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Thread Statistics | Show CCP posts - 2 post(s) |
Adipem Nothi
Nos Nothi
1593
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Posted - 2014.06.10 14:05:00 -
[1] - Quote
Strongly opposed to the proposed RE nerfs.
* When we said "delaying activation time" would prevent frisbees, we meant +~0.5 seconds (not 2x). * REs are infantry's best AV option; damage reduction will interfere greatly with this function. * REs are a Scout's best friend; the MinScout is already PG-starved and hurting; we're twisting the knife.
I suggest delaying the proposed RE changes until (1) AV is squared away (2) we've helped out the MinScout and (3) we've had a chance to form/debate a counter-proposal.
Tentative RE Counter Proposal Type, Blast_Radius, Damage, Activation STD, 5 meters, 1500, 3.0 seconds ADV, 5 meters, 1500, 2.5 seconds PRO, 2.5 meters, 2000, 2.0 seconds
The above proposal is tentative; my intent is as follows ... - STD REs hold constant except for a slightly longer activation time (+0.5 seconds). - ADV REs (in line with in-game description) feature a slightly faster arming sequence than STD. - PRO REs will be the go-to tank buster; 25% more damage exchanged for 50% less blast radius. - All other stats held constant.
Shoot scout with yes...
- Ripley Riley
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1069
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Posted - 2014.06.10 14:46:00 -
[2] - 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. |
Appia Vibbia
Molon Labe. General Tso's Alliance
2856
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Posted - 2014.06.10 15:34:00 -
[3] - Quote
Adipem Nothi wrote:Strongly opposed to the proposed RE nerfs.
* When we said "delaying activation time" would prevent frisbees, we meant +~0.5 seconds (not 2x). * REs are infantry's best AV option; damage reduction will interfere greatly with this function. * REs are a Scout's best friend; the MinScout is already PG-starved and hurting; we're twisting the knife.
I suggest delaying the proposed RE changes until (1) AV is squared away (2) we've helped out the MinScout and (3) we've had a chance to form/debate a counter-proposal.
As someone that uses REs for AV with some good frequency, 3 REs are not enough on their own to kill a tank. You need 1/2 flux grenades, some swarms, a plasma cannon, Forge Gun or another vehicle for them to kill an HAV with out hardeners and without HP Modules.
4 REs are needed to break through an unmodified tank
1500 x 3 = 4500 damage (RAW)
Madrugar: 1200 Shield, 4000 Armor, 4640 EHP
1200 * 1.2 = 1440 Effective Shields 4000 * 0.8 = 3200 Effective Armor 1440 + 3200 = 4640 Effective HP
Reducing the damage on REs is going to drastically affect AV balance in a negative way
Adipem Nothi wrote:Tentative RE Counter Proposal Type, Blast_Radius, Damage, Activation STD, 5 meters, 1500, 3.0 seconds ADV, 5 meters, 1500, 2.5 seconds PRO, 2.5 meters, 2000, 2.0 seconds
The above proposal is tentative; my intent is as follows ... - STD REs hold constant except for a slightly longer activation time (+0.5 seconds). - ADV REs (in line with in-game description) feature a slightly faster arming sequence than STD. - PRO REs will be the go-to tank buster; 25% more damage exchanged for 50% less blast radius. - All other stats held constant.
I'd rather just see F/45 carry 4 and the Boundless carry 5. I don't mind the increased detonation time.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Cyrius Li-Moody
0uter.Heaven
5719
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Posted - 2014.06.10 17:05:00 -
[4] - Quote
Holy crap the PG scaling and doubling of the arm time.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1073
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Posted - 2014.06.10 17:28:00 -
[5] - 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. |
Arkena Wyrnspire
Fatal Absolution
14364
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Posted - 2014.06.10 17:38:00 -
[6] - Quote
I don't understand the need for a damage nerf or PG nerf but the only reason there'd be a problem with the higher activation time is if you're attempting to use them as grenades.
@Damage nerf - Completely unnecessary. The point of these is as AV - the only thing that the damage reduction helps is a tank, which absolutely does not need more help against REs. You can't kill a tank with REs only unless you set up a trap very well indeed or it's a weak tank.
@PG nerf - Eh? Why? Just... why? There's no need, at all.
I'm in support of the arming time, though. But if you're going to do that they need the punch to take out a tank properly...
You have long since made your choice. What you make now is a mistake.
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Llast 326
An Arkhos
3542
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Posted - 2014.06.10 17:39:00 -
[7] - Quote
Cyrius Li-Moody wrote:Holy crap the PG scaling and doubling of the arm time. That's just what we neededGǪ and increase in PG cost for Minmatar tech so we can't even fit it on our suits Lets just widen that gap some more shall we? Not happy about these changesGǪ Arm time change sureGǪ at a moderate level PG increaseGǪ why? All this accomplishes is nerfing the ability to use them as AV for scouts (particularly Min scouts) which are best suited for laying them on HAVs to begin with.
KRRROOOOOOM
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Cyrius Li-Moody
0uter.Heaven
5732
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Posted - 2014.06.10 20:28:00 -
[8] - Quote
Llast 326 wrote:Cyrius Li-Moody wrote:Holy crap the PG scaling and doubling of the arm time. That's just what we neededGǪ and increase in PG cost for Minmatar tech so we can't even fit it on our suits Lets just widen that gap some more shall we? Not happy about these changesGǪ Arm time change sureGǪ at a moderate level PG increaseGǪ why? All this accomplishes is nerfing the ability to use them as AV for scouts (particularly Min scouts) which are best suited for laying them on HAVs to begin with.
With those PG costs it puts them pretty much only in the hands of logi's.
You killer bees have fun chasing down those tanks.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
116
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Posted - 2014.06.10 20:37:00 -
[9] - Quote
If these changes go though I don't see myself using RE's much any more.
There is no way I will be able to fit more than std re's on my min scout. I loved using them for AV but they just won't do enough damage with the proposed nerf. Also, isn't the activation time also the reload time? If so, how are you supposed to get 2 or 3 re's on before the tank drives off.
Another great use is for killing heavies which otherwise can be extremely hard to take out. However 1000 damage just isn't enough for the job.
With two major reasons for using RE's removed it will become much harder to justify using them. I already sacrifice a high slot to fit re's on my most used suit (adv min scout). By which I mean I have to leave a high empty due to low pg. |
One Eyed King
Land of the BIind
1900
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Posted - 2014.06.10 21:05:00 -
[10] - Quote
Varoth Drac wrote:If these changes go though I don't see myself using RE's much any more.
There is no way I will be able to fit more than std re's on my min scout. I loved using them for AV but they just won't do enough damage with the proposed nerf. Also, isn't the activation time also the reload time? If so, how are you supposed to get 2 or 3 re's on before the tank drives off.
Another great use is for killing heavies which otherwise can be extremely hard to take out. However 1000 damage just isn't enough for the job.
With two major reasons for using RE's removed it will become much harder to justify using them. I already sacrifice a high slot to fit re's on my most used suit (adv min scout). By which I mean I have to leave a high empty and use all 0 pg low slot mods due to low pg (max core upgrades, max engineering, both weapon fitting optimisations lvl 3). I am beginning to think CCP outright hates minjas.
The REAL Internet King
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Llast 326
An Arkhos
3552
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Posted - 2014.06.10 21:44:00 -
[11] - Quote
Cyrius Li-Moody wrote:Llast 326 wrote:Cyrius Li-Moody wrote:Holy crap the PG scaling and doubling of the arm time. That's just what we neededGǪ and increase in PG cost for Minmatar tech so we can't even fit it on our suits Lets just widen that gap some more shall we? Not happy about these changesGǪ Arm time change sureGǪ at a moderate level PG increaseGǪ why? All this accomplishes is nerfing the ability to use them as AV for scouts (particularly Min scouts) which are best suited for laying them on HAVs to begin with. With those PG costs it puts them pretty much only in the hands of logi's. You killer bees have fun chasing down those tanks. You may just see me flipping my Knives, watching Logi chase down HAVsGǪ
KRRROOOOOOM
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Lynn Beck
Heaven's Lost Property
1743
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Posted - 2014.06.10 21:51:00 -
[12] - Quote
As a min heavy, i despise the fact that Basic Re's kill my brick tanked fitting(which costs 66k or so)
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)
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.
I'm all for nerfing the damage/arming time of the basic, and making Adv harder to fit Pg wise, but please, keep the Proto where it is, and make the Adv carry 4, proto 5.(only being able to deploy 1 less than carry maybe)
Edit: i will still ise Standard Remotes for Av, but in tandem with Av nades and a Cbr7 swarm.
General John Ripper
Like ALL the things!!!
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1081
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Posted - 2014.06.10 22:40:00 -
[13] - 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. |
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CCP Rattati
C C P C C P Alliance
2419
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Posted - 2014.06.11 00:11:00 -
[14] - Quote
Adipem Nothi wrote:Strongly opposed to the proposed RE nerfs.
* When we said "delaying activation time" would deter frisbees, we meant +0.5 sec (not +100%). * REs are infantry's best AV option; damage reduction will interfere greatly with this function. * REs are a Scout's best friend; the MinScout is already PG-starved and hurting; we're twisting the knife.
I suggest delaying the proposed RE changes until (1) AV is squared away (2) we've helped out the MinScout and (3) we've had a chance to form/debate a counter-proposal.
Tentative RE Counter Proposal Type, Blast_Radius, Damage, Activation STD, 5 meters, 1500, 3.0 seconds ADV, 5 meters, 1500, 2.5 seconds PRO, 2.5 meters, 2000, 2.0 seconds
The above proposal is tentative; my intent is as follows ... - STD REs hold constant except for a slightly longer activation time (+0.5 seconds). - ADV REs (in line with in-game description) feature a slightly faster arming sequence than STD. - PRO REs will be the go-to tank buster; 25% more damage exchanged for 50% less blast radius. - All other stats held constant.
Basic RE having the same damage makes no sense. I decreased the damage and reserved the damage output per PG ratio.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cross Atu
OSG Planetary Operations Covert Intervention
2312
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Posted - 2014.06.11 01:21:00 -
[15] - Quote
Adipem Nothi wrote: I suggest delaying the proposed RE changes until (1) AV is squared away (2) we've helped out the MinScout and (3) we've had a chance to form/debate a counter-proposal.
I may not agree 100% with every single point but the above quoted sections seem particularly vital and I'll elaborate on why.
- AV is in a particularly weak spot in general. Speaking as someone with Proto Swarms, Forge, AV nades, REs and HAVs I firmly feel that AV isn't performing at proper levels currently. Back scaling the REs weakens that further, so while it may need to happen for other reasons it certainly needs to happen within the context of a wider AV buff to even maintain current levels of AV functionality. My standard guideline applies When X is the only, or best counter to X then there's a balance problem.
Vehicles should not be the only tactically viable counter to vehicles and we're drifting closer to that.
- The MinScout badly needs fittings resources which allow it to play to it's strengths and racial style. At present I am unaware of any fits which allow that. A touch up to REs is one thing, but this suit is already deeply constrained and removing another tool from it's bag of tricks with hobble it still further. My present understanding leads me to believe this rework deserves a high priority.
- I am 100% in support of community feedback. While some of the current anti-infantry uses of REs do seem excessive (to wit; their ability to be used as anti-personal grenades frequently with greater efficacy than grenades) crowdsourcing proposals to address these concerns while still providing recourse for their other uses seems valid. I'd even take it a step further and say that in current game state a renewed focus on such interactions is particularly vital. I commend CCP Rattati on such efforts to date, and point at this as an area of particular merit for continued communication.
TL;DR - Current game meta seems to indicate REs need a touch up, but that will effect many things so lets keep those things in mind and make sure to include the communities voice in whichever proposal is adopted.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1105
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Posted - 2014.06.11 01:35:00 -
[16] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Strongly opposed to the proposed RE nerfs.
* When we said "delaying activation time" would deter frisbees, we meant +0.5 sec (not +100%). * REs are infantry's best AV option; damage reduction will interfere greatly with this function. * REs are a Scout's best friend; the MinScout is already PG-starved and hurting; we're twisting the knife.
I suggest delaying the proposed RE changes until (1) AV is squared away (2) we've helped out the MinScout and (3) we've had a chance to form/debate a counter-proposal.
Tentative RE Counter Proposal Type, Blast_Radius, Damage, Activation STD, 5 meters, 1500, 3.0 seconds ADV, 5 meters, 1500, 2.5 seconds PRO, 2.5 meters, 2000, 2.0 seconds
The above proposal is tentative; my intent is as follows ... - STD REs hold constant except for a slightly longer activation time (+0.5 seconds). - ADV REs (in line with in-game description) feature a slightly faster arming sequence than STD. - PRO REs will be the go-to tank buster; 25% more damage exchanged for 50% less blast radius. - All other stats held constant. Basic RE having the same damage makes no sense. We decreased the damage and reserved the damage output per PG ratio, I am open to reconsidering the PG cost though. If you want to solo tanks, then you should need more than basic of anything. I am however, totally understanding of the need for dedicated RE's tank hunters to be very efficient. Keep the discussions going, additonal RE's is definitely an option, or higher dmg output without higher PG costs. But if the numbers go up, we may have to consider a nanite restock increase as well. The RE activation timer must be so that enemy infantry has a way to get out of the way. I am not seeing any particular reason why 0.5 seconds would change anything in that regard. It needs to be more than that. I want this playstyle to be efficient, working and fun. And I also don't want proto heavies frisbeed with no recourse.
@ Rattati...
Would it be possible to have an RE variant that focuses on AV work...similar to a "packed" variant. Very, very small blast radius with noticeably increased damage. Basically it would be a shaped charge (i.e. very focused blast output) but unless you are right on top of it would have mild to moderate effects on infantry.
I think you could make the standard RE slightly less effective against tanks if you added this variant.
That way the Scout AV folks get a tailored weapon and it tones down some the uber multi-use nature of the RE. That way you have to choose between the two or use multiple equipment slots.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Shiyou Hidiyoshi
Ancient Exiles.
777
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Posted - 2014.06.11 02:04:00 -
[17] - Quote
Sooooooooooooo......................... 5 second delay huh CCP?
Let's think about that for a second shall we?
Someone throws an RE at your feet with a 5 second delay.
You walk extremely slow backwards, let's say 3 m/s
5 seconds later and you are 15 meters away from the RE
CCP I don't recall REs having a 15 meter blast radius, was there some magical buff I missed?
"I don't always lock threads but when I do, I vigorously masterbait afterwards." - CCP Lockingbro
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CCP Rattati
C C P C C P Alliance
2430
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Posted - 2014.06.11 02:42:00 -
[18] - Quote
Modified Proposal
Changing the damage profile, Increasing proto damage, pulling PG changes, reducing activation length a little less.
These should encourage high end AV tankhunters to keep using RE's and reduce the frisbees a little.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Appia Vibbia
Molon Labe. General Tso's Alliance
2865
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Posted - 2014.06.11 02:56:00 -
[19] - Quote
CCP Rattati wrote:Modified Proposal
Changing the damage profile, Increasing proto damage, pulling PG changes, reducing activation length a little less.
These should encourage high end AV tankhunters to keep using RE's and reduce the frisbees a little.
OMG yes!
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
1652
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Posted - 2014.06.11 02:58:00 -
[20] - Quote
The New Numbers look good, sir. Thank you. o7
Shoot scout with yes...
- Ripley Riley
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One Eyed King
Land of the BIind
1918
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Posted - 2014.06.11 03:01:00 -
[21] - Quote
CCP Rattati wrote:Modified Proposal
Changing the damage profile, Increasing proto damage, pulling PG changes, reducing activation length a little less.
These should encourage high end AV tankhunters to keep using RE's and reduce the frisbees a little. Here is my question, is the "frisbee" problem something that you are seeing in your data (which would be a legit reason), or based upon some of the heavy QQ (which I would rather see investigated than outright believed first)?
The REAL Internet King
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I-Shayz-I
I-----I
3651
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Posted - 2014.06.11 03:17:00 -
[22] - Quote
Wait, was this proposed just because I made a video of me killing madrugars with STD remotes? Video: https://www.youtube.com/watch?v=JS8LAlWrKEE
lol
My feedback: Most of the tankers in my video were noobs, and I was using a proto plasma cannon and proto AV grenades to weaken the tank beforehand.
YES remotes are awesome, but the amount of skill it takes to pull of a remote kill without the tank running away from you, killing you, or doing anything before you can land a direct hit with a plasma cannon and drop two AV grenades is astoundign unless the tanker is a complete noob.
Some of the tanks in my montage I chased down the ENTIRE match with a proto fit that I died in maybe 5 or 6 times before finally destroying them.
I agree that there needs to be progression, but I shouldn't have to use 3 types of proto AV on a proto scout in combination to have a 33% chance of killing a Madrugar (about 1/3 of the tanks I encountered I was able to kill with that fit). Not to mention how often you have to restock at a supply depot if you fail to destroy the tank.
I cannot make that same type of fitting on an adv scout because I run out of fitting space. Increasing the fitting cost would just make it impossible for anyone aside from logistics to run a remote AV fit...and even then they would have a hard time keeping up with the speed of the tanks (My scout suit had two complex sprint mods in order to run at 10 m/s JUST so that I could at least have a chance of catching the tanks, especially once they start moving after I plant the first remote). Trying to get 3 remotes on a smart tank is impossible. Two is extremely lucky unless you put on on at a time. Even then, getting their hp down low to pop them with just two on a madrugar with an armor plate requires 2 proto AV grenades and a shot with a proto PLC.
If anything, I think the best way to balance remotes would be to decrease the amount available to be deployed while also increasing damage for proto and decreasing for standard but a small amount. STD should be 1 or 2, ADV should be 2 or 3, and proto 3 or 4. Damage values something like 1200 for standard, 1500 for adv, and 1800 for proto.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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killian178
S.e.V.e.N. General Tso's Alliance
24
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Posted - 2014.06.11 03:38:00 -
[23] - Quote
Shiyou Hidiyoshi wrote:Sooooooooooooo......................... 5 second delay huh CCP? Let's think about that for a second shall we? Someone throws an RE at your feet with a 5 second delay. You walk extremely slow backwards, let's say 3 m/s 5 seconds later and you are 15 meters away from the RE CCP I don't recall REs having a 15 meter blast radius, was there some magical buff I missed? O wait! I forgot to spec into sleeping pills to make the enemy fall asleep and stand perfectly still so I can kill them with my 5 seconds REs. Or I just hope that the person I'm fighting who sees me running to him with the RE doesn't kill me while I'm running towards him, doesn't start walking backwards, and hope he doesn't notice me throwing the RE which takes time for it to be thrown and land on the ground plus the 5 seconds. I sure hope during all of those seconds going by he just stands there and tries to pick his nose and I somehow live through his gunfire. Otherwise he can simply move away and laugh while I die. 5 second delay is like shooting a plasma cannon at someone 100 meters away. They laugh and move a few meters away to dodge. https://forums.dust514.com/default.aspx?g=posts&m=2203913#post2203913^ Link to another thread where more RE users are annoyed and where more feedback including more of mine is located.
Ummmm, REs aren't supposed to be used like that imo, unless your killing that annoying heavy sniper. |
duster 35000
Algintal Core Gallente Federation
19
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Posted - 2014.06.11 03:51:00 -
[24] - Quote
CCP Rattati wrote:Modified Proposal
Changing the damage profile, Increasing proto damage, pulling PG changes, reducing activation length a little less.
These should encourage high end AV tankhunters to keep using RE's and reduce the frisbees a little. Where are the shield numbers? We need changes to shields in hf bravo.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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bogeyman m
Krusual Covert Operators Minmatar Republic
257
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Posted - 2014.06.11 04:03:00 -
[25] - Quote
One Eyed King wrote:CCP Rattati wrote:Modified Proposal
Changing the damage profile, Increasing proto damage, pulling PG changes, reducing activation length a little less.
These should encourage high end AV tankhunters to keep using RE's and reduce the frisbees a little. Here is my question, is the "frisbee" problem something that you are seeing in your data (which would be a legit reason), or based upon some of the heavy QQ (which I would rather see investigated than outright believed first)?
Well... I got killed by an RE from 34m last week. (Dropped from a height methinks.)
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Sinboto Simmons
SVER True Blood Dirt Nap Squad.
6098
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Posted - 2014.06.11 05:03:00 -
[26] - Quote
killian178 wrote:Shiyou Hidiyoshi wrote:Sooooooooooooo......................... 5 second delay huh CCP? Let's think about that for a second shall we? Someone throws an RE at your feet with a 5 second delay. You walk extremely slow backwards, let's say 3 m/s 5 seconds later and you are 15 meters away from the RE CP I don't recall REs having a 15 meter blast radius, was there some magical buff I missed? O wait! I forgot to spec into sleeping pills to make the enemy fall asleep and stand perfectly still so I can kill them with my 5 seconds REs. Or I just hope that the person I'm fighting who sees me running to him with the RE doesn't kill me while I'm running towards him, doesn't start walking backwards, and hope he doesn't notice me throwing the RE which takes time for it to be thrown and land on the ground plus the 5 seconds. I sure hope during all of those seconds going by he just stands there and tries to pick his nose and I somehow live through his gunfire. Otherwise he can simply move away and laugh while I die. 5 second delay is like shooting a plasma cannon at someone 100 meters away. They laugh and move a few meters away to dodge. https://forums.dust514.com/default.aspx?g=posts&m=2203913#post2203913^ Link to another thread where more RE users are annoyed and where more feedback including more of mine is located. Ummmm, REs aren't supposed to be used like that imo, unless your killing that annoying heavy sniper. The F/41 series of remote explosives are among the most powerful manually triggered demolitions devices available in New Eden. Each unit is reliable and effective, using a mix of three volatile materials to produce a yield high enough to penetrate layered armour, shatter reinforced structures, and decimate infantry units.
The RE is ment to be use for many things,not just tanks, what I'm most worried about is that CCP has the nasty habit of balancing one mechanic at the cost of destroying many players playstyle. (Most recently scouts)
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
630
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Posted - 2014.06.11 05:31:00 -
[27] - Quote
Lynn Beck wrote:As a min heavy, i despise the fact that Basic Re's kill my brick tanked fitting(which costs 66k or so)
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)
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.
I'm all for nerfing the damage/arming time of the basic, and making Adv harder to fit Pg wise, but please, keep the Proto where it is, and make the Adv carry 4, proto 5.(only being able to deploy 1 less than carry maybe)
Edit: i will still ise Standard Remotes for Av, but in tandem with Av nades and a Cbr7 swarm.
lol My scout that you can KILL just farting my way cost cost 198 000 bro. The advanced outfit kost 89k
******
War never changes
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
630
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Posted - 2014.06.11 05:44:00 -
[28] - Quote
Nerf nerf
The game will be heavy 514 soon
News flash heavies and scouts are in a good place now. Al this nerfs/bufs are stupid. Are RE a problem ? NO NOT REALY
Start buffing the assaults. The RE nerf will only benefit the heavies and the tanks nothing else nothing more. It's not like they need more love FFs.
The cloak still need work ( the decloake and insta use of guns are still broken ) FIX THAT BEFORE
Why do I even bother or care, it's pointless any way.
Sorry for any bad English
War never changes
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
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Posted - 2014.06.11 05:59:00 -
[29] - Quote
Haha awesome! CCP +1
Wait until I tell my OP remote using friend he's getting nerfed. LMAO.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Cyrius Li-Moody
0uter.Heaven
5763
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Posted - 2014.06.11 06:00:00 -
[30] - Quote
The new numbers are much more sensible.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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