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The Headless Horseman
Paladin Survey Force Amarr Empire
148
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Posted - 2014.04.04 19:41:00 -
[1] - Quote
I always see tanks driving around with friendly re's all over it. I guess people don't know that you can STILL blow up the tank after you die. Here's how/why. You are permitted to have so have so many re's active at a time. If you die after placing re's but before detonation, simply spawn in the "same suit" in a safe location. Then detonate your previous re's. If you lay news ones, the old ones will cancel out. Some will say this is 'unfair' but really its not. The driver has enough time to recall before respawn. Tankers will really hate me now. If you found this info useful, feel free to send me iskies! :)
Signed, Sealed, Delivered
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Chris F2112
Pradox One Proficiency V.
562
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Posted - 2014.04.04 19:58:00 -
[2] - Quote
I've always thought of this as a dumb glitch but it probably actually makes sense in the context of the game.
If you can still detonate while dead that's dumb though. |
One Eyed King
Land of the BIind
924
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Posted - 2014.04.04 20:02:00 -
[3] - Quote
You can no longer detonate while bleeding out.
Uplinks and nanohives also continue to exist after death.
This is as it should be.
Looking for the scout hangout?
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
728
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Posted - 2014.04.04 20:09:00 -
[4] - Quote
If you don't have enough, its useful as a means to mark a tank. That's why I usually leave them on there, at least until I get a Forge or a tank to assist.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Llast 326
An Arkhos
2751
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Posted - 2014.04.04 20:12:00 -
[5] - Quote
Sometimes mine are still on their because I have to hunt the HAV down to flux it's shields so when i detonate it will die. They sometimes just run off on me, or kill me before I can detonate.
KRRROOOOOOM
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The Headless Horseman
Paladin Survey Force Amarr Empire
148
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Posted - 2014.04.04 20:20:00 -
[6] - Quote
Llast 326 wrote:Sometimes mine are still on their because I have to hunt the HAV down to flux it's shields so when i detonate it will die. They sometimes just run off on me, or kill me before I can detonate. Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage.
Signed, Sealed, Delivered
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Gotmy Tightpantson
S.e.V.e.N. General Tso's Alliance
26
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Posted - 2014.04.04 20:23:00 -
[7] - Quote
Noob questions here but youre saying that as long as you respawn in the same suit that tossed them in the first place and dont toss out any new ones you can still set off the old ones? SWEET!
Are you drinking my saki kimosabe?!
http://youtu.be/Nv7Ts4v5_Bs
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One Eyed King
Land of the BIind
927
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Posted - 2014.04.04 20:30:00 -
[8] - Quote
Gotmy Tightpantson wrote:Noob questions here but youre saying that as long as you respawn in the same suit that tossed them in the first place and dont toss out any new ones you can still set off the old ones? SWEET!
Yes.
Looking for the scout hangout?
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Leadfoot10
Molon Labe. General Tso's Alliance
1027
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Posted - 2014.04.04 20:33:00 -
[9] - Quote
I don't think I like the dynamic of explosives living on after the death of the clone that put them down.
That said, I do appreciate you pointing it out -- I wasn't aware of it (I don't use explosives). |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2141
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Posted - 2014.04.04 20:37:00 -
[10] - Quote
I never understood why your deployed equip should cease to exist because you died. I like it how it's currently. And also makes sense because with our deaths we just spawn in a new clone and we're still we lore wise. We don't spawn as a new soldier like in CoD for example.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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One Eyed King
Land of the BIind
928
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Posted - 2014.04.04 20:40:00 -
[11] - Quote
Leadfoot10 wrote:I don't think I like the dynamic of explosives living on after the death of the clone that put them down.
That said, I do appreciate you pointing it out -- I wasn't aware of it (I don't use explosives).
There are draw backs. You can only use so many pieces of that equipment as was pointed out earlier, so its not like you get 6 REs on the field instead of 3.
Also, we don't get the option of picking which to detonate. So if I have REs at A, B, and C, and someone is hacking C, I blow all 3, and now have to replace them all instead of just the one. So its not like they are without drawbacks.
If you don't like REs, I suggest carrying flux grenades. They take out any REs without detonating them and killing whomever is near.
Looking for the scout hangout?
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Llast 326
An Arkhos
2753
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Posted - 2014.04.04 20:41:00 -
[12] - Quote
The Headless Horseman wrote:Llast 326 wrote:Sometimes mine are still on their because I have to hunt the HAV down to flux it's shields so when i detonate it will die. They sometimes just run off on me, or kill me before I can detonate. Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage. Yes, i am aware, but practicality of doing so is not always an option. Here's a write up I did awhile back please add any other thoughts.
KRRROOOOOOM
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J0LLY R0G3R
Dirt Nap Squad.
693
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Posted - 2014.04.04 20:41:00 -
[13] - Quote
There is zero reason to detonate said RE's unless you know they are going to help bring the tank to its demise.
++++Gimme Back my SG RoF++++
XD Indeed, chase me friend XD
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Llast 326
An Arkhos
2753
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Posted - 2014.04.04 20:44:00 -
[14] - Quote
J0LLY R0G3R wrote:There is zero reason to detonate said RE's unless you know they are going to help bring the tank to its demise. Burn em all
KRRROOOOOOM
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Scout Registry
Nos Nothi
1981
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Posted - 2014.04.04 20:45:00 -
[15] - Quote
J0LLY R0G3R wrote:There is zero reason to detonate said RE's unless you know they are going to help bring the tank to its demise. Or to pop the driver while he recalls in "safety" ... |
Awry Barux
Ametat Security Amarr Empire
1613
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Posted - 2014.04.04 20:50:00 -
[16] - Quote
J0LLY R0G3R wrote:There is zero reason to detonate said RE's unless you know they are going to help bring the tank to its demise. You can often scare them into popping hardeners afterwards even if no AV is around. Might as well detonate.
Nerdier than thou
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calisk galern
BurgezzE.T.F General Tso's Alliance
2314
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Posted - 2014.04.04 20:55:00 -
[17] - Quote
The Headless Horseman wrote:I always see tanks driving around with friendly re's all over it. I guess people don't know that you can STILL blow up the tank after you die. Here's how/why. You are permitted to have so have so many re's active at a time. If you die after placing re's but before detonation, simply spawn in the "same suit" in a safe location. Then detonate your previous re's. If you lay news ones, the old ones will cancel out. Some will say this is 'unfair' but really its not. The driver has enough time to recall before respawn. Tankers will really hate me now. If you found this info useful, feel free to send me iskies! :)
this isn't a glitch, re's just don't dissapear like they do in battle field here.
the glitch was when you could trigger them while laying on the ground bleeding out.
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LT apparition
Molon Labe.
68
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Posted - 2014.04.04 20:59:00 -
[18] - Quote
They Shouldn't Remove The Ability To Detonate after being dropped.. because your clone is still alive actually... until it says " Terminated" so keeping the Deadman's Trigger should be left in..
Hell Has No Demon, I Can't Over-Come. I Make the Devil Him-self Turn And Run!
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Rizlax Yazzax
Molon Labe. General Tso's Alliance
153
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Posted - 2014.04.04 21:00:00 -
[19] - Quote
The Headless Horseman wrote:I always see tanks driving around with friendly re's all over it. I guess people don't know that you can STILL blow up the tank after you die. Here's how/why. You are permitted to have so have so many re's active at a time. If you die after placing re's but before detonation, simply spawn in the "same suit" in a safe location. Then detonate your previous re's. If you lay news ones, the old ones will cancel out. Some will say this is 'unfair' but really its not. The driver has enough time to recall before respawn. Tankers will really hate me now. If you found this info useful, feel free to send me iskies! :)
I thought this was common knowledge. Been like it as far as I can remember. |
Denak Kalamari
Intaki Liberation Front Intaki Prosperity Initiative
1442
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Posted - 2014.04.04 21:01:00 -
[20] - Quote
Gotmy Tightpantson wrote:Noob questions here but youre saying that as long as you respawn in the same suit that tossed them in the first place and dont toss out any new ones you can still set off the old ones? SWEET! As long as your remote explosives are the same type in the suit you spawn, you can still detonate any remote explosives you have placed, and place new ones as long as you don't exceed the threshold. In STD level, you can deploy three REs at a time, ADV four and PRO five. On top of that, exceeding the threshold won't delete all the remotes, but only the earliest one you placed.
What was fixed is the glitch where you were able to detonate your remote explosives while bleeding out, encouraging cheap suicide tactics which didn't require much skill.
Grahisha of ILF // Writer of Thoughts of a Clone Soldier // Latest entry published Apr. 1st
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Asha Starwind
DUST University Ivy League
720
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Posted - 2014.04.04 21:08:00 -
[21] - Quote
The Headless Horseman wrote:Llast 326 wrote:Sometimes mine are still on their because I have to hunt the HAV down to flux it's shields so when i detonate it will die. They sometimes just run off on me, or kill me before I can detonate. Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage.
There are a few reasons why it's prudent to flux before detonation.
Shields soak up quite a bit of the damage why not get rid of them before hand
If you place the REs too close together sometimes they won't deal full damage <-- so annoying to do everything perfectly and get a dud detonation.
3 remotes only are only good for stock hp, if they have any plates or extenders a flux or more remotes are required. Getting a flux or two in is a lot easier than a 4th remote.
and couple more that I've missed
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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The Headless Horseman
Paladin Survey Force Amarr Empire
149
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Posted - 2014.04.04 21:10:00 -
[22] - Quote
One Eyed King wrote:You can no longer detonate while bleeding out.
Uplinks and nanohives also continue to exist after death.
This is as it should be. Actually I Just killed a guy AFTER he killed me. You only get 2 seconds to detonate. The RE must be lit up 'active' or it wont work. I was almost on the ground and nailed him. BOOOOOM
Signed, Sealed, Delivered
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Master Smurf
Nos Nothi
325
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Posted - 2014.04.04 21:10:00 -
[23] - Quote
calisk galern wrote:The Headless Horseman wrote:I always see tanks driving around with friendly re's all over it. I guess people don't know that you can STILL blow up the tank after you die. Here's how/why. You are permitted to have so have so many re's active at a time. If you die after placing re's but before detonation, simply spawn in the "same suit" in a safe location. Then detonate your previous re's. If you lay news ones, the old ones will cancel out. Some will say this is 'unfair' but really its not. The driver has enough time to recall before respawn. Tankers will really hate me now. If you found this info useful, feel free to send me iskies! :) this isn't a glitch, re's just don't dissapear like they do in battle field here. the glitch was when you could trigger them while laying on the ground bleeding out.
Dont think it was a glitch. I think it was working as intended but CCP capitulated (like other instances) when the QQ started rolling in.
You could only press it if you still had it activated upon bleed out. You couldnt switch and activate or if you were blown up you couldnt activate as you were dead and didnt have a chance to be revived.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
325
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Posted - 2014.04.04 21:11:00 -
[24] - Quote
The Headless Horseman wrote:One Eyed King wrote:You can no longer detonate while bleeding out.
Uplinks and nanohives also continue to exist after death.
This is as it should be. Actually I Just killed a guy AFTER he killed me. You only get 2 seconds to detonate. The RE must be lit up 'active' or it wont work. I was almost on the ground and nailed him. BOOOOOM
That sounds like lag
"Shine bright like a diamond"
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One Eyed King
Land of the BIind
930
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Posted - 2014.04.04 21:12:00 -
[25] - Quote
The Headless Horseman wrote:One Eyed King wrote:You can no longer detonate while bleeding out.
Uplinks and nanohives also continue to exist after death.
This is as it should be. Actually I Just killed a guy AFTER he killed me. You only get 2 seconds to detonate. The RE must be lit up 'active' or it wont work. I was almost on the ground and nailed him. BOOOOOM
The window must be incredibly small then, because I have tried triggering them, out of habit, lots of times after death, and they have not gone off.
Looking for the scout hangout?
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Goro Scornshard
DUST University Ivy League
67
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Posted - 2014.04.04 21:15:00 -
[26] - Quote
[/quote] Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage. [/quote]
OK this is a new one on me. Where are these fuel cells?
Finally the full set of racially aligned suits;
but still not one with a tie
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Henchmen21
Planet Express LLC
849
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Posted - 2014.04.04 21:15:00 -
[27] - Quote
Yea it's a good way to get four remotes on a tank with out using proto RE's (Though you should spawn with 4 at ADV level if you ask me) A death and a 6K isk suit is worth taking out a tank. I always carry packed AV nades and throw them after the remotes are set to soften them up so three usually works for me.
CCP you better nail 1.8, as it stands 1.7 is a total disaster.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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The Headless Horseman
Paladin Survey Force Amarr Empire
149
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Posted - 2014.04.04 21:16:00 -
[28] - Quote
Asha Starwind wrote:The Headless Horseman wrote:Llast 326 wrote:Sometimes mine are still on their because I have to hunt the HAV down to flux it's shields so when i detonate it will die. They sometimes just run off on me, or kill me before I can detonate. Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage. There are a few reasons why it's prudent to flux before detonation. Shields soak up quite a bit of the damage why not get rid of them before hand If you place the REs too close together sometimes they won't deal full damage <-- so annoying to do everything perfectly and get a dud detonation. 3 remotes only are only good for stock hp, if they have any plates or extenders a flux or more remotes are required. Getting a flux or two in is a lot easier than a 4th remote. and couple more that I've missed I personally prefer murder taxis' since my gaston forge is out of order. Another fun thing is hood surfing. Jump on the roof 'turret' , start throwing remotes as he drives away with you on it. Just have to watch for reds pecking at you. I always carry two sets of remotes.
Signed, Sealed, Delivered
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Henchmen21
Planet Express LLC
849
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Posted - 2014.04.04 21:16:00 -
[29] - Quote
Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage. [/quote]
OK this is a new one on me. Where are these fuel cells?[/quote]
Right between the treads on the back.
CCP you better nail 1.8, as it stands 1.7 is a total disaster.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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The Headless Horseman
Paladin Survey Force Amarr Empire
149
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Posted - 2014.04.04 21:18:00 -
[30] - Quote
Are you putting them in the right place? I can kill them with 3 remotes on the fuel cells. 168% damage. [/quote]
OK this is a new one on me. Where are these fuel cells?[/quote] At the right rear. Call in a tank in a safe area away from everyone. Point your gun at diffrent spots at tank. You'll see damage percentage on your screen. Dropships aim for rear engine.
Signed, Sealed, Delivered
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The Headless Horseman
Paladin Survey Force Amarr Empire
150
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Posted - 2014.04.04 21:22:00 -
[31] - Quote
Master Smurf wrote:The Headless Horseman wrote:One Eyed King wrote:You can no longer detonate while bleeding out.
Uplinks and nanohives also continue to exist after death.
This is as it should be. Actually I Just killed a guy AFTER he killed me. You only get 2 seconds to detonate. The RE must be lit up 'active' or it wont work. I was almost on the ground and nailed him. BOOOOOM That sounds like lag No lag what so ever. It ONLY works if the RE is lit up. I think it takes 3 seconds to light up after thrown.
Signed, Sealed, Delivered
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J0LLY R0G3R
Dirt Nap Squad.
694
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Posted - 2014.04.04 22:01:00 -
[32] - Quote
Awry Barux wrote:J0LLY R0G3R wrote:There is zero reason to detonate said RE's unless you know they are going to help bring the tank to its demise. You can often scare them into popping hardeners afterwards even if no AV is around. Might as well detonate.
I'd rather pop the tank than the hardeners. Maybe that's just me though
++++Gimme Back my SG RoF++++
XD Indeed, chase me friend XD
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Monkey MAC
Rough Riders..
2384
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Posted - 2014.04.04 22:07:00 -
[33] - Quote
Do that already, 3 RE for a shield tank, 4 for a armour tank.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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