Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sinboto Simmons
Sver true blood General Tso's Alliance
5593
|
Posted - 2014.03.31 00:44:00 -
[1] - Quote
The REs used to have a radius increase in chrome from basic-advanced-proto it was ninja nerfed from uprising 1.0.
There's now absolutely no change in the REs' radius from basic to proto, and with that no reason to run the proto version over standard 0, I run them from time to time for old times sake but to be honest that's the only reason.
The secondary description for the boundless still states that it increases radius, not so much in game.
This along with the continued lack of a damage increase, have impacted the effectiveness of REs VS armor.
The PMs have had this problem for far longer, we all know how ineffective a single set of PMs are.
And they beep, they do so little damage, and they beep....
I made an RE/PM thread long ago, most likely locked now, and it was even spotted by a DEV, but since then I've seen little change on these two problems. (though others have been fixed, which I'm thankful for)
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Garth Mandra
The Southern Legion League of Infamy
367
|
Posted - 2014.03.31 04:41:00 -
[2] - Quote
Do the higher tier REs arm faster? |
Sinboto Simmons
Sver true blood General Tso's Alliance
5595
|
Posted - 2014.03.31 04:46:00 -
[3] - Quote
Garth Mandra wrote:Do the higher tier REs arm faster? slightly, hardly anything to note.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
bacon blaster
BIG BAD W0LVES Canis Eliminatus Operatives
171
|
Posted - 2014.03.31 05:01:00 -
[4] - Quote
the problem with this is re spam. I see a lot of it, it's a cheap tactic, though valid, and already doesn't require that much skill. one half assed re and you can knock out an entire squad. How do you suggest countering this? |
Sinboto Simmons
Sver true blood General Tso's Alliance
5598
|
Posted - 2014.03.31 09:29:00 -
[5] - Quote
bacon blaster wrote:the problem with this is re spam. I see a lot of it, it's a cheap tactic, though valid, and already doesn't require that much skill. one half assed re and you can knock out an entire squad. How do you suggest countering this? and there comes in the problem, balance the RE without breaking the equipment, lets look at some suggestions we've seen around:
1: Manualy placing (stopping then dropping) reduces effectiveness against tanks (bad), makes setting traps a lot harder making you flank bait (bad?/good?), but may have a place: more radius for set REs (but same damage for those crafty tanks) less for thrown is an option.
2: Detonation timer, not the setting difference we have now but the detonation, the lower the tier the higher the timer for example: STD-2.5 ADV-2.0 PRO-1.5, in dust you really need just that second of warning to get out of dodge, this'll do that for infantry.
3:Just reducing throwing range: Let's face it, for an explosive that's ment to take out armor you're throwing that thing really damn hard don't you think....
Having all three would be too much of a traid off (in my opinion anyway) but having one (or two if done right) could balance it nicely.
now it's almost 5am, night.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Sinboto Simmons
Sver true blood General Tso's Alliance
5611
|
Posted - 2014.03.31 13:15:00 -
[6] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1249
|
Posted - 2014.03.31 17:01:00 -
[7] - Quote
Fun Fact - you can negate the short cooldown between dropping multiple REs by sprinting after dropping them. Learned this due to jihad jeep prep :) |
Sinboto Simmons
SVER True Blood General Tso's Alliance
5717
|
Posted - 2014.04.02 18:07:00 -
[8] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
anaboop
NECROM0NGERS Caps and Mercs
13
|
Posted - 2014.04.02 20:22:00 -
[9] - Quote
Ive been killed by a basic re at 12m, which i think is way to big a radius. |
Sinboto Simmons
SVER True Blood General Tso's Alliance
5723
|
Posted - 2014.04.02 20:36:00 -
[10] - Quote
anaboop wrote:Ive been killed by a basic re at 12m, which i think is way to big a radius. the person who detonated the RE was 12 meters away, the radius on all REs is 5 meters.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
|
anaboop
NECROM0NGERS Caps and Mercs
13
|
Posted - 2014.04.02 21:29:00 -
[11] - Quote
Sinboto Simmons wrote:anaboop wrote:Ive been killed by a basic re at 12m, which i think is way to big a radius. the person who detonated the RE was 12 meters away, the radius on all REs is 5 meters.
Ahhh that makes sense then, my bad haha. |
Sinboto Simmons
SVER True Blood General Tso's Alliance
5736
|
Posted - 2014.04.03 15:37:00 -
[12] - Quote
anaboop wrote:Sinboto Simmons wrote:anaboop wrote:Ive been killed by a basic re at 12m, which i think is way to big a radius. the person who detonated the RE was 12 meters away, the radius on all REs is 5 meters. Ahhh that makes sense then, my bad haha. There's no fault in not knowing something.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Sinboto Simmons
SVER True Blood General Tso's Alliance
5743
|
Posted - 2014.04.04 02:31:00 -
[13] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Harpyja
Molon Labe. General Tso's Alliance
1485
|
Posted - 2014.04.04 02:42:00 -
[14] - Quote
I don't understand why so many people think that proxies are avoidable because they beep and they deal too little damage.
You have to have really fast reaction time to either stop or kick up a hardener before you go over the proxies. Most of the time the proxies have already blown up under me by the time I realize that there were proxies. The only way where the beeping saves you is when you weren't going to end up over them in the first place. This would either be due to proxy positioning off to the side or I'm driving on the side of the road and not in the middle where the proxies are.
Also I rarely see proxies on the field so I am NOT prepared to react to them appropriately. I'd almost always trigger them and after that I'm cautious of that location but only until the end of the match. That said, I have very little knowledge of good proxy trap locations because I rarely encounter them. Each time I run over proxies is in a new location.
I was successfully blown up twice by proxies from full health (once from 3975 shield, the second from 5300 shield) in just one week's time. That may sound like very little, but given the fact that I've ran over only several sets of proxies, I'd say that that's a decently high success rate. I'm surprised why people just seem to refuse to use proxies.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Sinboto Simmons
SVER True Blood General Tso's Alliance
5772
|
Posted - 2014.04.05 02:50:00 -
[15] - Quote
^ will answer wnen not half dead an smashed
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Xaviah Reaper
Nyain San Dirt Nap Squad.
432
|
Posted - 2014.04.05 03:26:00 -
[16] - Quote
Sinboto Simmons wrote:The REs used to have a radius increase in chrome from basic-advanced-proto it was ninja nerfed from uprising 1.0.
There's now absolutely no change in the REs' radius from basic to proto, and with that no reason to run the proto version over standard 0, I run them from time to time for old times sake but to be honest that's the only reason.
The secondary description for the boundless still states that it increases radius, not so much in game.
This along with the continued lack of a damage increase, have impacted the effectiveness of REs VS armor.
The PMs have had this problem for far longer, we all know how ineffective a single set of PMs are.
And they beep, they do so little damage, and they beep....
I made an RE/PM thread long ago, most likely locked now, and it was even spotted by a DEV, but since then I've seen little change on these two problems. (though others have been fixed, which I'm thankful for)
after playing for 1 year, i can say i have literally never been killed by a PM :l ... issue?
Me IRL :)
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1375
|
Posted - 2014.04.05 09:09:00 -
[17] - Quote
I get proxy kills on tanks all the time. The trick is staking all three types on a single logi suit and droping them all in a contained area. The 13 mines I put out is far more than enough to kill any tank. (13*750=9750 damage for my little mound o' joy). In PC that number is much larger since I stack RE's around a single proxy (5*750+1500*9=17250 damage for all my proxies and RE). This message has been brought to you by KABOOM!
Proxies are fine. RE are find but need a reduced throw distance that crap is stupid.
Fun > Realism
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1375
|
Posted - 2014.04.05 09:10:00 -
[18] - Quote
oops repeat post.
Fun > Realism
|
Sinboto Simmons
Sver true blood General Tso's Alliance
5895
|
Posted - 2014.04.17 04:19:00 -
[19] - Quote
Mobius Kaethis wrote:I get proxy kills on tanks all the time. The trick is staking all three types on a single logi suit and droping them all in a contained area. The 13 mines I put out is far more than enough to kill any tank. (13*750=9750 damage for my little mound o' joy). In PC that number is much larger since I stack RE's around a single proxy (5*750+1500*9=17250 damage for all my proxies and RE). This message has been brought to you by KABOOM!
Proxies are fine. RE are find but need a reduced throw distance that crap is stupid. The idea that proximity mines are fine because setting down 13 of them can kill a tank seems.......off to me.
The PMs have 4 problema in my eyes:
Damage: no damage increase from STD to PRO, same as RE.
Beeping when driven up to: whith such a pathetic damage output youd think they wouldn't have a built in warning system........
No 'proxi' in these proximity mines: land mines would be more accurate to describe them, they only detonate when driven directly over.
Radius: so small the damage can be negated by driving over them too fast.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Galvan Nized
Deep Space Republic
896
|
Posted - 2014.04.17 07:00:00 -
[20] - Quote
The reason to run higher tier remotes is carrying more, at Pro you carry 4 rather than 3. Plus the arming time is reduced, it is noticeable but I can understand when your frantically pressing detonate it doesn't seem so.
REs are pretty good, not a lot wrong with them other than Adv being extremely pointless unless you're guarding objs. Greater damage only makes them better for tanks and radius probably makes them too strong against infantry.
Proxies are abysmal bad, I mean really bad. They do trivial damage and are bugged terribly. It shouldn't take 7+ to kill a tank. And if they are scannable (heard they are but haven't tested) then they are worthless. They are bugged where if you go quick enough they do absolutely no damage to your vehicle. They need something desperately, increased damage is a start. |
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1408
|
Posted - 2014.04.17 12:47:00 -
[21] - Quote
Sinboto Simmons wrote:Mobius Kaethis wrote:I get proxy kills on tanks all the time. The trick is staking all three types on a single logi suit and droping them all in a contained area. The 13 mines I put out is far more than enough to kill any tank. (13*750=9750 damage for my little mound o' joy). In PC that number is much larger since I stack RE's around a single proxy (5*750+1500*9=17250 damage for all my proxies and RE). This message has been brought to you by KABOOM!
Proxies are fine. RE are find but need a reduced throw distance that crap is stupid. The idea that proximity mines are fine because setting down 13 of them can kill a tank seems.......off to me. The PMs have 4 problema in my eyes: Damage: no damage increase from STD to PRO, same as RE. Beeping when driven up to: whith such a pathetic damage output youd think they wouldn't have a built in warning system........ No 'proxi' in these proximity mines: land mines would be more accurate to describe them, they only detonate when driven directly over. Radius: so small the damage can be negated by driving over them too fast.
I have not seen driving quickly work to negate proxies for two builds now.
Additionally the low damage output is fine since you are going to drop a load of the little buggers trying to make it impossible for tanks/LAVs to get past anyway. If they were strong enough to kill a tank with a stack of 3 then you will would still need the large numbers on the ground to ensure that your target hit them.
The beeping doesn't really help most vehicle drivers since it is only noticable if you are really listening for it and not making too much noise (ie not hauling butt in your vehicle or shooting at anything). I have only once seen a vehicle avoid my sprawling tank traps and that was more of an issue with poor placement (right by a corner so the tank in question was slowing down, and thus could hear the beeping, prior to navigating the turn).
Fun > Realism
|
Sinboto Simmons
Sver true blood General Tso's Alliance
5910
|
Posted - 2014.04.18 03:57:00 -
[22] - Quote
Mobius Kaethis wrote:Sinboto Simmons wrote:Mobius Kaethis wrote:I get proxy kills on tanks all the time. The trick is staking all three types on a single logi suit and droping them all in a contained area. The 13 mines I put out is far more than enough to kill any tank. (13*750=9750 damage for my little mound o' joy). In PC that number is much larger since I stack RE's around a single proxy (5*750+1500*9=17250 damage for all my proxies and RE). This message has been brought to you by KABOOM!
Proxies are fine. RE are find but need a reduced throw distance that crap is stupid. The idea that proximity mines are fine because setting down 13 of them can kill a tank seems.......off to me. The PMs have 4 problema in my eyes: Damage: no damage increase from STD to PRO, same as RE. Beeping when driven up to: whith such a pathetic damage output youd think they wouldn't have a built in warning system........ No 'proxi' in these proximity mines: land mines would be more accurate to describe them, they only detonate when driven directly over. Radius: so small the damage can be negated by driving over them too fast. I have not seen driving quickly work to negate proxies for two builds now. Additionally the low damage output is fine since you are going to drop a load of the little buggers trying to make it impossible for tanks/LAVs to get past anyway. If they were strong enough to kill a tank with a stack of 3 then you will would still need the large numbers on the ground to ensure that your target hit them. The beeping doesn't really help most vehicle drivers since it is only noticable if you are really listening for it and not making too much noise (ie not hauling butt in your vehicle or shooting at anything). I have only once seen a vehicle avoid my sprawling tank traps and that was more of an issue with poor placement (right by a corner so the tank in question was slowing down, and thus could hear the beeping, prior to navigating the turn). Ah ha I counter your counter with a counter:
The proximity minds do infact do no damage if driven over fast enough, this happened to me the other day , I will note however this seems to be lag related more than anything, but even without said lag the half second delay is enough time for the vehicles to avoid the bulk of the damage from a PM field.
The damage, 750, from STD to PRO is absolutely atrocious, I'm not asking for RE levels of damage but a nice boost from 750-800, 50 damage added per tier, would improve the PM greatly and promote use of the higher tiers.
I've said it before and I'll say it again, balancing something over the thought of: it's fine you just need multiple sets/this equipment/along with this!, is incredibly wrong in my opinion, I've said the same about certain weapons in the past as well: MDs, and lasers for example.
As for the beeping: as an ex tanker I had absolutely no problem hearing out the PMs, having spoken to other current day STB tankers they seem to have no problem hearing them now either, after having heard them in uprising I can honestly say it's extremely easy to pick out no matter the situation and no experienced tanker will drive over them unless they're occupied (PMs in front of another tank) or it's well placed (PMs dropped behind a tank as said tank is fighting your guy's tanks)
I now ask for your counter, counter, counter argument.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Sinboto Simmons
SVER True Blood General Tso's Alliance
5925
|
Posted - 2014.04.19 06:00:00 -
[23] - Quote
Bump
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
Thurak1
Psygod9 D.E.F.I.A.N.C.E
553
|
Posted - 2014.04.19 07:18:00 -
[24] - Quote
I havent used proxy mines myself but i have seen them in action. A teamate put 5 down in the road because there was a few lav's driving around being a pain in the neck. The Lav drove right over all 5 mines and they went off, but they went off far too late and only did minimal damage to the lav (about 1/4 of its shields were gone) So i agree for a anti vehicle weapon proxy are garbage. I have seen this type of thing happen multiple times now.
Remotes honestly infuriate me. I can't count how many times i have been killed by RE Frisbee's. |
Sinboto Simmons
SVER True Blood General Tso's Alliance
5937
|
Posted - 2014.04.21 17:09:00 -
[25] - Quote
Bump
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
|
|
|
Pages: 1 :: [one page] |