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Bojo The Mighty
Spaceman Drug Cartel-Uno
3840
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Posted - 2014.06.17 04:19:00 -
[1] - Quote
I have 3 favorite RE methods
-Bait, Lure, and Trap -Bombadier (from elevation of course) -Smoke Detectors (where you stick it on the ceiling where they'll never see it)
Secondly wouldn't you expect it to out perform nades when they do more damage and cost more PG/CPU? Nades are nickles and dimes and they get the boom you paid for. Hands down nades are more maneuverable than RE's, but less boom. RE's used to be way worse remember? We need a little throw animation because it's finicky as hell when you're dealing with a moving tank.
I'm not super opposed to longer activation because then you can't just throw and 'nate, you gotta scheme and I'm all about the scheme. But I will oppose removing of the throw because you need the throw to get it in the creative places;
1. Under the railing 2. On the ceiling above the door 3. on the tank 4. On the ladder 5. on the top of the box that's near head level 6. on the underbelly of a dropship (no joke I have done this with a friendly DS) 7. So I can jump throw to get it over the side of a railing, down and onto the walkway below that I watch
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3859
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Posted - 2014.06.18 06:25:00 -
[2] - Quote
Mortedeamor wrote: i would like to note that before they could throw this c4 in this bad situation they would still have to prime it with detonators..im my exp seals dont carry around bricks of c4 pre primed for throwing...it was mentioned that throwing may be necessary for tact and i think activation timers is a completely bullshit and unrealistic power check. maybe if they had an animation where you applied detonators and then threw them...even locus grenades in dust still have a pin function...if re's must be thrown they should have to be primed first. so throwing them goes from an instantaneous action to a slightly longer one..
but none of this matters ccp is giving them activation timers and its gunna take seconds for a re detonate signal to travel 20m thousands of years in the future (makes sense....no....no it doesnt)
ps i was gunna post this response in quoting the guy who replied after you bojo but his rage did not warrant anything other than this snide non re related ps.
I'm confused
C4?
We are talking remote explosives of the future aren't we? I thought that they were auto-prime where as soon as they are placed they are armed and the activation timer was a safety feature made so you could not accidentally set it off too soon.
Ok see what I did there? Let's not do that anymore, even if it was meant for the other guy.
We can be civil and discuss this through.
Activation timer - I believe that it's a healthy feature because then it promotes use of foresight and prevents it from being very grenade-like. While the activation timer can be frustrating at times because that heavy snuck up on your ass and you're on the run. (That's another tactic I use in a pinch, if I get snuck up on I run around a corner and drop a mine as I'm running and continue to run and either use my minimap or eyesight to detonate properly)
Throw - I believe the throw should stay. Like I said previously, the throw allows you to put it in the creative places that prevent them from being super obvious thus useless. In honesty from time to time when the situation is dire I will play shuffleboard with REs to get them across the room without having to cross the hall of HMG, from time to time it's not my main thing. However if CCP raises the activation time, it will negate that strategy because it distances the RE from being grenade-like.
EDIT: Caught something I misread in your quote : Animation : CCP is too lazy to add animations you know that they'd never buy it. We've tried to get vehicle exit/entrance animations .....
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3859
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Posted - 2014.06.18 07:26:00 -
[3] - Quote
Mortedeamor wrote:ccp stingyness keeps my murder taxi going woowoo
CCP stinginess keeps my frisbee flying woowoo!
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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