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Thread Statistics | Show CCP posts - 2 post(s) |

Flyingconejo
KILL-EM-QUICK RISE of LEGION
1069
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Posted - 2014.06.10 14:46:00 -
[1] - Quote
^^^
Knows what he is talking about.
Tbh, just a slight increase to arming time should be enough, but if it came with a slight decrease in the pause that occurs between deploying REs, that would be even better. |

Flyingconejo
KILL-EM-QUICK RISE of LEGION
1073
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Posted - 2014.06.10 17:28:00 -
[2] - Quote
Maybe it is the old negotiation tactic of asking for too much at first, and then giving up to the point you really wanted, making the other part think you are making a big concession.
That, or they are all heavies and tank drivers in CCP.  |

Flyingconejo
KILL-EM-QUICK RISE of LEGION
1081
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Posted - 2014.06.10 22:40:00 -
[3] - Quote
Lynn Beck wrote: As a part time tanker, i hate that Basic Re's kill my prototype Non-Fotm tank(plate, plate, repper, or Plate, hardener repper) when they're under me(can't fit scanners, i fit small tureets)
To destroy a tank with 2 plates or 1 plate and 1 active hardener, you need to plant more than 5 RE on that tank. If someone manages to do that, he deserves the kill.
Lynn Beck wrote:As a scout, i hate that a Proto Logi wields 2 sets of Basic re's and can instasplode me, pretty much meaning he has 8 Core Locuses.
Now I know you are trolling. Unless you walked into a bobby trapped room/console, I can't see how a logi can throw a RE to the feet of a scout and kill him before the scout evades it/kills the logi, unless the scout was asleep.
RE purpose is to destroy things and kill people. With the proposed nerf and fitting requirements, they will become rather mediocre at that mission, and most people would prefer to not fit them at all.
Core locus (that were buffed ) and hives would be much better than RE at that point. |

Flyingconejo
KILL-EM-QUICK RISE of LEGION
1086
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Posted - 2014.06.11 09:49:00 -
[4] - Quote
I still don't really see the need for a nerf, but numbers look much better now. At least the new basic RE will be able to destroy a milita LAV now.
This is the way to go about it. If you are going to make a nerf, just nerf the variable that you think is the problem. The activation timer in this case.
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