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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
|
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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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
|
Posted - 2014.06.11 06:01:00 -
[31] - Quote
Piraten Hovnoret wrote: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
Dude, seriously the QQ is ridiculous. A basic remote that costs like 3,000 ISK and next do nothing on your CPU/PG should NOT KILL A FULL PROTO HEAVY.
You are seriously crying like a baby dude. Grow up and realize that is unfair as all Hell to heavies.
Edit: However.
I do see your point about AV, and suggest that the damage for proto possibly should've been increased to compromise.
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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IVIaster LUKE
Shadow Company HQ Lokun Listamenn
530
|
Posted - 2014.06.11 06:02:00 -
[32] - Quote
Awareness is a hellava thing.
No need to nerf RE's just because I detonated your Heavy Sentinel's @ss CCP Rattati. HTFU
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
|
Posted - 2014.06.11 06:03:00 -
[33] - Quote
IVIaster LUKE wrote:Awareness is a hellava thing.
This guy. This guy is one of the ones who's killed my full proto heavy with a BASIC REMOTE.
Bahahahahaha sweet, sweet revenge
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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Arkena Wyrnspire
Fatal Absolution
14390
|
Posted - 2014.06.11 06:03:00 -
[34] - Quote
Good stuff.
You have long since made your choice. What you make now is a mistake.
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Sinboto Simmons
SVER True Blood Dirt Nap Squad.
6103
|
Posted - 2014.06.11 06:15:00 -
[35] - Quote
Velociraptor antirrhopus wrote:IVIaster LUKE wrote:Awareness is a hellava thing. This guy. This guy is one of the ones who's killed my full proto heavy with a BASIC REMOTE. Bahahahahaha sweet, sweet revenge Me thinks thou art a little butthurt, do you truly believe that heavy of yours should be surviving something made to not only decimate infantry but also take out heavy armor?
What you've run into is your counter, everyone has a fault in their fits, the heavy is too slow/large to get away from hard hitting weapons like the shotgun and REs.
Simply balence.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
|
Posted - 2014.06.11 06:46:00 -
[36] - Quote
Sinboto Simmons wrote: Me thinks thou art a little butthurt, do you truly believe that heavy of yours should be surviving something made to not only decimate infantry but also take out heavy armor?
What you've run into is your counter, everyone has a fault in their fits, the heavy is too slow/large to get away from hard hitting weapons like the shotgun and REs.
Simply balence.
Bullshit. It's like the explosive resistance on sentinels doesn't even work.
God, I thought we could have an intelligent discussion on this, but apparently anyone who thinks basic REs aren't broken is a douchebag who likes to exploit basic REs.
Your goddamn Scout suits are cheaper than ours. They're better than ours. They're OP.
And one of the reasons they're OP is basic remotes. CCP is doing us all a favor here. And putting you egotistical goddamn scouts in check.
Edit: By the way, you'll be happy to know that an advanced RE will probably still kill most sentinels.
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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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
182
|
Posted - 2014.06.11 06:50:00 -
[37] - Quote
CCP Rattati wrote:I want this playstyle to be efficient, working and fun. And I also don't want proto heavies frisbeed with no recourse.
You see? I really love this man. He makes sense.
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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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
816
|
Posted - 2014.06.11 08:04:00 -
[38] - 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. If you want to reduce frisbees, you have to reduce the durability that some of the more extreme Heavies can attain. I've seen some Proto Suit/Proto HMG heavies go 40/0 because they stand on a point and spam gunfire down the alleyway.
The only way to kill it? Either another Near Proto full fit with a personal healer (in opposition to the armor rep hives that usually spatter the offender's location) Or remote explosives.
If 4 people shooting the same target in a forced enclosed area such as an objective point, cannot get past said single player in a heavy suit, they start looking around for other options.
The result? Generic use of RE as Anti-Heavy gear.
When you look at the disparity between Heavy Proto gear and the survivability of all other types of gear... explosives are about the only real option you can take short of an orbital or a 3 person ambush from behind, and in an enclosed area behind is often not a possible option.
Out in the open, the argument for Heavies looks sound because their range is almost nonexistent, but it just... becomes absurd so quickly in close quarters.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Adipem Nothi
Nos Nothi
1670
|
Posted - 2014.06.11 08:44:00 -
[39] - Quote
Velociraptor antirrhopus wrote: Your goddamn Scout suits are cheaper than ours. They're better than ours. They're OP. And one of the reasons they're OP is basic remotes. CCP is doing us all a favor here. And putting you egotistical goddamn scouts in check.
Velociraptor antirrhopus wrote:FIRST TESTDUMMY wrote: With shoddy hit detection and the Caldari Light Frames' weird strafing speeds, I'll be a god in close quarters one versus one engagements. Until you meet my basic heavy. I laughed pretty hard when I killed Shotty GoBang twice in one match with it today. He was in full proto.
Shoot scout with yes...
- Ripley Riley
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Sinboto Simmons
SVER True Blood Dirt Nap Squad.
6111
|
Posted - 2014.06.11 08:48:00 -
[40] - Quote
Velociraptor antirrhopus wrote:Sinboto Simmons wrote: Me thinks thou art a little butthurt, do you truly believe that heavy of yours should be surviving something made to not only decimate infantry but also take out heavy armor?
What you've run into is your counter, everyone has a fault in their fits, the heavy is too slow/large to get away from hard hitting weapons like the shotgun and REs.
Simply balence.
Bullshit. It's like the explosive resistance on sentinels doesn't even work. God, I thought we could have an intelligent discussion on this, but apparently anyone who thinks basic REs aren't broken is a douchebag who likes to exploit basic REs.Your goddamn Scout suits are cheaper than ours. They're better than ours. They're OP. And one of the reasons they're OP is basic remotes. CCP is doing us all a favor here. And putting you egotistical goddamn scouts in check. Edit: By the way, you'll be happy to know that an advanced RE will probably still kill most sentinels. If you wished to have an intelligent discussion then perhaps cutting down on the insults and taunts would be a good first step?
The explosive resistance is working just fine, however the REs damage is made to destroy tanks as well as infantry, that small percentage won't save you unless you've the most tanked suit possible.
I never said that basic REs are 'fine' I'm simply saying that no infantry should survive being caught in the blast, and that they are a counter to the heavy class.
Oh and by the way I tend to use PROTOTYPE REs, not basic, on a PROTOTYPE suit that is far more expensive then my own proto heavy, and saying that the scout suits are 'better' is objective.
Once again if you wish to have an intelligent discussion then cut back on the insults, the only one who seems to have an ego here is yourself.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
|
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shaman oga
Nexus Balusa Horizon
2267
|
Posted - 2014.06.11 09:28:00 -
[41] - Quote
I don't like very much those changes. In my opinion you should not be able to restock RE at all (like other equipments), but they should keep their damage value.
They are a problem against infantry meanwhile they are perfectly balanced against vehicles. Why not just cut their range? With less range infantry would have the time to escape and RE would be still effective as AV, where you don't need range.
RE are perfect as AV, because they require player skill, if they kill your vehicle it's your fault, i never get killed by RE when i'm in the open because i hear the sound and after the first, i'm already moving, the only time they can place 3 of them is when you make a wrong manouver or if you don't pay attention to the sounds.
Hint: Instead of a nerf to the RE, we need a flux nade variant, with a large AoE and low damage on shield.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1086
|
Posted - 2014.06.11 09:49:00 -
[42] - 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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Piraten Hovnoret
Molon Labe. General Tso's Alliance
631
|
Posted - 2014.06.11 11:43:00 -
[43] - Quote
Sinboto Simmons wrote:Velociraptor antirrhopus wrote:Sinboto Simmons wrote: Me thinks thou art a little butthurt, do you truly believe that heavy of yours should be surviving something made to not only decimate infantry but also take out heavy armor?
What you've run into is your counter, everyone has a fault in their fits, the heavy is too slow/large to get away from hard hitting weapons like the shotgun and REs.
Simply balence.
Bullshit. It's like the explosive resistance on sentinels doesn't even work. God, I thought we could have an intelligent discussion on this, but apparently anyone who thinks basic REs aren't broken is a douchebag who likes to exploit basic REs.Your goddamn Scout suits are cheaper than ours. They're better than ours. They're OP. And one of the reasons they're OP is basic remotes. CCP is doing us all a favor here. And putting you egotistical goddamn scouts in check. Edit: By the way, you'll be happy to know that an advanced RE will probably still kill most sentinels. If you wished to have an intelligent discussion then perhaps cutting down on the insults and taunts would be a good first step? The explosive resistance is working just fine, however the REs damage is made to destroy tanks as well as infantry, that small percentage won't save you unless you've the most tanked suit possible. I never said that basic REs are 'fine' I'm simply saying that no infantry should survive being caught in the blast, and that they are a counter to the heavy class. Oh and by the way I tend to use PROTOTYPE REs, not basic, on a PROTOTYPE suit that is far more expensive then my own proto heavy, and saying that the scout suits are 'better' is objective. Once again if you wish to have an intelligent discussion then cut back on the insults, the only one who seems to have an ego here is yourself.
Wow my everyday scout outfit cost 180-210k isk ( yeah proto and I run just that 90% of the time I play ) And yeah standard RE on al of them.
Al this QQ about how expensive the fatties are makes me belive they cost 500k isk a pop or something
I get INSTA killed by a standard fatty that cost 10k if I run strait at him. But if I take my 200k suit flank him ( in the open ) drop a RE move back then hit the boom bottom.... And he still stands there as a statue he deserve to die period.
You fatties are nothing more than a scrubs when you are saying " if I tank my self nothing should insta kill me" I am fine with that if the fat suit was the most expensive one.... No it's the cheapest one so STF until then.
And a good heavy don't get killed buy RE, he waste any scout well before that.
I don't know how many times I have baited a bunch of fatties buy just spraying at them real quick, run around a corner put down a remote, the stampede of bulls comes round the corner BOOM.
Idiots it's al the time like that. But hey it's okey if you want to take away any slim awareness from heavyset and just be a charging horde of dumb fucks running with no self preservation go bro just go.
War never changes
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IVIaster LUKE
Shadow Company HQ Lokun Listamenn
531
|
Posted - 2014.06.11 12:01:00 -
[44] - Quote
Velociraptor antirrhopus wrote:IVIaster LUKE wrote:Awareness is a hellava thing. This guy. This guy is one of the ones who's killed my full proto heavy with a BASIC REMOTE. Bahahahahaha sweet, sweet revenge
Wasn't me. Sorry, Love....but I use the "SKINJUICE" remotes. Never basic.
No need to nerf RE's just because I detonated your Heavy Sentinel's @ss CCP Rattati. HTFU
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Apothecary Za'ki
Biomass Positive
38
|
Posted - 2014.06.11 14:27:00 -
[45] - Quote
Adipem Nothi wrote:The New Numbers look much better, Sir. Thank you for hearing us out. o7
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.
Bravo is looking good. but i want to see the changed to the other 3 assault suits.. and If there is any; the changes to logi suits
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Cross Atu
OSG Planetary Operations Covert Intervention
2318
|
Posted - 2014.06.11 14:37:00 -
[46] - 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. Looking forward to seeing these changes go live and testing them out under battlefield conditions. Thank you for your continued engagement with the community and our feedback o7 This seems like a solid starting point from where, if needed after a few weeks of data collection, minor adjustments could be made to further tune the RE. (which is not to say that will be required, simply that this is a good place to work from going forward ).
I have some other, related, feedback but it is honestly outside the scope of this thread so I'll post it else where.
Again, thanks for the continued communication.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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J0LLY R0G3R
And the ButtPirates
875
|
Posted - 2014.06.11 20:07:00 -
[47] - Quote
Any chance you can buff blue berry situational awareness instead?
- XD
PS4 psn = J0LLYxR0G3R
Underscore before and after the x
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RedPencil
DUST University Ivy League
10
|
Posted - 2014.06.11 21:17:00 -
[48] - Quote
Piraten Hovnoret wrote: And a good heavy don't get killed buy RE, he waste any scout well before that.
Idiots it's al the time like that. But hey it's okey if you want to take away any slim awareness from heavyset and just be a charging horde of dumb fucks running with no self preservation go bro just go.
This is it!
|
RedPencil
DUST University Ivy League
11
|
Posted - 2014.06.12 01:27:00 -
[49] - 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.
Would you please consider low down the active time a little bit more? The arm time already got nurf once. If your aim is to give more time for mer to run away from RE, 4 sec is too much even for heavy, and they won't run but spray a bullet to kill you instate. I think 3 - 3.5 sec for standard is a better number. They will have to choose to fight or run. Right now proto heavy with 2 focus rep is fearless. at least make them to be aware a little bit. |
XxGhazbaranxX
Eternal Beings Proficiency V.
1448
|
Posted - 2014.06.12 01:45:00 -
[50] - Quote
How would people feel about changing the blast radius of the remotes per tier? The damage is now the same so they have the same effect on vehicles but I don't see why they should have the same splash radius per tier. I suggest going going 2/4/6 respectively so proto would be a lot more usefull to use tactically speaking while still keeping the ADV variant at current usefullness (slightly reduced).
Just an idea what do you guys think??
Plasma Cannon Advocate
Dust 514 Survivor
|
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Adipem Nothi
Nos Nothi
1704
|
Posted - 2014.06.12 02:23:00 -
[51] - Quote
XxGhazbaranxX wrote:How would people feel about changing the blast radius of the remotes per tier? The damage is now the same so they have the same effect on vehicles but I don't see why they should have the same splash radius per tier. I suggest going going 2/4/6 respectively so proto would be a lot more usefull to use tactically speaking while still keeping the ADV variant at current usefullness (slightly reduced).
Just an idea what do you guys think?? We use REs to rig Objectives, hallways and choke points. The larger the blast radius, the better the trap.
If we ever rollout a high-damage AV "charge", then yes. Otherwise, I see no reason to shrink blast radius.
Shoot scout with yes...
- Ripley Riley
|
XxGhazbaranxX
Eternal Beings Proficiency V.
1449
|
Posted - 2014.06.12 02:42:00 -
[52] - Quote
Adipem Nothi wrote:XxGhazbaranxX wrote:How would people feel about changing the blast radius of the remotes per tier? The damage is now the same so they have the same effect on vehicles but I don't see why they should have the same splash radius per tier. I suggest going going 2/4/6 respectively so proto would be a lot more usefull to use tactically speaking while still keeping the ADV variant at current usefullness (slightly reduced).
Just an idea what do you guys think?? If you don't mind my asking, why? We use REs to rig Objectives, hallways and choke points. The larger the blast radius, the better the trap. If the Devs ever rollout a high-damage AV "charge" variant, then yes. Otherwise, shrinking blast radius will only make for less effective traps. Rattati's enacting changes to do away with frisbee / grenade usage. As far as I know, he is OK with us setting traps and luring enemies into them.
effectiveness per tier is all. People using regular remotes to full effectiveness cause almost no incentive to use proto and adv. I know people and lots of them that only put 1 point into them and that's it because it's as effective. Having a large blast radius at proto means you can use less remotes while having more on reserve to use elsewhere.
EDIT: Then again it's just an idea I threw out there. I also thought about 3/5/7 so at adv level you have exactly the same blast radius you have now while getting a 2 meter buff to proto which would create incentive
Plasma Cannon Advocate
Dust 514 Survivor
|
Adipem Nothi
Nos Nothi
1704
|
Posted - 2014.06.12 02:51:00 -
[53] - Quote
XxGhazbaranxX wrote:
effectiveness per tier is all. People using regular remotes to full effectiveness cause almost no incentive to use proto and adv. I know people and lots of them that only put 1 point into them and that's it because it's as effective. Having a large blast radius at proto means you can use less remotes while having more on reserve to use elsewhere.
Gotcha ... to incentive progression.
Since we've already nerfed REs in a couple areas, why not meet that need to incentive by buffing blast radius!?
5 / 7 / 9 would be lovely :-) You think Heavies would go for it?
Shoot scout with yes...
- Ripley Riley
|
RedPencil
DUST University Ivy League
11
|
Posted - 2014.06.12 03:06:00 -
[54] - Quote
Adipem Nothi wrote:XxGhazbaranxX wrote:
effectiveness per tier is all. People using regular remotes to full effectiveness cause almost no incentive to use proto and adv. I know people and lots of them that only put 1 point into them and that's it because it's as effective. Having a large blast radius at proto means you can use less remotes while having more on reserve to use elsewhere.
Gotcha ... to incentive progression. Since we've already nerfed REs in a couple areas, why not meet that need to incentive by buffing blast radius!? 5 / 7 / 9 would be lovely :-) You think Heavies would go for it?
Looking for more QQ |
Cross Atu
OSG Planetary Operations Covert Intervention
2325
|
Posted - 2014.06.12 03:15:00 -
[55] - Quote
Adipem Nothi wrote:XxGhazbaranxX wrote:
effectiveness per tier is all. People using regular remotes to full effectiveness cause almost no incentive to use proto and adv. I know people and lots of them that only put 1 point into them and that's it because it's as effective. Having a large blast radius at proto means you can use less remotes while having more on reserve to use elsewhere.
Gotcha ... to incentive progression. Since we've already nerfed REs in a couple areas, why not meet that need to incentive by buffing blast radius!? 5 / 7 / 9 would be lovely :-) You think Heavies would go for it? I don't main heavy, but I do have proto HMG and Forge on top of which as a dedicated support Logi I run with heavies consistently so I'll take a crack at this.
Aside from this I believe seeing how the timers work before making too many alterations would be good for data gathering and iterative purposes.
I'm in general support of an increased splash radius. Provided the timer change is functioning correctly (i.e. making anti-personnel RE use primarily tactical rather than heavily active/on the fly) keeping their utility high seems good for the game. While I'm not a fan of the current "run in, toss RE, "insta" trigger to clear out half a squad or more" use as it violates the role of locus nades (for starters) I firmly believe that a scout who's flanked or fortified a position and/or choke point should absolutely be able to take out the unwary who bull-rush that position (be it control panel, hallway, or other).
And remember this is coming from the squishy guy carrying all the gear so this splash buff is undoubtedly going to cost me fits
Cheers, Cross
EDIT: A, possibly obvious, thought has just occurred to me. When we're talking about RE timers are we talking "time to trigger post deployment" or "time to detonate once triggered" . The former would be the better method IMO as it removes overly active uses while maintaining efficiency of tactical uses. The later (which I'm getting the sneaking suspicion is the actual method in question) is a much tighter prospect and cannot be extended as much without hampering the tactical uses of the RE.
If it is indeed the latter method then I'll have to reconsider a few things because that is a much more substantial nerf than the former, for starters if the latter is actually the method I'd be in favor of seeing a splash radius buff up front as part of bravo.
Cross Atu for CPM1- An emergent candidate
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Adipem Nothi
Nos Nothi
1710
|
Posted - 2014.06.12 03:19:00 -
[56] - Quote
Cross Atu wrote:EDIT: A, possibly obvious, thought has just occurred to me. When we're talking about RE timers are we talking "time to trigger post deployment" or "time to detonate once triggered" . The former would be the better method IMO as it removes overly active uses while maintaining efficiency of tactical uses. The later (which I'm getting the sneaking suspicion is the actual method in question) is a much tighter prospect and cannot be extended as much without hampering the tactical uses of the RE. If it is indeed the latter method then I'll have to reconsider a few things because that is a much more substantial nerf than the former, for starters if the latter is actually the method I'd be in favor of seeing a splash radius buff up front as part of bravo.
Surely they wouldn't ...
Shoot scout with yes...
- Ripley Riley
|
Thang Bausch
Pierrot Le Fou Industries
168
|
Posted - 2014.06.12 03:19:00 -
[57] - 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.
Yeah, some of the min suits need a serious PG increase. Just defies logic.
|
J0LLY R0G3R
And the ButtPirates
886
|
Posted - 2014.06.12 03:35:00 -
[58] - Quote
Adipem Nothi wrote:Cross Atu wrote:EDIT: A, possibly obvious, thought has just occurred to me. When we're talking about RE timers are we talking "time to trigger post deployment" or "time to detonate once triggered" . The former would be the better method IMO as it removes overly active uses while maintaining efficiency of tactical uses. The later (which I'm getting the sneaking suspicion is the actual method in question) is a much tighter prospect and cannot be extended as much without hampering the tactical uses of the RE. If it is indeed the latter method then I'll have to reconsider a few things because that is a much more substantial nerf than the former, for starters if the latter is actually the method I'd be in favor of seeing a splash radius buff up front as part of bravo. Surely they wouldn't ... That'd be worse than the "add flashing lights and beeping sounds" suggestion.
Ohhh instead of beeps, make this play.
PS4 psn = J0LLYxR0G3R
Underscore before and after the x
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Cross Atu
OSG Planetary Operations Covert Intervention
2326
|
Posted - 2014.06.12 03:36:00 -
[59] - Quote
Adipem Nothi wrote:Cross Atu wrote:EDIT: A, possibly obvious, thought has just occurred to me. When we're talking about RE timers are we talking "time to trigger post deployment" or "time to detonate once triggered" . The former would be the better method IMO as it removes overly active uses while maintaining efficiency of tactical uses. The later (which I'm getting the sneaking suspicion is the actual method in question) is a much tighter prospect and cannot be extended as much without hampering the tactical uses of the RE. If it is indeed the latter method then I'll have to reconsider a few things because that is a much more substantial nerf than the former, for starters if the latter is actually the method I'd be in favor of seeing a splash radius buff up front as part of bravo. Surely they wouldn't ... I hope not, the 'delay from trigger' method makes me cringe.
Adipem Nothi wrote: That'd be worse than the "add flashing lights and beeping sounds" suggestion.
^This happened? ...I have no words
Cross Atu for CPM1- An emergent candidate
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jaksol JAK darnson
Kameira Lodge Amarr Empire
18
|
Posted - 2014.06.12 04:37:00 -
[60] - Quote
shaman oga wrote:I don't like very much those changes. In my opinion you should not be able to restock RE at all (like other equipments), but they should keep their damage value.
They are a problem against infantry meanwhile they are perfectly balanced against vehicles. Why not just cut their range? With less range infantry would have the time to escape and RE would be still effective as AV, where you don't need range.
RE are perfect as AV, because they require player skill, if they kill your vehicle it's your fault, i never get killed by RE when i'm in the open because i hear the sound and after the first, i'm already moving, the only time they can place 3 of them is when you make a wrong manouver or if you don't pay attention to the sounds.
Hint: Instead of a nerf to the RE, we need a flux nade variant, with a large AoE and low damage on shield.
i was playing against my corp leader today and as he was a heavy the only thing i cud use to kill him were REs but i didnt trow at feet and run i throu them and then waited for him to come around the corner and as such im fine with the nufs (even thou it removes my defence if they trap me in a room)
"Sacrifice is a choice you make. Loss is a choice made for you."
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