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Thread Statistics | Show CCP posts - 2 post(s) |
Alina Heart
DEST1NY AWAITS
527
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Posted - 2014.05.14 01:23:00 -
[1] - Quote
CPU/PG does not Increase with levels of tier. From Basic to Proto your CPU/PG output remains the same. I assumed this was the same across all heavy's in exchange for the buff but after being dominated by other heavy's and fed up with a mediocre heavy suit I took a closer look through the suits in the marketplace. Now I assume this is a bug since this only applies to the Basic Caldari Heavy. There might be other stats that don't increase with tier level but I'll leave that up to you to figure since I'm pretty uninformed on stats and such.
Please fix this, I'm probably the only one using basic proto suits but I'm already at a disadvantage, this bug is widening that gap.
-Thank You!
==============[ !.GÇó°¤(Gÿà´)* GÖÑ -à+ü+¿+¦-à +ª¦¦-à+Ö¦« GÖÑ *(´Gÿà )¤°GÇó.! ]===========
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CCP Rattati
C C P C C P Alliance
2394
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Posted - 2014.06.10 10:25:00 -
[2] - Quote
How does this sound?
Numbers
Everyone chime in
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Haerr
Legio DXIV
798
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Posted - 2014.06.10 10:27:00 -
[3] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in PLASMA CANNONS!
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Haerr
Legio DXIV
798
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Posted - 2014.06.10 10:28:00 -
[4] - Quote
Erhm... sorry about the slight outburst it's just PLASMA CANNONS! |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11071
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Posted - 2014.06.10 10:50:00 -
[5] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in I like :)
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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BL4CKST4R
WarRavens Final Resolution.
2763
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Posted - 2014.06.10 10:57:00 -
[6] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased.
supercalifragilisticexpialidocious
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Gelan Corbaine
Gladiators Vanguard
452
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Posted - 2014.06.10 11:20:00 -
[7] - Quote
Alina Heart wrote:CPU/PG does not Increase with levels of tier. From Basic to Proto your CPU/PG output remains the same. I assumed this was the same across all heavy's in exchange for the buff but after being dominated by other heavy's and fed up with a mediocre heavy suit I took a closer look through the suits in the marketplace. Now I assume this is a bug since this only applies to the Basic Caldari Heavy. There might be other stats that don't increase with tier level but I'll leave that up to you to figure since I'm pretty uninformed on stats and such.
Please fix this, I'm probably the only one using basic proto suits but I'm already at a disadvantage, this bug is widening that gap.
-Thank You!
Bug is on the Basic Minmatar as well ...... Sentinals beat them up and took all their resources .
No job is worth doing if you don't get paid in the end .
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Lorhak Gannarsein
Legio DXIV
3445
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Posted - 2014.06.10 11:20:00 -
[8] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
I am gonna want a range increase on those rails.
As it is, with those numbers and our current range the railgun is practically worthless.
Again.
BlowoutForCPM
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Francois Sanchez
What The French Red Whines.
31
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Posted - 2014.06.10 11:37:00 -
[9] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
I like those things except the RE, why nerfing them that badly? I understand that there should be a more noticeable progression but the propsed time of activation is way too high |
Korvin Lomont
United Pwnage Service RISE of LEGION
984
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Posted - 2014.06.10 11:39:00 -
[10] - Quote
BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased.
I thought the same, although I like the scaling from basic to proto.
I am not sure if the change to fire interval on the PLC will change THAT much as the long as you have to reload after each shot. |
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Reign Omega
BurgezzE.T.F General Tso's Alliance
442
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Posted - 2014.06.10 11:45:00 -
[11] - Quote
Alina Heart wrote: Please fix this, I'm probably the only one using basic proto suits but I'm already at a disadvantage, this bug is widening that gap.
-Thank You!
There's the problem. Using a basic proto heavy serves no purpose. Good looking on the hotfix beta changes ratman...making it easier to pull out my plasma rifle on days I decide to play.
Observe the public trust. Protect the innocent. Uphold the law.
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Ryme Intrinseca
The Rainbow Effect
1336
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Posted - 2014.06.10 11:55:00 -
[12] - Quote
BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. If you're using remotes for AV, activation time is not very important. Often you're best leaving the remotes on the tank until it gets hit by something else, or leaving a trap for later.
Increasing activation time will mostly affect scrubs who use REs as OHKing grenades. So I'm all in favour. |
Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 11:58:00 -
[13] - Quote
Francois Sanchez wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in I like those things except the RE, why nerfing them that badly? I understand that there should be a more noticeable progression but the propsed time of activation is way too high
As a minja, I like it. I will be able to more easily hack before users can notice and then switch to their basic or advanced versions. It also makes using them tactically much more difficult. |
Adipem Nothi
Nos Nothi
1590
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Posted - 2014.06.10 12:04:00 -
[14] - Quote
Strongly opposed to RE nerfs.
Shoot scout with yes...
- Ripley Riley
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Korvin Lomont
United Pwnage Service RISE of LEGION
984
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Posted - 2014.06.10 12:09:00 -
[15] - Quote
Ryme Intrinseca wrote:BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. If you're using remotes for AV, activation time is not very important. Often you leave the remotes on the tank until it gets hit by something else, or leave a trap in the road for later. Increasing activation time will mostly affect scrubs who use REs as OHKing grenades. So I'm all in favour.
Thats not how I use them I use them in combination with flux grenades, so this will largely affect the effectiveness on how I deal with vehicles...thsi change will move RE's from a handheld AV option more to the jihad jeep option.
As RE's will still be useful on a Jihad jeep but way less as a sneaky scout tactic... |
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1272
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Posted - 2014.06.10 12:11:00 -
[16] - Quote
Adipem Nothi wrote:Strongly opposed to RE nerfs.
Meanwhile, we still can't give the Boundless the increased blast radius that they should have...
As to these changes... promoting Jihad'ing, probably not the best idea, but, that's up to you, Ratttati.
I think I'm over Dust now...
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Sgt Kirk
Fatal Absolution
5968
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Posted - 2014.06.10 13:09:00 -
[17] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in Those numbers sound great. I'd say increase the Plasma Rifle damage by a bit as well but that's being too greedy. its a nice RoF buff so well see how it works out.
No complaints about what I'm seeing here which is rare.
by the way, could be get some Kin Kats in the High Slots ?
Of all sad words of tongue and pen
the saddest are these,
'it might have been'
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Kam Elto
KILL-EM-QUICK RISE of LEGION
317
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Posted - 2014.06.10 13:11:00 -
[18] - Quote
Reign Omega wrote:Alina Heart wrote: Please fix this, I'm probably the only one using basic proto suits but I'm already at a disadvantage, this bug is widening that gap.
-Thank You!
There's the problem. Using a basic proto heavy serves no purpose. Good looking on the hotfix beta changes ratman...making it easier to pull out my plasma rifle on days I decide to play. unless you are an Amarr or Gal Sentinel and want to use the Cal Heavy Frame for a forge gun fit.
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Apothecary Za'ki
Biomass Positive
35
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Posted - 2014.06.10 13:15:00 -
[19] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
looks good, expecially the plasma cannon change.. as for Remote explosives.. i think it just be just a 3 second time on each while the skill level only increases damage. that way its a slight nerf to all levels in term on dmg vs activation time.
Nanite Injectors! Nanite Injectors Everywhere!
Minmatar Logibro in training. Rusty needles anyone?
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Jack McReady
DUST University Ivy League
1486
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Posted - 2014.06.10 13:16:00 -
[20] - Quote
Ryme Intrinseca wrote:BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. If you're using remotes for AV, activation time is not very important. Often you leave the remotes on the tank until it gets hit by something else, or leave a trap in the road for later. Increasing activation time will mostly affect scrubs who use REs as OHKing grenades. So I'm all in favour. you dont use RE often do you?
RE can be tossed 1.5 meters forward with normal movement and a bit further abusing inertia from sprint, this is nowhere a "grenade".
and you can be killed several times in the time it takes someone to run up to a target, plant a RE, wait for activation time and finally detonate it. not to mention that you can also run outside of the blast in that time too. this is not different to running up to someone with a shotgun.
this change does nothing except help unaware scrubs that would die anyway. |
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1068
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Posted - 2014.06.10 13:33:00 -
[21] - Quote
So triple nerf to RE. You never learn, do you? You know, I am looking for the stickied topic in the feedback subforum for the RE discussion, but for some reason I can't find it.
-The only nerf I could see some reason for is in activation time.
-The nerf to damage is a bad idea. Basic heavies will survive a single RE. Militia LAVs with a proper fitting will survive 3 basic RE. Militia tanks will survive 3 basic RE. This is the AV grenade nerf all over again. Was not needed, and 1 month later you are trying to undo the nerf without admitting you are undoing the nerf.
-The increase in fitting requirements is also pretty bad. They are almost as hard to fit as uplinks right now. Don't see the reason for it.
I wonder why you want to nerf RE so bad. It isn't as if they are the fotm or anything like that. The only reason people use them a little more now is because it is the only way to clear a room full of heavies. And the only people complaining about them are heavies that will complain about anything that kills them.
Heavy 514 incoming, with Caldari scout permascan flavour. This is going to be so fun... not. |
ZDub 303
Escrow Removal and Acquisition Dirt Nap Squad.
3044
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Posted - 2014.06.10 13:33:00 -
[22] - Quote
So... why is it that Caldari suits generally have high PG and low CPU? Am I wrong in thinking that shields are kind of and supposed to be a little more CPU heavy while armor is PG heavy?
Or was the intention to make it more like eve where CPU remains similar across ship sizes while PG increases with hull size? |
Grimmiers
585
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Posted - 2014.06.10 13:41:00 -
[23] - Quote
BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased.
Usually you spend 5+ secs throwing re's on a tank so this doesn't really affect it. As long as you get 3+ re's on a tank you should be good to go. What this does do is make re's easier to avoid as infantry which I'm all for. There's also a remote explosive glitch where if you throw it on the side of a null cannon's hacking terminal it will be invincible and invisible after it seemingly flies off the map. |
Silver Strike44
WarRavens Final Resolution.
68
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Posted - 2014.06.10 13:48:00 -
[24] - Quote
I, too, agree that the re nerf Is a bit extreme. It could stand to be nerfed a bit, but don't make all of these changes at once, that's never a good idea.
Silver Strike44 has now been approved by GJR
Silver Strike44's signature has now been approved by GJR
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Grimmiers
585
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Posted - 2014.06.10 13:50:00 -
[25] - Quote
Jack McReady wrote: you dont use RE often do you?
RE can be tossed 1.5 meters forward with normal movement and a bit further abusing inertia from sprint, this is nowhere a "grenade".
and you can be killed several times in the time it takes someone to run up to a target, plant a RE, run out of blast radius/wait for activation time and finally detonate it. not to mention that you can also run outside of the blast in that time too. this is not different to running up to someone with a shotgun.
this change does nothing except help unaware scrubs that would die anyway.
I've thrown re's like grenades before and you are way from the blast radius as soon as you throw it, and by the time it lands it's ready to blow. The position can also change from where it was thrown after it "sticks" to a surface making it hard to avoid at times and the increased time could help with that. |
jaksol JAK darnson
Kameira Lodge Amarr Empire
10
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Posted - 2014.06.10 13:57:00 -
[26] - Quote
Alina Heart wrote:CPU/PG does not Increase with levels of tier. From Basic to Proto your CPU/PG output remains the same. I assumed this was the same across all heavy's in exchange for the buff but after being dominated by other heavy's and fed up with a mediocre heavy suit I took a closer look through the suits in the marketplace. Now I assume this is a bug since this only applies to the Basic Caldari Heavy. There might be other stats that don't increase with tier level but I'll leave that up to you to figure since I'm pretty uninformed on stats and such.
Please fix this, I'm probably the only one using basic proto suits but I'm already at a disadvantage, this bug is widening that gap.
-Thank You!
all the basic suits except the amarr are like that
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
10
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Posted - 2014.06.10 14:01:00 -
[27] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
hell yea about dam time! that alone will not only fix the heavys been waiting for that should also weaken the jehad jeep (I WIN! HA) so annoying
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
10
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Posted - 2014.06.10 14:02:00 -
[28] - Quote
Lorhak Gannarsein wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in I am gonna want a range increase on those rails. As it is, with those numbers and our current range the railgun is practically worthless. Again.
YES I AGREE im tired of geting outranged by a handheld version thats less then half the size
"Sacrifice is a choice you make. Loss is a choice made for you."
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Doc DDD
TeamPlayers Dirt Nap Squad.
187
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Posted - 2014.06.10 14:28:00 -
[29] - Quote
Everything looks good.. would like to suggest range increase to large rails now that damage has been addressed. Consider 100m more than the forge gun as a starting point. 400m will give some viability to a turret which at first glance will be doing between 10% to 40% lessdamage depending on build.
Ie.
large rail turret (std adv pro) range (300m ) proposed range (400m) range |
castba
Amarr Templars Amarr Empire
473
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Posted - 2014.06.10 14:46:00 -
[30] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in Like it very much.
May I suggest a militia HMG to be added? I mean there is a mlt forge after all. Also a slight range increase for rail turrets (both ground and vehicle) and, as an extention, forge guns. Perhaps from 300 to 330-350m?
I like the RE numbers. Should promote skilling into the higher tier REs. |
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jaksol JAK darnson
Kameira Lodge Amarr Empire
10
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Posted - 2014.06.10 14:47:00 -
[31] - Quote
Doc DDD wrote:Everything looks good.. would like to suggest range increase to large rails now that damage has been addressed. Consider 100m more than the forge gun as a starting point. 400m will give some viability to a turret which at first glance will be doing between 10% to 40% lessdamage depending on build.
Ie.
large rail turret (std adv pro) range (300m ) proposed range (400m) range
where did you hear about this?
"Sacrifice is a choice you make. Loss is a choice made for you."
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castba
Amarr Templars Amarr Empire
473
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Posted - 2014.06.10 14:52:00 -
[32] - Quote
Flyingconejo wrote:So triple nerf to RE. You never learn, do you? You know, I am looking for the stickied topic in the feedback subforum for the RE discussion, but for some reason I can't find it. *I can see the reason for a nerf in activation time, to avoid the kamikaze bomber. But 5 seconds is just too much. * The nerf to damage is a bad idea. Basic heavies will survive a single RE. Militia LAVs with a proper fitting will survive 3 basic RE. Militia tanks will survive 3 basic RE. This is the AV grenade nerf all over again. Was not needed, and 1 month later you are trying to undo the nerf without admitting you are undoing the nerf. * The increase in fitting requirements is also pretty bad. They are almost as hard to fit as uplinks right now. Don't see the reason for it. I wonder why you want to nerf RE so bad. It isn't as if they are the fotm or anything like that. The only reason people use them a little more now is because it is the only way to clear a room full of heavies. And the only people complaining about them are heavies that will complain about anything that kills them. Heavy 514 incoming, with Caldari scout permascan flavour. This is going to be so fun... not. I think they just want to give incentive to actually skilling up the demolition skill instead of just using the basic RE at lvl 1. |
One Eyed King
Land of the BIind
1893
|
Posted - 2014.06.10 15:54:00 -
[33] - Quote
I get the idea of wanting to encourage people to use higher tier gear, but if you make it so drastic for EVERY piece of gear, then standard gear users will continually get nerfed until its proto or nothing.
This is not a help to newer players either. They already have a difficult enough time facing the rest of us, and now you are nerfing one of the few items, with the RE nerf, that enables them to use some tactics and take out the big boys.
I think the RE nerf should be scrapped for Beta and left to be looked at another time, if ever. I rarely die due to REs, mainly because I look for them when hacking, and if I don't and don't flux the objective, that is my fault.
Not to mention you are just taking yet another counter to heavies away without replacing it. It is just a bad idea all around.
The REAL Internet King
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iliel
Inner.Hell
56
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Posted - 2014.06.10 16:17:00 -
[34] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
Is this a joke? Heavies are getting a buff. AND REs - - the only real non-heavy heavy killer - - are getting a nerf.
What happened to the days when one had to get hmg optimization and hmg operation lvl 5 in order to fit all proto mods and weapons?
BTW, didn't you JUST NERF armor plates in Alpha to fix at least in part the heavy situation? Notwithstanding the plasma canon, this seems to be a major step backwards.
You do realize that I still have to unload more than a total clip of my Six Kin CR to take out most proto heavies in cqc. How that makes sense when they can basically one burst my scout is beyond me.
Also, what happened to waiting 2 to 4 weeks to gather statistics on the effects of Alpha? |
HOWDIDHEKILLME
Dying to Reload
189
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Posted - 2014.06.10 16:33:00 -
[35] - Quote
Increasing re activate time? Try giving hmg a spin up time and see how heavy's react to it, it is after all a Gatling gun. Ever even seen one?
Lonewolf till I die
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1073
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Posted - 2014.06.10 17:20:00 -
[36] - Quote
castba wrote: I think they just want to give incentive to actually skilling up the demolition skill instead of just using the basic RE at lvl 1.
Nerfing something is usually not an incentive to skill into it, quite the contrary. If they want people to invest sp, on demolitions, then they should improve the advanced and proto version of RE, instead of nerfing all the RE to the point that the proto will be the current standard, or make them useful sidegrades (different trade offs between damage and blast radius, for example).
Even then, it is not going to work. I have some bad news for you, CCP. Grenades and demolitions are some of the last skills that people level up, because there are a ton of more necessary skills that you need first, and by the time a player can focus on luxury skills, most of them have left the game. So don't expect to see lots of core locus and proto REs no matter what you do.
What I get from this is that 2 years have passed, and CCP has learned nothing. It's all knee jerk reactions and running in circles. 2 guys complained in the feedback section, and suddenly RE are OP. This is AV nade nerf all over again, and they are still trying to climb out of that hole.
Also, that article about CCP always leaving everything half done couldn't be more spot on. Last hotfix, they nerfed the Gallente Scout. They needed a nerf, although a different one, but even then, that was only half of the job for scouts, CCP. There are other 3 races that need fixing. One would think that they would continue to balance the scouts in this one, and get the job done, but no, lets just leave the other 3 scouts hanging there, now it is much better to just jump to something completely different that nobody really gives a **** about.
What the game needs:
-Medium suits rework. -Finish the scout balance. -AV vs Vehicle, Vehicle vs Vehicle rework.
All the rest should be secondary. RE nerf? Smoke and mirrors. |
Ld Collins
Molon Labe. General Tso's Alliance
148
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Posted - 2014.06.10 18:23:00 -
[37] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in #1 Fix the ion pistol shorten the over heat and increase the range. #2 leave the damage mod precentage alone because you screw over lav users. Due to pg and cpu limitations. #3 add pg reduction to mcru per lvl #4 give small blaster turrets more range and the same sights as small rails. #5 fix the flaylock pistol and increase the clip size #6 bring the combat rifiles to the loyalty store not just the proto #7 make an advanced and proto breach flaylock. #8 give the amarr scout more base shield leave stanima bonuses. |
ANON Cerberus
Tiny Toons
821
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Posted - 2014.06.10 18:56:00 -
[38] - Quote
Ryme Intrinseca wrote:BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. If you're using remotes for AV, activation time is not very important. Often you leave the remotes on the tank until it gets hit by something else, or leave a trap in the road for later. Increasing activation time will mostly affect scrubs who use REs as OHKing grenades. So I'm all in favour.
Using RE`s is a good way to deal with scrubs that camp in heavy suits. Oh well if the RE`s get nerfed then its still all about the forge gun.
I'm not sure I like the delay proposed for RE`s at all. |
Korvin Lomont
United Pwnage Service RISE of LEGION
986
|
Posted - 2014.06.10 20:17:00 -
[39] - Quote
Grimmiers wrote:BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. Usually you spend 5+ secs throwing re's on a tank so this doesn't really affect it. As long as you get 3+ re's on a tank you should be good to go. What this does do is make re's easier to avoid as infantry which I'm all for. There's also a remote explosive glitch where if you throw it on the side of a null cannon's hacking terminal it will be invincible and invisible after it seemingly flies off the map.
This basicaly means that noone except logis or scout without cloaks can use them to destroy HAV's as long as the max number carried and the number of RE's you can have active doesn't changes. Combined with the higher fitting reqs plus longer activation time will make RE's unreliable as infantr carries AV option. This will hurt the fast sneaky players that risk a lot to destroy HAV's. Funny enough th cheap Jihad jeep will be mostly unaffected by this change... |
J0LLY R0G3R
And the ButtPirates
864
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Posted - 2014.06.10 20:25:00 -
[40] - Quote
Ryme Intrinseca wrote:BL4CKST4R wrote:CCP Rattati wrote:How does this sound? NumbersEveryone chime in Woaaaa remote explosive activation time is way to log... they are probably one of the only reliable sources of AV that should defiantly not be increased. If you're using remotes for AV, activation time is not very important. Often you leave the remotes on the tank until it gets hit by something else, or leave a trap in the road for later. Increasing activation time will mostly affect scrubs who use REs as OHKing grenades. So I'm all in favour.
U kinda sound like a heavy, I could be wrong but ether way u sound like one lol.
I don't usually flat out tell some1 they are wrong. In this case though, you are indeed as wrong as you can be.
"If you're using remotes for AV" -Yep I've down that
" activation time is not very important" - So indeed there are many ways of getting said RE on said Tank or under here are a few and the process as I see it.
1. if you have the height advantage you can toss them ontop him hoping all 3 hit the tank and stick 2. you can tryin predict the exact spot the tank will drive over and try to get there first 3. chase that tank down like the scout you are, and ride that thing like the scrubby bull it is as you unload those 3 remotes straight down on the tanks face
*note: these scenarios are taking it that you are a scout and not some scrub heavy.
Okay so 1. Tank is sitting outside Bravo waiting for the Heavies on ur team to get off lunch break, so you sneak above him and toss 3 REs on that annoying lil tank that has been hassling your team pior to the lil break
Now what...I seriously hope that tank only has 4500 Hp or less.. which we all know only like 1 or 2 people out there are rolling around in >4500 hp tanks. So you are carrying Flux grenades right? cool now that tank might actually sit there and let u toss 3 REs, not hear the beeps, and then let u toss a flux or 2. I'm not counting on it most the time though.
2. ur team is getting destroyed so after a death u sit there on the map watching the tank take the exact same patch 12 times as he laughed at the horrible aim of the heavies with their forge guns. It was like a spectating a game of Duck Hunt and the scrub heavies are playing with a controller not plugged in. I hope he takes that patch for a 13th time and doesn't see ur setting up ur trap. hp still applies, hope he doesn't see you, hope he runs over the exact spot, hope u get at least 1 flux on him before he hits the RE's and then u detonate them at the right time.
3. tanks are running wild and crazy, not a care in the world. shrugging off the swarm hits, and simply running over the slow moving heavies as they waddle about chasing mlt scouts and that lone assault player. In steps a friendly scout to save the mother fn day. in the past before cloaks we'd wait for that tank to get overly cocky and sit too still for too long, sprint at him, unload those remotes and at this point his generally saw us and he'd fire away with his blaster going fast as it could, a couple shots and most the scout frames were toast, and the ones that were brinked out enough to take another couple shots were seen alot quicker than the quick lil guy. so remotes are stuck on the tanks face, scout is dancing about like the lead from River Dance, knowing the RE's can't take out both the shields and armor so out come the fluxes fast as they possibly. Jumping, giving the 2 step, and essentially emptying everything the scout has in his pockets just to kill this 1 tank. Except this time the arming timer is longer, the scout has to dance even more in the face of a tank, the PG is higer meaning those speed mods are even harder to fit, so it was even harder to get close enough to the tank to toss those RE's in the face place, and once all is said and done the RE's the scout actually gets on the tank aren't enough damage to even kill the tin can that has been rolling his team.
"Increasing activation time will mostly affect scrubs who use REs as OHKing grenades." - one could say increasing the activation timer will simply give the scrub heavy with as much HP as he could possibly fit call out for the team of logis following him to push him out of the blast radius and to safety.
Tl;dr the numbers are bad, These are better XD
PS4 psn = J0LLYxR0G3R
Underscore before and after the x
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Echo 1991
WarRavens Final Resolution.
304
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Posted - 2014.06.10 20:36:00 -
[41] - Quote
Why are people complaing about REs? Because you cant drop one and kill people instantly? Those numbers are fine, it gives you a reason to use the higher tiers, more damage and more carried. |
Shiyou Hidiyoshi
Ancient Exiles.
766
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Posted - 2014.06.10 20:59:00 -
[42] - Quote
Dang... hitting REs VERY hard
I have used REs for forever and at the time, many never seen REs in a game just like plasma cannons. Everyone uses them because of the AV nerfs and REs can now stick. If the AV wasn't nerfed very badly, many would not have specced into REs.
I'm an old school RE user and let me tell you this CCP.
Everyone is getting smarter and REs are becoming easier for everyone to avoid. Someone throws an RE you and step back and destroy the RE.
Most RE users die while trying to deploy their REs and because they can't detonate them while they are dead (thank you by the way), they have to wait until they can respawn to detonate their REs. By the time they respawn, everyone already cleared the area or destroyed the REs. The only people that ever really get killed from them after the RE user respawns are people who shoot the REs as someone (or themselves) are near it or the RE user detonates them killing the person who didn't move away like everyone else.
Increasing the activation time is a very bad idea. RE users who jump in to kill people with REs and themselves already got dealt with when you fixed the issue of detonating after death. Increasing activation time will do nothing but harm RE users because everyone except for fools that stand on REs and shoot them will run away.
Damage changes: I do like the fact that REs FINALLY have change between them as tiers go up. Don't nerf STD RE damage though if you are doing that activation time increase crap (too much change atm and the activation time will screw over RE users anyways).
PG changes: STD REs are a bit of a pain to fit already which is why many don't use proto or ADV. Increasing the PG seems bad. Especially after what I'm about to say...
Nanite cost: Seems good already so don't change it because you can't get that many from nanos because they drain them fast. If you add the fact that you only get 3, 4, or 5 REs at most to carry, the PG cost just to get them on your suit, they are equipment not nades which is great, and the fact that REs are a tool that gets burned through very quickly when being used... nanite cost seems completely unnecessary. You have to remember that nanos are also being used to fill the REs users nades and gun ammo too and possibly health so an increase to RE nano cost will harm nano usage even more, not to mention that other people will use the same nano as well. Nanos shouldn't become impossible to find...
Conclusion: Leave REs alone at the moment and if you really have to change anything on them, ONLY touch the damage. Using REs beyond STD seems pointless a lot of times and the PG cost hurts so do something that motivates RE users to get ADV or Proto REs. Change the skill bonus or damages but not too drastically.
Please note that practically everyone talking about REs in this thread is not happy about the activation time and no one seems to be glad that the activation time is increasing. Also, we are worried about too much change at once.
"I don't always lock threads but when I do, I vigorously masterbait afterwards." - CCP Lockingbro
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Shiyou Hidiyoshi
Ancient Exiles.
766
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Posted - 2014.06.10 21:09:00 -
[43] - Quote
Echo 1991 wrote:Why are people complaing about REs? Because you cant drop one and kill people instantly? Those numbers are fine, it gives you a reason to use the higher tiers, more damage and more carried. 3 REs at STD level which costs a bit of PG, even more at ADV or proto
You have to run up to someones face to kill them or plant them on objectives where most destroy them because they are clearly visible.
Links help your team spawn in 15-20 times Nanos replenish ammo/health Scanners make enemies visible for the squad Repair tools help heavies stay alive and push/hold objectives very well Injectors save team clones, suits/gear, and help the team stay in the fight a little bit longer REs... you have 3-5, they eat up nanos VERY fast especially when you have ammo/health eating up the nano as well, and are used to kill enemies or hold objectives. Holding objectives with REs becomes impossible because most flux objectives to clear REs or check first and getting kills with REs means that the user has to run up to them enemy to use them.
All equipment helps the team in a way. REs can be used to clear tight places and even so, it can be hard if enemy isn't dumb or sees you and most people are see on radars. If the enemy team is holding an area, you might clear none of them, a little, a lot, or all of them at the cost of ALL of your REs. There are barely any instances where REs can completely clear an area because the range isn't big so they can't kill everyone and most will avoid them. Plus if the enemy team is dug in, they can easily kill you before your first RE even hits the floor to set.
"I don't always lock threads but when I do, I vigorously masterbait afterwards." - CCP Lockingbro
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Echo 1991
WarRavens Final Resolution.
304
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Posted - 2014.06.10 21:17:00 -
[44] - Quote
Shiyou Hidiyoshi wrote:Echo 1991 wrote:Why are people complaing about REs? Because you cant drop one and kill people instantly? Those numbers are fine, it gives you a reason to use the higher tiers, more damage and more carried. 3 REs at STD level which costs a bit of PG, even more at ADV or proto You have to run up to someones face to kill them or plant them on objectives where most destroy them because they are clearly visible. Links help your team spawn in 15-20 times Nanos replenish ammo/health Scanners make enemies visible for the squad Repair tools help heavies stay alive and push/hold objectives very well Injectors save team clones, suits/gear, and help the team stay in the fight a little bit longer REs... you have 3-5, they eat up nanos VERY fast especially when you have ammo/health eating up the nano as well, and are used to kill enemies or hold objectives. Holding objectives with REs becomes impossible because most flux objectives to clear REs or check first and getting kills with REs means that the user has to run up to them enemy to use them. All equipment helps the team in a way. REs can be used to clear tight places and even so, it can be hard if enemy isn't dumb or sees you and most people are see on radars. If the enemy team is holding an area, you might clear none of them, a little, a lot, or all of them at the cost of ALL of your REs. There are barely any instances where REs can completely clear an area because the range isn't big so they can't kill everyone and most will avoid them. Plus if the enemy team is dug in, they can easily kill you before your first RE even hits the floor to set. You can still use them to kill infanty. It just stops you running in a room, and kill 4 people instantly with 1 remote. Set traps with them. Remotes will still be useful |
Shiyou Hidiyoshi
Ancient Exiles.
770
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Posted - 2014.06.10 21:33:00 -
[45] - Quote
Echo 1991 wrote:Shiyou Hidiyoshi wrote:Echo 1991 wrote:Why are people complaing about REs? Because you cant drop one and kill people instantly? Those numbers are fine, it gives you a reason to use the higher tiers, more damage and more carried. 3 REs at STD level which costs a bit of PG, even more at ADV or proto You have to run up to someones face to kill them or plant them on objectives where most destroy them because they are clearly visible. Links help your team spawn in 15-20 times Nanos replenish ammo/health Scanners make enemies visible for the squad Repair tools help heavies stay alive and push/hold objectives very well Injectors save team clones, suits/gear, and help the team stay in the fight a little bit longer REs... you have 3-5, they eat up nanos VERY fast especially when you have ammo/health eating up the nano as well, and are used to kill enemies or hold objectives. Holding objectives with REs becomes impossible because most flux objectives to clear REs or check first and getting kills with REs means that the user has to run up to them enemy to use them. All equipment helps the team in a way. REs can be used to clear tight places and even so, it can be hard if enemy isn't dumb or sees you and most people are see on radars. If the enemy team is holding an area, you might clear none of them, a little, a lot, or all of them at the cost of ALL of your REs. There are barely any instances where REs can completely clear an area because the range isn't big so they can't kill everyone and most will avoid them. Plus if the enemy team is dug in, they can easily kill you before your first RE even hits the floor to set. You can still use them to kill infanty. It just stops you running in a room, and kill 4 people instantly with 1 remote. Set traps with them. Remotes will still be useful If I can run into a room without dying and kill 4 people with 1 RE then...
A. I sneaked up on those four people and could have saved the RE just by shooting them with a shotgun.
B. Those 4 suck and somehow couldn't kill one person with REs charging them.
C. They didn't just simply walk back like you can do now to avoid the REs.
or D. Some idiot shot the RE when standing on it while his allies walked by
Either way, 1 RE + 4 kills = the enemy was staying too close to each other.
Are you suggesting I should only get 3-6 kills at most with 3 REs despite REs being a weapon and every weapon in the game has the potential to kill more than 10 people without getting more ammo?
What is the limit of how many kills I should get for how much PG and nanites REs cost?
"I don't always lock threads but when I do, I vigorously masterbait afterwards." - CCP Lockingbro
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iliel
Inner.Hell
57
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Posted - 2014.06.10 21:51:00 -
[46] - Quote
Echo 1991 wrote:Shiyou Hidiyoshi wrote:Echo 1991 wrote:Why are people complaing about REs? Because you cant drop one and kill people instantly? Those numbers are fine, it gives you a reason to use the higher tiers, more damage and more carried. 3 REs at STD level which costs a bit of PG, even more at ADV or proto You have to run up to someones face to kill them or plant them on objectives where most destroy them because they are clearly visible. Links help your team spawn in 15-20 times Nanos replenish ammo/health Scanners make enemies visible for the squad Repair tools help heavies stay alive and push/hold objectives very well Injectors save team clones, suits/gear, and help the team stay in the fight a little bit longer REs... you have 3-5, they eat up nanos VERY fast especially when you have ammo/health eating up the nano as well, and are used to kill enemies or hold objectives. Holding objectives with REs becomes impossible because most flux objectives to clear REs or check first and getting kills with REs means that the user has to run up to them enemy to use them. All equipment helps the team in a way. REs can be used to clear tight places and even so, it can be hard if enemy isn't dumb or sees you and most people are see on radars. If the enemy team is holding an area, you might clear none of them, a little, a lot, or all of them at the cost of ALL of your REs. There are barely any instances where REs can completely clear an area because the range isn't big so they can't kill everyone and most will avoid them. Plus if the enemy team is dug in, they can easily kill you before your first RE even hits the floor to set. You can still use them to kill infanty. It just stops you running in a room, and kill 4 people instantly with 1 remote. Set traps with them. Remotes will still be useful
What's wrong with being able to run into a room, drop a bomb, detonate it and take out a cluster of clones?
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Echo 1991
WarRavens Final Resolution.
304
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Posted - 2014.06.10 22:10:00 -
[47] - Quote
So you guys think its ok to kill 3+ people instantly without giving them the ability to prevent it? It takes no skill and very little SP and gives you the ability to kill almost anything. Remotes are not an offensive item. They are used to deter people not 'lol throw, detonate lol, +50, +50, +50, lol'. You cant argue that weapons kill more than 3 people because a remote is a piece of equipment. Im not against killing more than 1 person with an RE. Throwing them like a frisbee and insta detonating is a problem. Not sneaking up and killing. |
Miokai Zahou
The Southern Legion Final Resolution.
292
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Posted - 2014.06.11 00:17:00 -
[48] - Quote
Let the RE butthurt commence! It needed the nerf anyway considering how much it has been spammed recently by all these undetectable scouts using them as grenades and cheap tactics.
How about you all stop complaining and get good. (Not a question but a statement)
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
347
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Posted - 2014.06.11 01:02:00 -
[49] - Quote
You guys that strongly disagree with the RE nerf are just ridiculous. REs shouldn't be tossed like a nade then blown up immediately. I love the RE numbers. I think its perfect. Its either that or make it so they cant be tossed at all. It needs to happen. I told my whole corp the RE needs 5 second time delay. You nailed this perfect CCP.
Commander, Director of DL and Leader of The SS Elite Squad
*FIGHT THE POWER
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LT SHANKS
Amarr Templars Amarr Empire
2720
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Posted - 2014.06.11 01:05:00 -
[50] - Quote
Plasma cannons...... oh my gawd. |
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Shiyou Hidiyoshi
Ancient Exiles.
777
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Posted - 2014.06.11 01:39:00 -
[51] - Quote
I love how people think you can throw an RE
There is a delay fyi and you just have to walk backwards to avoid being killed.
REs have stayed the same for a veeeeeeeeeery long time and no one ever complained about them. Now that people actually use them, everyone complains.
REs have had problems in the past such as the mouse REs, invisible REs, and sliding REs. CCP has fixed them along with other issues such as detonating while dead.
Just walk back and boom, you avoided the re.
Do you honestly think a 5 second delay on throwing something on the ground is going to kill anyone? If you sneak up on them and they are standing still then yes but other than that it will be dumb.
Delay everything by 5 seconds and watch what happens.
Delay sniping, shooting, NKing, hacking, etc. by 5 seconds. It causes problems
FYI REs already had a 5 second delay in the past and they got rid of it. You know what it was? When the RE glitched and slid everywhere on the floor like a mouse until it finally set. It would take from 5 seconds - 8 and it made REs practically impossible to use on infantry that wasn't afk, sniping, or camping.
REs are REs, not Core nades. Core nades can be spammed into a small room and have the same effect but can actually be thrown a lot farther.
If you really have a problem dodging REs than you should change how you face an RE user. Just like heavies, people complained when they couldn't 1v1 at heavy at point blank range anymore and said it was OP despite it being a heavy. People then changed their game style.
"I don't always lock threads but when I do, I vigorously masterbait afterwards." - CCP Lockingbro
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I-Shayz-I
I-----I
3653
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Posted - 2014.06.11 03:31:00 -
[52] - Quote
CCP Rattati wrote:How does this sound? NumbersEveryone chime in
Please post this somewhere publicly as a sticky or something in GD This took me forever to find.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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CCP Rattati
C C P C C P Alliance
2443
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Posted - 2014.06.11 04:34:00 -
[53] - Quote
PG/CPU for Basic Heavies updated
RE's updated
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SCATTORSHOT RINNEGATE
A.P.E.X BRUTE FORCE
60
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Posted - 2014.06.11 05:29:00 -
[54] - Quote
Also why colour schemes are wrong? take a look on new commandos basic heavys and caldari light frame...
Waiting The Sagaris From Ages.
CCP: SoonTM
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SCATTORSHOT RINNEGATE
A.P.E.X BRUTE FORCE
60
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Posted - 2014.06.11 05:30:00 -
[55] - Quote
The proto ion pistol is wrong too, he shows in a green color but it should be black
Waiting The Sagaris From Ages.
CCP: SoonTM
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
630
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Posted - 2014.06.11 05:56:00 -
[56] - Quote
CCP Rattati wrote:PG/CPU for Basic Heavies updated
RE's updated
No just no
Why? This thread and the forum is full of it...
Activation timer ! HAHAHAHA that's funny, good one AWSOME joke.
War never changes
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1086
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Posted - 2014.06.11 09:36:00 -
[57] - Quote
CCP Rattati wrote:PG/CPU for Basic Heavies updated
RE's updated
Much better, you nerfed what needed to be nerfed. |
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