone without any consideration for politically correct terms or other such lily-daisy stuff.
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NK Scout
Storm Wind Strikeforce Caldari State
350
|
Posted - 2014.02.13 22:50:00 -
[137] - Quote
Matticus Monk wrote:OZAROW wrote: Your a FU(K!NG IDIOT!
You mad bro?
How long you been playing? Cuz you obviously suck if someone gets close enough to do that, PLUS IT'S NOT A GLITCH A$$HOLE, THEY HAVE WORKED THIS WAY SINCE THE DAWN OF TIME, I hope your wife screws your best friend you whinny little prick!
LOL! I always enjoy reading your posts, OZAROW. You always cut out all the fluff and strike at the bone without any consideration for politically correct terms or other such lily-daisy stuff. I loled at his post......ah so funny.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Nothing Certain
Villore Sec Ops Gallente Federation
229
|
Posted - 2014.02.13 22:56:00 -
[138] - Quote
NK Scout wrote:Nothing Certain wrote:NK Scout wrote:Sgt Buttscratch wrote:Quote:Anything that instakills needs drawbacks
And you are so stupid, you cant finish them if they detonate right after they are dead, and some people need to reload or use a ScR, so we cant, and lol they rush at you, and if you kill them, they kill you which is unfair and makes remotes op They have drawbacks. when you have them in your hand, you are defenseless. to get them to work you need to bum rush in very close...defenseless. Their killing power comes from people not paying attention, If you see a scout flying into the room not shooting..... what is he doing? wearing fancy suits does not stop you from getting OHK'd, cheap shotted, it just means you have more at risk. YOUR RISK, YOUR CHOICE. The remote guy has no risk Cheap suits to overpoweredly kill my 132k isk suit without any effort Ahh, I understand now. You sound like one of the bad tankers, no one should be able to kill me unless they go pew pew and have a suit like mine. No, im just saying not with a insta kill contact grenade, im fine if they were better and used a gun, but they werent and used a insta kill device
But you haven't made any case about why they are bad or unfair other than they kill you and you don't like it. The only thing that might seem a legitimate argument is that they shouldn't be able to be activated while bleeding out while no other weapon or tool has this ability.
Because, that's why.
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Jebus McKing
Molon Labe. General Tso's Alliance
300
|
Posted - 2014.02.13 22:59:00 -
[139] - Quote
NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2 Fix the bug where you can detonate while bleeding out Make the explosive disapear after you bleed out Keep the sticky explosives but no longer can they be placed on friendly vehicles MAYBE reduce radius by 1m.
Im sick of people abusing these thing in ambush, they just come in throw thier remote grenade and detonate even if you kill them.
Just to be clear, I only want these nerfed vs infantry, if you kill them you have no time to shoot thier body before they kill you. If detonating remotes while bleeding out is a bug then it has to be fixed. If it is a mechanic then CCP should think about removing that because even though I really like to use remotes I think that mechanic is kinda stupid. There is nothing else that can be triggered while bleeding out except remotes.
As for the rest of your proposed changes I have to say no. Remotes already got their arming time increased a while ago and I honestly think that remotes at the moment are one of the few things that are actually quite balanced in this game.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Nothing Certain
Villore Sec Ops Gallente Federation
229
|
Posted - 2014.02.13 23:01:00 -
[140] - Quote
NK Scout wrote:Beyobi wrote:First of all, why are you letting these guys get withing a 40 meter radius? That would be your first problem, keep the enemy away by ALL means necessary, including retreat or tactically falling back. Maybe find someone to run with to watch your back?
Second, you really can't throw RE's that far, 10 feet tops. If you look over your shoulder once in a while I won't be able to stand behind you and drop them at your feet. I hear there is a squad finder that will put you with people to cover your ass. May be worth checking out.
As for Nerfing RE's vs Infantry.... you have a lack of mentality here. If it can blow up a tank, it can sure as hell obliterate a mass of lesser volume.
If your ***** is still hurting I strongly advise a trip to the OB/GYN.
Have you ever been trapped in a building? And its called balance
You always have the option of using them yourself . I have a fit that has them but I have yet to find them more effective than a rifle. They are mostly just fun and I don't use them much and can't get away with it like I see guys doing to me.
Because, that's why.
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Nothing Certain
Villore Sec Ops Gallente Federation
230
|
Posted - 2014.02.13 23:12:00 -
[141] - 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.
Why do you think a "gun game" is the only way people should play? Go read the little article defining "scrubs".
Because, that's why.
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Nothing Certain
Villore Sec Ops Gallente Federation
230
|
Posted - 2014.02.13 23:17:00 -
[142] - Quote
J4yne C0bb wrote:Teilka Darkmist wrote: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. They should be allowed to be, let say "tossed", so you can get them on a wall or ceiling. 1-2 meters at most. Not throwable. Grenades are throwable, that's what they are freakin' for. RE's are not. Teilka Darkmist wrote: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. I don't agree. All enemy equipment is visible if you are close enough, and REs break that rule. However, I'd settle for scanable, that's a fair compromise -- and no, it would not negate their use as traps. It would require the trap layers to "get gud" at laying their traps, like it was before, which is what the FOTM RE players in this thread are telling those players who are tired of RE spam -- to that I say, make REs visible within their blast radius, and "get gud" right back at ya.
Making RE's scannable makes no sense. Yes, they are different than other equipment, that is what they are designed for. Why do you want to remove anything besides rifles?
Because, that's why.
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Aggrohim
Molon Labe. General Tso's Alliance
8
|
Posted - 2014.02.13 23:18:00 -
[143] - Quote
No because jihod Jeep is the only way to kill proto tankers
LvL 5 Combat Rifle // 4.0 mil SP // Amar Logi
Former Knights of Ender Recruiter and Personal manager
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buzzzzzzz killllllllll
TRA1LBLAZERS
258
|
Posted - 2014.02.13 23:20:00 -
[144] - Quote
Chuckles Brown wrote:Pump the mudda f*ckin' brakes, son!
The only thing REs need is the detonation after death bug fixed. If you're bleeding out, you aren't allowed to still fire your gun, or use equipment of any other kind, so REs should no exception.
They are great equalizers in battle, and require more skill, risk, and action than MDs and nades.
They probably should be moved to the grenade slot, or not replaceable by Supply Depots & Nanohives. I don't get Uplinks and Nanohives restored, REs shouldn't be able to either if they are to be treated as equipment and not weaponry.
At this point in time, if you're still falling for RE traps, then you need to evolve your game to a higher level.
actually, other equipment works while bleeding out, non rep nanohives still restore your ammo while your down, so if u get rezzed you are already at full health, and also, its not a bug its logic if u get almost killed but your still consious you can move your ******* finger to detonate something |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1593
|
Posted - 2014.02.13 23:20:00 -
[145] - Quote
NK Scout wrote: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 Um, I think you're projecting upon me what is true about yourself.
Rushing you and dropping an RE is as much of a trap as it is to place it on a letter or place it near a corner or place it on a red LAV.
If you suck so much that you can't put them down before they get the RE dropped, or can only incapacitate them and not kill before they can detonate.
Well, sucks to be you I guess, they've trapped their body you shouldn't have been so close to them.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1593
|
Posted - 2014.02.13 23:22:00 -
[146] - Quote
Aggrohim wrote:No because jihod Jeep is the only way to kill proto tankers When did they add PRO tanks?
Wow, I thought I'd hear shouts of joy from Tankers all across the forums when that happened.
I guess they're just keeping subdued since they don't want to cause anymore QQ than MLT and STD ones already do.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Vesperz
D3M3NT3D M1NDZ The Umbra Combine
29
|
Posted - 2014.02.13 23:22:00 -
[147] - Quote
Bwahaha. I set traps, I suicide screaming "Freedoooom!!!" as I take a group of three or four with me. Love my RE's, love the tears of protos even more though.
Live by honor, kill by stealth.
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OZAROW
0uter.Heaven
1407
|
Posted - 2014.02.13 23:25:00 -
[148] - Quote
NK Scout wrote:OZAROW wrote:NK Scout wrote:Increase the time it takes to arm the remote by 1 second or 2 Fix the bug where you can detonate while bleeding out Make the explosive disapear after you bleed out Keep the sticky explosives but no longer can they be placed on friendly vehicles MAYBE reduce radius by 1m.
Im sick of people abusing these thing in ambush, they just come in throw thier remote grenade and detonate even if you kill them.
Just to be clear, I only want these nerfed vs infantry, if you kill them you have no time to shoot thier body before they kill you. Your a FU(K!NG IDIOT! You mad bro? How long you been playing? Cuz you obviously suck if someone gets close enough to do that, PLUS IT'S NOT A GLITCH A$$HOLE, THEY HAVE WORKED THIS WAY SINCE THE DAWN OF TIME, I hope your wife screws your best friend you whinny little prick! Yea, no, its called they rush you in a tiny building and detonate almost instantly And a new glitch in 1.7 was detonating while down. Also nice to know your corp is filled with kids.... Yea well what's the difference , core nades an a nano hive, or a 300 HP scout with remotes? See you expect everyone to die coming into the room, if you were smart you would use remotes to trap the stairs so you can get out of the room an beat the crap out of the stupid idiot on your team farming war point by putting a link in a kill box an then off to go sniping!
FACTS YOU SHOULD KNOW BEFORE YOU MAKE STUPID LYING POSTS TO GET EVEN MORE STUPID PEOPLE TO HELP YOU ON YOUR STUPID CONQUEST ARE:
1. Remotes are a scouts counter to a steam rolling heavy an a pack of focus scanner try hards 2. Ever since beta the bleeding detonation has been the way they work, so don't stand in a stupid little box for 1, 2 don't be the cocky rr user at the doorway in a stupid fat suit an think your invincible, just cuz someone's faster an smarter than you doesn't mean u make endless threads till you get your way, BRAT 3. Pub stomppers deserve to get crushed by a 2300 isk scout bpo fit 4. Kno your bloody facts 5. KILL THE GUY DEAD DEAD, AND HAVE SOME BLOODY SITUATIONAL AWARENESS, YOUR IN A STUPID KILL BOX AND YOUR CRYING ABOUT A SCOUT BREACHING THE ROOM WITH REMOTES? Really!
I built my whole style around remotes an your post is only a way to prevent your stupidity in the game from being capitalized on, man give me a break, everything your explaining is wrong, from your make believe facts , right down to your ignorance of strategy!
Spawn in a new spot an get a uplink in a better spot, you have the power to change the match but because your either too lazy or stupid you want to nerf your kyrptonite, so the games easier for you?!
YOUR A PANSY!
Damn remotes will get a nerf to heavies in 1.8 due to heavie bonuses, so quit b!tchen about something that has worked perfectly since the day it was created, your posts now make you look like the biggest shyt player in dust, dude crys nerf cuz he's too dumb to play differently!
The definition of insanity is " doing the same thing over and over again expecting different results"!
People like you break this game, out of every OP THING IN THE GAME YOU GO AFTER WHAT KILLS YOU FROM YOUR OWN STUPIDITY?
Get some aim an make it blow up in the guys hands!
SUPER NOVA KNIFE SAIYAN 4
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1593
|
Posted - 2014.02.13 23:26:00 -
[149] - 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.
I've been running Demo since Chromosome was released.
Does that make me a FOTM player?
I know that I'm not and I still think your ideas are bad and you should feel bad.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Aggrohim
Molon Labe. General Tso's Alliance
8
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Posted - 2014.02.13 23:26:00 -
[150] - Quote
Alaika Arbosa wrote:Aggrohim wrote:No because jihod Jeep is the only way to kill proto tankers When did they add PRO tanks? Wow, I thought I'd hear shouts of joy from Tankers all across the forums when that happened. I guess they're just keeping subdued since they don't want to cause anymore QQ than MLT and STD ones already do. I Meant proto module tankers and STD tanks
LvL 5 Combat Rifle // 4.0 mil SP // Amar Logi
Former Knights of Ender Recruiter and Personal manager
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