Cross Atu
OSG Planetary Operations Covert Intervention
2021
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Posted - 2014.05.16 16:31:00 -
[1] - Quote
- Polish earnings scaling within the Equipment line. Thread.
- Finalize recruitment program update. Thread. (yes there could still be new players joining and enjoying D514)
- Fix Nanite Injector bugs (i.e. injection cycle without revive, revive indicator without downed merc, etc)
- Resolve the "slayer Logi" witch hunt by requiring filled equipment slots in Logi suit fittings rather than continuing to nerf Logi suit fittings resources and eHP.
- Fix Rail Turret bug - Rail turret will fire "blanks" and/or freeze during reload cycle rendering it inoperable.
0.02 ISK Cross
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Cross Atu
OSG Planetary Operations Covert Intervention
2023
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Posted - 2014.05.16 18:49:00 -
[3] - Quote
List of 5 round two, because I thought of a few more
- Fix REs - They are not Frisbees and should not be better grenades than grenades, nor more effective AV than Proxies, AV nades (and for that matter swarms).
- Fix terrain issues (head glitch, quicksand, transparent barriers, etc)
- Fix Swarm Launcher lock on; lock cycle will sporadically break for no discernible reason. Lock cycle will sporadically not engage for no discernible reason.
- Fix DS 'road killing' friendlies as they disembark.
- Balance/fix the Combat Rifle - When even Mercs who don't enjoy it's play style are starting to skill into it for PC/FW matches to stay competitive it's a sign polish is needed.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
2024
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Posted - 2014.05.16 20:34:00 -
[4] - Quote
Atiim wrote:Cross Atu wrote:List of 5 round two, because I thought of a few more [list=1] Fix REs - They are not Frisbees and should not be better grenades than grenades, nor more effective AV than Proxies, AV nades (and for that matter swarms).
[...] Cheers, Cross They are not better than Locus Grenades simply because a Locus Grenade has the ability to be "cooked", giving it the ability to create/start engagements, as opposed to Remote Explosives which require preparation, removing its ability to start engagements. They shouldn't be a worse option for AV purposes simply because they require you to wait for the vehicle to appear, and then activate the trap; as opposed to Proximity Explosives which allow you to focus on other tasks. Did I forget to mention the famous AV tactic known as the Jihad Jeep? Not to mention the tactic involving sneaking on HAVs and strapping REs to its Fuel Cells. These tactics are already balanced (underpowered in some cases), and would only serve to be nerfed into the ground under these ideas. If you can't use your eyes, use an Active Scanner. Explosives do appear on the TACNET don't ya know? In game mechanics on the ground do not match the descriptions above, even if they did match that does not mean that the balance in degrees of effect are properly polished, furthermore the other assets I listed are not crossover assets (i.e. you cannot use an AV nade to cap an infantry merc, you cannot meaningfully harm an HAV with a Locus nade).
Going back to actual in game events, when REs can be deployed in such a manner that mercs in medium frames who see the RE before it touches ground cannot backpedal fast enough to survive its detonation. That is a repeatable effect I have seen, experienced, and been informed of by other players. At present the net tactical use of an RE can be closer to the former version of the contact nades than anything else currently in the game (with regards to tactical effect on the battle, not per se specific method of deployment). At present, especially when combined with assets like the cloak, or tactics such as high ground (or stacked with Proxies for use in AV), the RE is more effective at starting engagements than the Locus, and more likely/able to OHK those hostiles engaged.
Returning to the AV concept, aside from the "jack of all trades" effect REs have they also fill the role of AV nades better than the AV nade. Even with the disparity in applied DPS not withstanding, the major effective use of an AV nade (even prior to their more recent nerf) was to get in close or above a vehicle and rapidly deploy them in hopes of sufficient 'alpha damage' to remove the threat. This is precisely how the RE is employed as well when stuck onto a vehicle, furthermore it can be used to create mine fields (unlike the AV nade) and 'bomb LAVs' (unlike the AV nade). The RE also possesses another advantage over the AV nade in that it is apparent to a vehicle driver that an RE has been stuck to them than that they've just been hit with an AV nade and if a vehicle flees the scene prior to deploying all REs those REs can still be detonated at range, or saved for another attempt, while the AV nade is simply expended upon a missed toss.
On a final note, while REs should absolutely not be Frisbees and something needs to be looked at with regards to their deployment mechanics/trigger speed the rest of my comment doesn't imply the need for a nerf of the RE per se, simply that it is out of line with the rest of AV at this point in time. Frankly AV nades and swarms are both hardly useable even at the proto level against MLT HAVs, much less ADS. So while it is certainly the truth that REs shouldn't be better AV weapons than AV only weapons are, that doesn't translate to my statement meaning "the RE should be nerfed until it's damage is less than an AV nade" or any such thing.
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