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Master Smurf
Nos Nothi
355
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Posted - 2014.04.16 19:23:00 -
[31] - Quote
Thor Odinson42 wrote:I don't think you should be able to throw them as far as you are able to. I also think when you toss them down from pipes they should detonate wherever they land instead of being able to wait until there's a cluster of people.
Why
First off they cant be thrown far - You could throw semtex or c4 much further in present day and you throw grenades further in this game.
Also why would they detonate without their electronic trigger? - they arent some unstable compound that go boom if you move them too fast.
If you want what you are proposing then most things in this game would have to change.
"Shine bright like a diamond"
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Henchmen21
Planet Express LLC
929
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Posted - 2014.04.16 19:35:00 -
[32] - Quote
Eruditus 920 wrote:Change this and change that because I said.
Grow a pair sir.
CCP Please release new content and pay no attention to these children.
You say that like they can release anything that's not straight up broken or vastly OP because they do zero testing.
Your game f'ing sucks, but I'll still play it.... damn you!
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Eko Sol
Strange Playings
171
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Posted - 2014.04.16 20:28:00 -
[33] - Quote
Cat Merc wrote:Remote explosive delay: If I spot a remote explosive being thrown at me, I should have time to get away, this should not be a death sentence It should catch the blind, but if I spotted it, I should have all the time in the world to get away
Damage: Three remote explosives can't kill any tank that puts on HP mods. That's just sad.
If you get the 3 RE's on the weak spot then sometimes it can depending on the tank and it's shield HP count. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8449
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Posted - 2014.04.17 02:23:00 -
[34] - Quote
Eko Sol wrote:Cat Merc wrote:Remote explosive delay: If I spot a remote explosive being thrown at me, I should have time to get away, this should not be a death sentence It should catch the blind, but if I spotted it, I should have all the time in the world to get away
Damage: Three remote explosives can't kill any tank that puts on HP mods. That's just sad. If you get the 3 RE's on the weak spot then sometimes it can depending on the tank and it's shield HP count. I have a feeling RE's don't apply any extra damage to the weakspot.
I'm not sure, I didn't do any tests, but that's how I feel.
Overlord of all humans CAT MERC
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JARREL THOMAS
Dead Man's Game
267
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Posted - 2014.04.17 02:28:00 -
[35] - Quote
Our delay and damage is fine get of our asses.
And also its your fault for letting us get remotes on you and remotes are also a form of av they can do that.
Caldari Loyalist
I speak for the rabbits
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8449
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Posted - 2014.04.17 02:30:00 -
[36] - Quote
JARREL THOMAS wrote:Our delay and damage is fine get of our asses.
And also its your fault for letting us get remotes on you and remotes are also a form of av they can do that. Hmmm, yes. Damage is TOTALLY fine when a tank can sit still for 10 seconds, let someone get close, plant three explosives, and still not kill the tank. I'm sorry but that should be an instant kill, I don't care how many HP modules are on, the tank should be dead.
As far remotes on me? Do you think I'm talking about vehicles?
Overlord of all humans CAT MERC
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1407
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Posted - 2014.04.17 02:47:00 -
[37] - Quote
Master Smurf wrote: And then just remove proxy ones from the game.
Why would you remove proxy mines? What did they ever do to you?
Currently they are a wonderfully useful and balanced AV weapon. There is no reason they should be removed from the game.
Fun > Realism
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Adipem Nothi
Nos Nothi
315
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Posted - 2014.04.17 03:02:00 -
[38] - Quote
Eruditus 920 wrote:Thumb Green wrote:Eruditus 920 wrote:Change this and change that because I said.
Grow a pair sir.
CCP Please release new content and pay no attention to these children. The children are the ones that would rather leave the game broken just so they can have new stuff that will turn out to be broken as well; but they won't care, they'll just say "Hey, give me some more new stuff". Tweaking data to favor a personal preference and fixing bugs are two different things, "Thumb Green".
Don't care how this little argument ends. So long as Tanks get nerfed.
Bang?
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Eko Sol
Strange Playings
175
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Posted - 2014.04.17 06:36:00 -
[39] - Quote
Cat Merc wrote:Eko Sol wrote:Cat Merc wrote:Remote explosive delay: If I spot a remote explosive being thrown at me, I should have time to get away, this should not be a death sentence It should catch the blind, but if I spotted it, I should have all the time in the world to get away
Damage: Three remote explosives can't kill any tank that puts on HP mods. That's just sad. If you get the 3 RE's on the weak spot then sometimes it can depending on the tank and it's shield HP count. I have a feeling RE's don't apply any extra damage to the weakspot. I'm not sure, I didn't do any tests, but that's how I feel.
I don't go out of my way to make videos BUT I do test. I assure you, it works on Maddy's 100%. Soma's can sometimes be tricky b/c of the animation for placement but it has worked for me. You can test if you want. Two ADV Packed Nades and 1 RE on a MLT (no modules) Maddy or Soma. I have killed tanks this way before they activate modules. The key is to throw the nades in front of them so when they see you from behind putting RE's the move forward and run over them. |
Appia Vibbia
Molon Labe. General Tso's Alliance
2142
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Posted - 2014.04.17 09:22:00 -
[40] - Quote
I don't like the idea of REs getting a damage buff, because of the bomber-tactics used with REs. Sentinels can finally take a single RE without dying. I like this, I really dislike he idea of remote explosives being used as more powerful grenades. Of course, this hasn't and doesn't stop me from using them in that way. You do what you can when you want to win.
And if you think REs can't be thrown very far, you've either never used them as a primary weapon or are just lacking creativity. Jumping increases the distance thrown, running forward increases the distance thrown, and jumping forward gets them to travel nearly as far as a typical grenade toss.
For those with enough innovation REs are just too powerful as an Anti-Infantry weapon. Having them used as traps and AV I support, but what is being done with them now, I do not.
I can see the problem with a whole "clip" of Remote Explosives being insufficient to kill a tank, but I don't see a viable solution at this point in time. I'd prefer to increase the arming time, then wait and see the change in performance before adjusting the damage.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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steelRatt
L.O.T.I.S. D.E.F.I.A.N.C.E
20
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Posted - 2014.04.17 09:45:00 -
[41] - Quote
Saw some dude put a Re on a downed merc and waited for the medic to come with a needle lol was so funny to watch.
Defeat dose not exist to them that are willing.
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IVIaster LUKE
Shadow Company HQ Lokun Listamenn
435
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Posted - 2014.04.17 13:35:00 -
[42] - Quote
I like playing horseshoes on the roof.
Watch your heads.
Very happy to be that "Rebel Scum" on the roof.
Two peas in a bucket....
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Thumb Green
THE STAR BORN
903
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Posted - 2014.04.17 15:19:00 -
[43] - Quote
Appia Vibbia wrote:I don't like the idea of REs getting a damage buff, because of the bomber-tactics used with REs. Sentinels can finally take a single RE without dying. I like this, I really dislike he idea of remote explosives being used as more powerful grenades. Of course, this hasn't and doesn't stop me from using them in that way. You do what you can when you want to win.
And if you think REs can't be thrown very far, you've either never used them as a primary weapon or are just lacking creativity. Jumping increases the distance thrown, running forward increases the distance thrown, and jumping forward gets them to travel nearly as far as a typical grenade toss.
For those with enough innovation REs are just too powerful as an Anti-Infantry weapon. Having them used as traps and AV I support, but what is being done with them now, I do not.
I can see the problem with a whole "clip" of Remote Explosives being insufficient to kill a tank, but I don't see a viable solution at this point in time. I'd prefer to increase the arming time, then wait and see the change in performance before adjusting the damage. As someone that has been mainly a heavy since late 1.6, I don't mind one RE being able to kill me even at full HP. It kind of makes sense and is one of the few things that can take down a heavy without throwing a couple of guys at it.
Eruditus 920 wrote:Thumb Green wrote: Bugs aren't the only thing that breaks a game, "Eruditus 920".
Then let's use your logic, Greenie, and ask all 3500 DUST players what they would like changed. Not correcting known bugs, just tailoring the game to suit each one feels "breaks the game". You will get 3500 different opinions. Sound viable? Sound business model? No.
Your condescension is unnecessary and goes to show that you're upset over the possibility of your crutch being balanced out. And because why, it'll be slightly less effective against infantry but only in the fact that you won't be able to bum rush multiple guys in a cheap suit and drop & detonate an RE before you're dead; there's no real effective counter to that and that means it's not balanced.
What Cat Merc has suggested is a reasonable way to balance it against infantry while also balancing it against tanks. If you're against that then it just shows that you rely too much on your perfectly cooked grenades.
Support Orbital Spawns
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