Yan Darn wrote:low genius wrote:
this is kind of a stretch. is there anything else you can do in game while you're bleeding out? you certainly can't bring up your equipment radial, or drop an orbital, or hack an objective. you can't call in a vehicle, or recall a vehicle, or do anything else that affects the game.
There are arguments valid for consideration, but this isn't one of them.
Shotgun: is there anything else in the game that Reloads individual rounds instead of a full clip (and does more damage than stated?).
ScR: is there any thing else in the game that lets you charge up and do more damage than normal?
Injectors: is there anything else in the game that lets you use it in a context sensitive way instead of manually equipping it? As well as giving you a special indicator that shows who it can be used on...
Proximity mines: is there anything else in the game that detonates automatically when an enemy is near by?
The 'things that are unique are broken/OP!' argument is poor.
This is disingenuous at best.
First off, the Charge Sniper negates your second point.
accepted- forgot about that - nearly included PLC as needing spool up time since I don't use RR and nearly forgot about that too (though can you hold a charge sniper shot? - genuine question)Shotgun damage is listed correctly. Pellet count is not listed, to the best of my knowledge. CCP's history of incredibly poor stat disclosure isn't even relevant. Do you know how long it took for them to give us shield resistance calculations in the fitting screen, when we'd had armour for a while yet? Strawman.
you say strawman, but purposefully ignored the first point of reloading individual rounds - omit the part about pellet count not being listed if you like - but my point about it being the only weapon that does it still stands. Remember, my argument is that the proposition 'no other X can do Y - therefore no X should do it' is not valid one.Injector? A requested feature, i.e. provably not a bug. And comparing context-sensitive convenience to a guaranteed kill? Strawman
again look above RE: the point of making these examples- and again you call strawman, yet claim REs are a guaranteed kill
I know I hardly ever fall for it, and I know it doesn't always work for me (its a situational plan B at best usually - if somebody was only ever aiming to suicide, they are probably not good enough to succeed anyway).Proximity mines? Well, we don't call them 'detonate after a death has been added to your profile' explosives, so that argument is not strictly valid. Strawman.
but still the only device that activates in proximity to an enemy vehicle - again, I'm reminding the poster that just because something is the only item/weapon that can do something in a specific manner, doesn't mean it shouldn't be able to do it.More importantly, the effects and abilities of each weapon are listed pretty clearly, even if their stats are not.
The game considers the point at which your clone has been 'downed' a death. This is pretty clear, considering that one is added to your profile.
i'm not near a ps3 to look up specific examples of this not quite being the case, since I'm being lazy, if no one else can think of of an example to counter this for me, fine - though I guess nowhere in the injector description does it say you can use the item without equipping it and that an icon will show up when it can be used...The fact that the RE has an undisclosed 'feature' that essentially awards the user a free kill is somewhat game-breaking.
There is no item in the game that allows action after death, let alone killing an enemy.
so just to beat a dead horse here - the whole 'but no other item can...' Argument just isn't a good one - it's not as if im saying there is no reason to 'fix' the dead mans switch. This just isn't a good one.If Remote Explosives had an indicator in the way that a grenade does, this might be a legitimate argument. They do not. It is not.
It is incredibly easy to miss the person sprinting up behind you and dropping a remote.
It is unreasonable to expect that I can not only somehow 'know' the location of your dampened suit that moves 50% faster than mine (or double mine, depending on fitting). It is unreasonable to expect that I can see the remote explosive you have placed at my feet when my field of view doesn't even extend that far.
you don't mention the the dead mans trigger here - that just sounds like a scout sneaking up on you and placing RE - that definitely is working as intended and you to need to improve your situational awareness.It is especially unreasonable to expect it of a Heavy Suit, who often is unable to escape the radius of the explosion before detonation.
it's a counter to slow heavily armoured targets - in the days of tanks and sentinels(+RR), it is not surprising more people are equipping REs, though the life of DUST 514 has been plagued by weapons (rifles) that are good in most situations, so people complaining about the effectiveness of a counter when used correctly seems understandable It is a fallacy to compare an item that rewards a free kill to essentially pretty skill-free use (it happened to me in my heavy suit today. The person who did it to me? 3/11 or something like that) to the normal and fully-disclosed functioning of most other weaponry.
free kills for no effort or skill!!? I'm really hoping this an elaborate troll post to encourage me to strengthen my argument...of course stomp Corps in ambush are infamous for using REs to dominate noobs, and when ever I see RE kills in the feed I always think 'damn - well we'll struggle against these FoTM abusers'...