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Hagintora
Chatelain Rapid Response Gallente Federation
243
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Posted - 2014.02.27 20:59:00 -
[1] - Quote
killertojo42 wrote:Honestly just remove letting guys detonate REs while dead, i'm a rapid assault guy and almost no RE user has killed me while still breathing, this isn't call of duty with dead man's switch and , last stand, dead is dead
If he can be revived, he's not dead. If he can be revived, he's still a threat. If he's dead, he can't activate RE's. If he's dead, he can't be revived. There is adifference between a downed Clone, and a dead Clone. |
Hagintora
Chatelain Rapid Response Gallente Federation
243
|
Posted - 2014.02.27 21:05:00 -
[2] - Quote
killertojo42 wrote:Then a downed clone needs an animated as proof of life so i know to continue shooting which i will do
This I would agree with |
Hagintora
Chatelain Rapid Response Gallente Federation
245
|
Posted - 2014.02.27 21:10:00 -
[3] - Quote
TheD1CK wrote:Awry Barux wrote:Alternately, what if all REs have a base capacity of 1, and the skill increased the number carried by 1 per level excluding the first? While basic REs should be, and are, worse than the boundless ones, nerfing the damage is going to make them all but useless without proto, and that's also not how it should work. By changing the capacity we can cut down on spam while keeping them useful at STD. I like that idea, but what I suggested would only effect players with minimal SP in RE The bonus would make STD RE deal higher damage with skills invested... But either of these can idea's can provide a solution to RE QQ
You could always do both. Have the Explosives Skill increase DMG, and the Demolitions Skill increase capacity. |
Hagintora
Chatelain Rapid Response Gallente Federation
247
|
Posted - 2014.02.27 21:27:00 -
[4] - Quote
killertojo42 wrote:The biggest thing REs need is a decrease in blast radius, i need to look but REs have nearly as much if not more explosive range than locus grenades, they're also a concussive and not fragmentation device, decrease range but not power and it becomesa sspecialized demolitions device
RE's have a 5m blast radius. It's the same size, STD to PRO. Locus 'Nades are 5m at Militia/STD, and increase to 7.5 at PRO, |
Hagintora
Chatelain Rapid Response Gallente Federation
250
|
Posted - 2014.02.27 21:56:00 -
[5] - Quote
OK, taking the suggestions made into account, I propose this:
Reduce base damage to RE's to 1200.
Explosives Skill will increase damage by 5% per lvl, giving us a 1500 maximum at lvl 5.
Demolitions Skill will increase carrying capacity by 1 at lvl 3, and again at lvl 5.
STD RE's will have a base carrying capacity of 1 (3 with max skills), and a blast radius of 3m. ADV will have a base carrying capacity of 2 (4 with max skills), and a blast radius of 4m. PRO will have a base carrying capacity of 3 (5 with max skills), and a blast radius of 5m.
What say you? |
Hagintora
Chatelain Rapid Response Gallente Federation
254
|
Posted - 2014.02.28 01:07:00 -
[6] - Quote
People are still going to have to be cautious, and have good situational awareness, but this also makes 2 skills something more than just SP dumps. It also gives us RE users a reason to carry higher tier RE's. Once you've capped you skills, there won't be that much difference to what we have right now, it's gonna take people a little longer to get there is all. |
Hagintora
Chatelain Rapid Response Gallente Federation
261
|
Posted - 2014.03.01 07:45:00 -
[7] - Quote
Galvan Nized wrote:Don't change REs, they are fine. Who is complaining about these in any regard except after downed?
You limit the number you can carry, bye bye any chances for AV with them. I shouldn't have to fully skill to have a chance to kill a tank.
There is already a reason to go proto: you carry more, have more active, and quicker activation.
The dead man switch is odd, if it was intentional say so, if not get rid of it. The only real time you can death charge is when you know your opponent is just standing there. Don't back yourselves into corners and you'll never die to a death charge.
I understand where you're coming from in regards to AV, but I don't think you're looking the big picture. What's going to happen to the effectiveness of the RE when ADV and PRO tanks roll off the line? Do you really think that 3 or 4 RE's are going to take those down? The proposed idea at least gives RE users a chance against these higher tier HAV's, and keeps them as a viable (if dangerous) AV option.
Yes, newer players, or those just starting to pick up the Demolitions Skill will be limited in capacity, but that just means they'll be focusing on the anti-personnel aspect of it's use. As they skill further in, they can start to take on bigger targets, and earn bigger rewards. But, as with most other things in this game, it is something that must be earned. |
Hagintora
Chatelain Rapid Response Gallente Federation
269
|
Posted - 2014.03.02 07:03:00 -
[8] - Quote
RE's seem to have the same issues as the other equipment types do (hives, uplinks). Sometimes when you deploy them they just drop at your feet, and other times they seem to have a 3-4 meter range. Sometimes they hit the ground and stop, and other times they seem to slide accross the ground as if on ice. No one complains about uplinks and hives, because they can't kill you, but next time you play, watch how these two behave.
I will say right now that the "frisbee RE" problem I see people complain about is an equipment deployment problem. Fix how equipment is deployed, and you fix RE's. |
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