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Hagintora
Chatelain Rapid Response Gallente Federation
261
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Posted - 2014.03.01 07:45:00 -
[31] - 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. |
bogeyman m
Krusual Covert Operators Minmatar Republic
128
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Posted - 2014.03.02 05:28:00 -
[32] - Quote
killertojo42 wrote:Then a downed clone needs an animated as proof of life so i know to continue shooting which i will do
Although no animation, currently your reticle will change colour if the clone is still revivable. |
bogeyman m
Krusual Covert Operators Minmatar Republic
128
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Posted - 2014.03.02 05:33:00 -
[33] - Quote
Hagintora wrote: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?
Agreed... Plus reduce their throwing distance. REs should be placed or dropped, not thrown like Frisbees... That's what grenades are for.
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Hagintora
Chatelain Rapid Response Gallente Federation
269
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Posted - 2014.03.02 07:03:00 -
[34] - 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. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1793
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Posted - 2014.03.02 07:52:00 -
[35] - Quote
Hagintora wrote: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 Pay more attention, the sight stays red if they're still there. Keep shooting til white.
EDIT: Also, working as intended, the recent heavy spam is what is the cause of this. REs are good AI and AV weapons, though with 1.8 around the corner and the new suits, they will become less of a threat.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Closed Beta Bittervet Bomber
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abarkrishna
WarRavens
324
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Posted - 2014.03.02 08:03:00 -
[36] - Quote
Something killed me it's OP! Nerf it hard!
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
791
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Posted - 2014.03.02 15:14:00 -
[37] - Quote
The biggest thing REs need is a bigger blast radius and reduced online time, oh and maybe a free slushie with every use and a ginormous magnet that will pull maddys from across the field to them so that they can then be exploded in close proximity to the maddy...
They work fine and fixing them is simple, more damage for higher levels, at proto it should only take one RE to blow up a tank.
LogiGod earns his pips
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
791
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Posted - 2014.03.02 15:17:00 -
[38] - Quote
bogeyman m wrote:Hagintora wrote: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? Agreed... Plus reduce their throwing distance. REs should be placed or dropped, not thrown like Frisbees... That's what grenades are for. An RE is flat and has a perfect surface and surface area to fly like a frisbee, stop chasing me and I will stop throwing them and place them at your feet instead.
LogiGod earns his pips
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axis alpha
Red Star. EoN.
239
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Posted - 2014.03.02 16:43:00 -
[39] - Quote
Man just when I thought cry babies had nothing else to cry about....
Show me war.
Show me pestilence.
Show me the blood red hands of retribution.
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TheD1CK
Dead Man's Game
869
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Posted - 2014.03.02 23:27:00 -
[40] - Quote
I'm not complaining..... What I am asking for is a valid reason to run higher tier RE Because atm with how they function, any tier will almost do the same job ...
And I will also point out at the beginning of 1.7, a HAV took 3 RE's job done Since then there has been an un-mentioned 'nerf' by CCP as that no longer works Maybe guys are fitting better tanks, but I don't think so as this is even the case with MLT HAV
Plasma Cannon performs its suppresion/area denial role perfectly
Pity dust players only perform one role - slaying
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General12912
Gallente Marine Corps
76
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Posted - 2014.03.03 05:09:00 -
[41] - Quote
there is nothing wrong with RE's aside from that pesky bug where it can be activated while incapacitated (really CCP??).
RE's traps are actually pretty risky to use. especially during the laggy fights. sometimes you only have the time to activate them mili-second before you are dead, as its difficult to switch to equipment mid-firefight.
just be more aware of your surroundings, and if youare in a firefight and your opponent turns into a corner mid-fight, sometimes its best if you disengage and not fall for the trap he/she is baiting you into. i have been on both sides of the coin. i use RE's but i also have outsmarted other RE users. Just keep your calm even in a fightand your head will be more aware of stuff like RE traps. i think RE users are acually getting relly creative and finding other uses for them. it used to be people only used them to booby-trap cannons/objectives. now we see LAV's even being set to blow at the touch of a button. smart idea actually.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
798
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Posted - 2014.03.04 14:06:00 -
[42] - Quote
TheD1CK wrote:I'm not complaining..... What I am asking for is a valid reason to run higher tier RE Because atm with how they function, any tier will almost do the same job ... And I will also point out at the beginning of 1.7, a HAV took 3 RE's job done Since then there has been an un-mentioned 'nerf' by CCP as that no longer works Maybe guys are fitting better tanks, but I don't think so as this is even the case with MLT HAV I've been noticing this as well, but 3 to take a tank down? The damage from both the basic variant and the advanced are the same, it should really progress to higher damage levels for higher meta of gear in this case. That or better throw range, afixed to a hover disc etc.
LogiGod earns his pips
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