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Arkena Wyrnspire
Fatal Absolution
14552
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Posted - 2014.06.16 12:25:00 -
[31] - Quote
Vicious Minotaur wrote:I don't know why REs are being nerfed as much as they are. I guess too many situationally unaware players cried? Frisbee REs certainly needed fixing... But the other changes seem a bit too much. Can't really comment further, as I don't use REs.
I seldom get killed by REs as-is. Guess I can look forward to changing that to "never."
Other changes? The only two changes are the priming time increase, to fix frisbees, and a tiered damage difference which is utterly negligible.
You have long since made your choice. What you make now is a mistake.
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HOWDIDHEKILLME
Dying to Reload
245
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Posted - 2014.06.16 12:41:00 -
[32] - Quote
I find it funny people think you can fling them like " frisbee's ", how far do they go 5 meters?
CCP my stupid frisbee is made of lead.
Lonewolf till I die
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HOWDIDHEKILLME
Dying to Reload
245
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Posted - 2014.06.16 12:48:00 -
[33] - Quote
Well until the hot fix, I will find the best way to abuse them particularly against heavies and proto. Just like all the douchbags did with gal scout damp cloak.
Another 700k sp nerfed.
Lonewolf till I die
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Jadd Hatchen
Mikramurka Shock Troop
576
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Posted - 2014.06.16 14:21:00 -
[34] - Quote
HOWDIDHEKILLME wrote:Doubling proto activate time? The small bump in damage (while lowering basic ) is pointless. The one thing my logi could carry to slow ( or kill those not paying attention, you didn't just hear me throw it? You now have at least 3 sec to shoot or go around it while I stand there with no weapon) swarms of heavys rushing, point less since they can almost cover passive scan distance before you can even chose, throw, and active one. I see very few posts even mentioning re's ( but constant posts about heavys being op, ) now re's will be worthless against all but !diots, and jihad jeeps. 1.5-2.5 changing to 3-4 sec might not seem like much but in cqb it's a lifetime. Logis will be pointless inside buildings unless their some heavys rep b!tch . Back to spamming nothing but hmg and standing around the objective or riding around in jeeps... Re...I will miss you my kill hungry idiot killing friend.
Ok I have to debunk you right there. The "idiots" you so claim are not actually idiots. Rule of thumb: Most people are just as intelligent/smart as you are if not more, so when they do something that you think is stupid or idiotic, it's not because they are idiots, it's because you had more information or a different point of view than they did. In this case YOU can always hear your tossing of a grenade, or an RE, or when you shoot etc. However these sounds don't ALWAYS make it to the server and from there to the other clients that need to hear it as well. On top of that, for those that do hear/see it coming, they don't get the full 3 seconds or whatever, they only get the 3 seconds, minus whatever latency they may have at that exact moment. So in the end not only are they NOT hearing you, they are also NOT given as much time to react.
This is why the current ability to throw (not set) explosive charges is so damned broken! So either they get nerfed down to just another type of grenade with similarly low amounts of damage (What CCP seems to be doing which I wholeheartedly DISAGREE WITH!) , or they make them so that they cannot be thrown, increase the time to arm, and double or triple the damage that they do (This is the proper choice).
Unfortunately in a lame stupid way to try to both appease the masses while working with the limited amount of programming fixes they are allowed they decide to mix up the two solutions and create the worst option... Less damage and increased arm time. WTF CCP? Get your goal straightened out and THEN fix it! This mixed up **** is stupid!
Here I will lay it out for CCP in more obvious terms:
Remote Explosives Fix #1 - The assault charge: -Keep ability to throw them. -Remove "stickiness" so they no longer stay on walls or vehicles. -Keep current arming time. -Make them more visible to the enemy -Keep damage similar or minor changes -Admit they are just another type of projected explosive like grenades or mass drivers and thus redundant.
Remote Explosives Fix #2 - The defensive charge (the preferred solution) #2: -Remove ability to throw them (they become set on the ground or directly in front of wherever the player when he sets them) -Retain and possibly increase "stickiness" so that they can be placed on floors, walls, ceilings, vehicles, etc. -Increase arming time to about 5 seconds or more. -Maintain or reduce visibility to the enemy. -Increase damage by 2 or 3 times so that they have a chance to one shot a tank and possibly take out turrets, supply depots, CRU's etc like a demolitions expert should do in real life. -Realize that they are not grenades and are meant for smart players use to lay traps and be devious with them.
Obviously we already have grenades and mass drivers for projected explosions that kill infantry. The current fixes only turn the RE's into a stupidly lame version of the same. Instead go with something similar to the second option and then RE's will become a viable solution for infantry to counter vehicles like they should be!!!! This will not only solve the abuse with the RE's but also help to balance the infantry versus vehicle problems you are currently having! Please say something to at least acknowledge that you get what's being said here as if you don't then I'm left assuming that you guys are the idiots, CCP. Because I know the players aren't. |
HOWDIDHEKILLME
Dying to Reload
247
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Posted - 2014.06.16 15:11:00 -
[35] - Quote
Nice ideas jadd id go with option 2.
Lonewolf till I die
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Xocoyol Zaraoul
Superior Genetics
2002
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Posted - 2014.06.16 17:42:00 -
[36] - Quote
Velociraptor antirrhopus wrote:HOWDIDHEKILLME wrote:Re's account for about 1 out of 100 deaths for me. It's kinda like how scouts hardly ever sneak up on me ( kill me yes but..) I can still hear their footsteps Trust me on this one. REs account for 1 in every 5 heavy dropsuit deaths. And that's probably a low estimate.
Here on the forums, apparently...
20% of all deaths are from HMGs, 20% from HAV based weaponry. 20% from Remote Explosives... Is the remaining 40% from OP Rail Rifles and ACRs or something?
I'm going to start recording matches and tallying down all deaths from the next ten matches I'm in. It will probably surprise me, the results, in all seriousness.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
836
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Posted - 2014.06.16 17:53:00 -
[37] - Quote
The only problem with RE`s is the distance you can launch them. There is no reason at all to increase the delay to blow up time. If people are still going to be able to frisbee them from high ledges then absolutly nothing will change. It will just take an extra couple of seconds to see the booms.
Seriously, just make them plantable / so you have to place them. There never was any problem with the detonation time and seeing as we will still be able to throw them like grenades, they will still work the same, no just with a tad more lag. I dont understand this change at all.
Will this not just give tankers extra seconds to realise they are being RE`d so they can hop out with there boundless hmg and chew up the person planting them? |
Jadd Hatchen
Mikramurka Shock Troop
577
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Posted - 2014.06.16 18:20:00 -
[38] - Quote
Xocoyol Zaraoul wrote:Here on the forums, apparently...
20% of all deaths are from HMGs, 20% from HAV based weaponry. 20% from Remote Explosives... Is the remaining 40% from OP Rail Rifles and ACRs or something?
I'm going to start recording matches and tallying down all deaths from the next ten matches I'm in. It will probably surprise me, the results, in all seriousness.
Actually you cannot take a straight series of ten matches at one go to get an accurate sampling. Right now if you did that you would be facing the same people 50% or more of the time and they would be guaranteed to use the same weapons. You instead want to sample on game every hour, or one game every 2 hours.
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Atiim
NoGameNoLife
9512
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Posted - 2014.06.16 18:43:00 -
[39] - Quote
HOWDIDHEKILLME wrote:What did I get you with the other time... My no skill mass driver? When you consider the arcing feature that forces you to pace and adjust your shots, along with the low ammo pool forcing you to make your shots count, and the low DPS when compared to other weapons, it's about as "no skill" as a Plasma Cannon.
Amarrians would prefer you be faithful... I'd rather you be logical.
Proud defender of Ishukone Corporation.
-HAND
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Mortedeamor
Imperfects Negative-Feedback
1540
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Posted - 2014.06.16 19:30:00 -
[40] - Quote
yay they came up with a reasonable nerf :) i didnt see this thanks for the info |
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