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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1249
 
 
      | Posted - 2014.06.19 15:08:00 -
          [1] - Quote 
 Proximity mine are pretty ineffective at doing anything unless you set a full mine field. This coming form someone that sets traps pretty often in tank heavy maps. If you lay down only proto mines in one area, it is usually never enough to kill a tank. But if you pill on all 3 sets, normal, adv and proto, you can usually get a tank as long as you put them close together so they stack and do massive damage at once.
 
 This leads me to question, should we have to have 3 sets of proximity mines just to kill a tank?
 
 I believe that proxies need a minor damage buff at all levels.
 
 In addition, I would like to see the range of the blast increase. Reason? you will see times when LAVs will run over proxies and the LAV is traveling so fast that it can avoid blasts from proxies. This may be more due to lag issues and explosions delays but a couple meters could help here.
 
 
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Apothecary Za'ki
 Biomass Positive
 
 95
 
 
      | Posted - 2014.06.19 17:09:00 -
          [2] - Quote 
 
 +1 by default Mines need 6 carried and a bit of a dmg buff.. if a tank driver is smart they will just shoot them to get rid of them.
 
 
 lower skill requirement to L1standard, L3advanced, L5proto instead of L2standard L4advanced L5proto
 (1 3 2 4 are the levels for standard and advanced mines)
 
 max carried 6
 max active 6
 0.25s trigger timer
 
 (L0)*Militia 750 (4.5m splash)
 (L1)standard 850 (5m splash)
 (L3)adv 950 (5m splash)
 (L5)proto 1050 (6m splash)
 
 *add mines to militia equipment too with the usual increased PG and CPU use
 lower nanite consumption for replenishing on a 6 to 1 scale of 6 standard mines = 1 full standard hive worth of nanites
 
 
 the damage may look OP to some but will give more choice of where to place them and tanks/LAVs will be forced to look where they are going or rely on team mates cleaning them up
 
 Minmatar Logibro in training. Rusty needles anyone? No Mic and no time for "Squeekers" Nerf scout cloak+shotgun | 
      
      
        |  Cross Atu
 OSG Planetary Operations
 Covert Intervention
 
 2446
 
 
      | Posted - 2014.06.20 05:07:00 -
          [3] - Quote 
 Proxy's certainly need some love. +1
 
 Cross Atu for CPM1- An emergent candidate | 
      
      
        |  XxGhazbaranxX
 Eternal Beings
 Proficiency V.
 
 1558
 
 
      | Posted - 2014.06.20 11:32:00 -
          [4] - Quote 
 I would certainly love to have some love for those. As it stands I have to make a suits specifically to place the full set down. basic adv and proto. And then there still is no guarantee that the enemy wont flux them and you ond get killed in a gimped one purpose suit
  
 Plasma Cannon Advocate Dust 514 Survivor | 
      
      
        |  iKILLu osborne
 Hellstorm Inc
 League of Infamy
 
 16
 
 
      | Posted - 2014.06.20 12:49:00 -
          [5] - Quote 
 +1.
 another solution to lav is base speed reduction cause a lot of players place them on a ridge(not sure if that< is right word to describe what i'm meaning) of a road to better conceal them but lavs usually have so much speed they jump over them.
 also this is just a funny idea, could you attach them to your suit to become a suicide bomber "alalalala" would fit my name perfectly
  would be the tankers face lol 
 hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1254
 
 
      | Posted - 2014.06.20 19:10:00 -
          [6] - Quote 
 
 Apothecary Za'ki wrote:+1 by default Mines need 6 carried and a bit of a dmg buff.. if a tank driver is smart they will just shoot them to get rid of them.
 
 
 lower skill requirement to L1standard, L3advanced, L5proto instead of L2standard L4advanced L5proto
 (1 3 2 4 are the levels for standard and advanced mines)
 
 max carried 6
 max active 6
 0.25s trigger timer
 
 (L0)*Militia 750 (4.5m splash)
 (L1)standard 850 (5m splash)
 (L3)adv 950 (5m splash)
 (L5)proto 1050 (6m splash)
 
 *add mines to militia equipment too with the usual increased PG and CPU use
 lower nanite consumption for replenishing on a 6 to 1 scale of 6 standard mines = 1 full standard hive worth of nanites
 
 
 the damage may look OP to some but will give more choice of where to place them and tanks/LAVs will be forced to look where they are going or rely on team mates cleaning them up
 
 having more of them would certainly help and seems like a hot fix type item.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Seymour KrelbornX
 Holdfast Syndicate
 Amarr Empire
 
 106
 
 
      | Posted - 2014.06.20 20:31:00 -
          [7] - Quote 
 I mean if they are going to needlessly nerf remotes, because people who don't use them get all pissypants when they die to them, surely proxies could use a buff since they are more useless than the PLC ever was.....
 | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1260
 
 
      | Posted - 2014.06.23 12:58:00 -
          [8] - Quote 
 
 XxGhazbaranxX wrote:I would certainly love to have some love for those. As it stands I have to make a suits specifically to place the full set down. basic adv and proto. And then there still is no guarantee that the enemy wont flux them and you ond get killed in a gimped one purpose suit   
 exactly. Why should you need a logi suit with at least 3 slots and all levels of proximity mines to kill lavs and tanks.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Harpyja
 Molon Labe.
 General Tso's Alliance
 
 1916
 
 
      | Posted - 2014.06.23 14:30:00 -
          [9] - Quote 
 Any buffs to proxies should also come with an increase to the beeping radius. They are already deadly enough because you don't have enough time to react before they blow you up, if you're headed in a path that goes directly over them.
 
 Proxies can be considered OHK weapons and CCP is against having such weapons. If you want 3 proto proxies to kill a tank or to carry enough with just one slot, then it's only appropriate to give them a larger beeping radius to give a fair warning to incoming vehicles before they get OHK'ed.
 
 "By His light, and His will"- The Scriptures, 12:32 -- "Scouts should fart repeatedly while cloaked"- TechMechMeds | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 366
 
 
      | Posted - 2014.06.23 14:32:00 -
          [10] - Quote 
 
 Harpyja wrote:Proxies can be considered OHK weapons and CCP is against having such weapons.
 
 Yet the bug that is JLAV's have stayed in the game for what, 7 months?
 | 
      
      
        |  Harpyja
 Molon Labe.
 General Tso's Alliance
 
 1916
 
 
      | Posted - 2014.06.23 14:56:00 -
          [11] - Quote 
 
 Roger Cordill wrote:Harpyja wrote:Proxies can be considered OHK weapons and CCP is against having such weapons.
 Yet the bug that is JLAV's have stayed in the game for what, 7 months? Beats me *shrugs*
 
 Well if you're aware enough you'll see them coming before they blow you up so you at least have a chance of preventing yourself from getting OHK'ed. So should proxies by giving a large enough beeping radius so you have a chance to react fast enough and stop. Though same thing with JLAVs, if you're unaware or too sow to react, the proxies should get you. As they are currently, there is nowhere near enough time to react to proxies unless you're already moving at a slow speed or your path doesn't take you over them in the first place.
 
 "By His light, and His will"- The Scriptures, 12:32 -- "Scouts should fart repeatedly while cloaked"- TechMechMeds | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1260
 
 
      | Posted - 2014.06.23 16:47:00 -
          [12] - Quote 
 
 Harpyja wrote:Any buffs to proxies should also come with an increase to the beeping radius. They are already deadly enough because you don't have enough time to react before they blow you up, if you're headed in a path that goes directly over them. 
 Proxies can be considered OHK weapons and CCP is against having such weapons. If you want 3 proto proxies to kill a tank or to carry enough with just one slot, then it's only appropriate to give them a larger beeping radius to give a fair warning to incoming vehicles before they get OHK'ed.
 
 I would counter with, I think infantry should be able to hear and see them easier and make it a team effort. Not 3 proto proxies but the full 5 set should be able to kill just about any tank that does not have an hardner on.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Seymour KrelbornX
 Holdfast Syndicate
 Amarr Empire
 
 165
 
 
      | Posted - 2014.06.23 16:50:00 -
          [13] - Quote 
 
 Brush Master wrote:Harpyja wrote:Any buffs to proxies should also come with an increase to the beeping radius. They are already deadly enough because you don't have enough time to react before they blow you up, if you're headed in a path that goes directly over them. 
 Proxies can be considered OHK weapons and CCP is against having such weapons. If you want 3 proto proxies to kill a tank or to carry enough with just one slot, then it's only appropriate to give them a larger beeping radius to give a fair warning to incoming vehicles before they get OHK'ed.
 I would counter with, I think infantry should be able to hear and see them easier and make it a team effort. Not 3 proto proxies but the full 5 set should be able to kill just about any tank that does not have an hardner on. 
 they are pretty visable now... trust me if you don't see them they were either
 
 A: placed strategically well from an expert in their use
 
 or
 
 B: you have terrible battle awareness.
 | 
      
      
        |  KEROSIINI-TERO
 The Rainbow Effect
 
 1085
 
 
      | Posted - 2014.06.23 21:18:00 -
          [14] - Quote 
 
 Harpyja wrote:Any buffs to proxies should also come with an increase to the beeping radius. They are already deadly enough because you don't have enough time to react before they blow you up, if you're headed in a path that goes directly over them. 
 Proxies can be considered OHK weapons and CCP is against having such weapons. If you want 3 proto proxies to kill a tank or to carry enough with just one slot, then it's only appropriate to give them a larger beeping radius to give a fair warning to incoming vehicles before they get OHK'ed.
 
 
 Better yet,
 Add e-war in the form of scanners picking up mines.
 
 
 Think about:
 - Normal mines being detectable by vehicle scans
 
 - Mine variant going under vehicle scan (Thinking too powerful? Remember you CAN'T stack those with normal mines as normals would betray the sneaky ones)
 
 - Tanks becoming dependent on infantry to scan proto mines (and maybe clear)! Talk about HAV vs infantry balance with support in mind!!!
 
 
 
 The free beeping has been both too easy as everybody gets it for free with no compromise, and also too minimal help at the same time. I call that a sad sad balance.
 
 :-S | 
      
      
        |  Seymour KrelbornX
 Holdfast Syndicate
 Amarr Empire
 
 175
 
 
      | Posted - 2014.06.24 19:41:00 -
          [15] - Quote 
 why no blue tag here???
 | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1265
 
 
      | Posted - 2014.06.25 13:18:00 -
          [16] - Quote 
 
 Seymour KrelbornX wrote:why no blue tag here??? 
 I will try to buzz Logibro or Rattati once I seem them asking for feedback on the next update.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1267
 
 
      | Posted - 2014.06.27 12:27:00 -
          [17] - Quote 
 waiting on Charlie update to make suggestion.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Tebu Gan
 Dem Durrty Boyz
 General Tso's Alliance
 
 1029
 
 
      | Posted - 2014.06.27 20:22:00 -
          [18] - Quote 
 
 Brush Master wrote:Proximity mine are pretty ineffective at doing anything unless you set a full mine field. This coming from someone that sets traps pretty often in tank heavy maps. If you lay down only proto mines in one area, it is usually never enough to kill a tank. But if you pile on all 3 sets, normal, adv and proto, you can usually get a tank as long as you put them close together so they stack and do massive damage at once.
 This leads me to question, should we have to have 3 sets of proximity mines just to kill a tank?
 
 I believe that proxies need a minor damage buff at all levels.
 
 In addition, I would like to see the range of the blast increase. Reason? you will see times when LAVs will run over proxies and the LAV is traveling so fast that it can avoid blasts from proxies. This may be more due to lag issues and explosions delays but a couple meters could help here.
 
 They need to buff the radius, and it would be nice if they set each other off in normal pub matches. Then you could overlap the radiuses so that any tank that hits one additionally takes damage from the others in proximity (proximity mine hello). I find the problem right now is you have to cluster them in one spot, when they should be an area of denial tool.
 
 You should be able to spread them out a bit and cause massive damage from the chain reaction that follows, not cluster them and hope a tank drives right over it for a kill or massive damage.
 
 I know when I drove my tank, I'll see a line of them but it's pretty easy to simply drive over them hitting just one or 2 for very little damage.
 
 Tanks - Balancing Turrets | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1268
 
 
      | Posted - 2014.06.28 21:15:00 -
          [19] - Quote 
 
 Tebu Gan wrote:Brush Master wrote:Proximity mine are pretty ineffective at doing anything unless you set a full mine field. This coming from someone that sets traps pretty often in tank heavy maps. If you lay down only proto mines in one area, it is usually never enough to kill a tank. But if you pile on all 3 sets, normal, adv and proto, you can usually get a tank as long as you put them close together so they stack and do massive damage at once.
 This leads me to question, should we have to have 3 sets of proximity mines just to kill a tank?
 
 I believe that proxies need a minor damage buff at all levels.
 
 In addition, I would like to see the range of the blast increase. Reason? you will see times when LAVs will run over proxies and the LAV is traveling so fast that it can avoid blasts from proxies. This may be more due to lag issues and explosions delays but a couple meters could help here.
 They need to buff the radius, and it would be nice if they set each other off in normal pub matches. Then you could overlap the radiuses so that any tank that hits one additionally takes damage from the others in proximity (proximity mine hello). I find the problem right now is you have to cluster them in one spot, when they should be an area of denial tool. You should be able to spread them out a bit and cause massive damage from the chain reaction that follows, not cluster them and hope a tank drives right over it for a kill or massive damage. I know when I drove my tank, I'll see a line of them but it's pretty easy to simply drive over them hitting just one or 2 for very little damage.  
 yes I was pushing for a slight damage or count increase and a radius of damage increase.
 
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  KEROSIINI-TERO
 The Rainbow Effect
 
 1092
 
 
      | Posted - 2014.06.28 22:44:00 -
          [20] - Quote 
 We really need some comments on this one.
 Especially blue ones.
 
 
 :-S | 
      
      
        |  Brush Master
 HavoK Core
 RISE of LEGION
 
 1271
 
 
      | Posted - 2014.07.10 12:12:00 -
          [21] - Quote 
 Hot fix Charlie post is up, now would be a time to at least mention it for a future update.
 
 Dust Veteran. June 2012 - ? True Logi. Flying DS from the start. @dustreports | 
      
      
        |  Ld Collins
 Molon Labe.
 General Tso's Alliance
 
 160
 
 
      | Posted - 2014.07.10 13:15:00 -
          [22] - Quote 
 Increasing the radius of the beep could actually be a buff. It would be harder to tell where they actually are without scans since the beef isn't directed in a particular direction. I often find myself stopping and doing a 360 to locate the mines.
 | 
      
      
        |  Appia Nappia
 
 1004
 
 
      | Posted - 2014.07.10 17:07:00 -
          [23] - Quote 
 First step to buffing proxi mines should be removing the beeps they make when a vehicle gets near. They're actually more useless now since 1.8 changed scanners to letting tankers know where the remotes are located. So now they've got 2 ways to detect them
 
 Secretly Appia Vibbia If you can read my signature... I'm on the wrong alt. | 
      
      
        |  Doyle Reese
 OSG Planetary Operations
 Covert Intervention
 
 482
 
 
      | Posted - 2014.07.10 18:25:00 -
          [24] - Quote 
 Proxys and Remotes should have reversed unlocking levels.
 
 Lv. 1: STD Proxys
 Lv. 2: STD Remotes
 Lv. 3: ADV Proxys
 Lv.4: ADV Remotes
 Lv.5 PRO
 | 
      
      
        |  Bojo The Mighty
 Spaceman Drug Cartel-Uno
 
 4073
 
 
      | Posted - 2014.07.10 18:48:00 -
          [25] - Quote 
 Proxies are fine it's just that they need a higher Active/carried count
 They are the ultimate tool for taking out LAVs if you want to deal with HAVs you should really be using RE's anyways for the better damage and because they are too slow to not notice the beeping.
 
 I took out 2 Saga II's consecutively and a baloch shortly after (had to finish him off with Swarms and AV nade) using proxies.
 
 Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C | 
      
      
        |  Bojo The Mighty
 Spaceman Drug Cartel-Uno
 
 4073
 
 
      | Posted - 2014.07.10 19:00:00 -
          [26] - Quote 
 
 Appia Nappia wrote:First step to buffing proxi mines should be removing the beeps they make when a vehicle gets near. They're actually more useless now since 1.8 changed scanners to letting tankers know where the remotes are located. So now they've got 2 ways to detect them But we're talking about a "Fire & Forget" type of equipment right here. It basically allows the user to pursue two roles at once: Lay some mines (AV) and go fight on the line. Vehicles, especially the faster moving LAVs, need a warning system for fire and forget type weapons. I agree that Remote Explosives should have to be discovered purely by scanner/eyesight because they are not fire and forget, they are only lethal if they have the attention of the user. The proxies are still highly effective at taking out LAVs because most of the time they move too fast to notice. However we shouldn't punish an LAV driver who drives with caution. On a Methana and Baloch you only have one high slot and it's not always going to be a scanner. There are areas where mines can be laid and have poor visual feedback ; they blend into the seam. If we force drivers who operate a vehicle with only one high slot to rely on one module and the inconsistent visual appearance of the mines then it's really a slap in the face to LAV drivers who are highly susceptible to proxies anyways.
 
 The main fall point of proximity mines is that it really requires two sets and the max carried =/= max active. Really the quantity of proximity mines needs to be increased so one set can give you lets say starting at a field of 6 at STD: 7/ADV 8/PRO. The effectiveness of a proximity mine field is really based on location (traffic, do they stand out), quantity, and your intended target (including speed).
 
 I view these (as previously stated) primarily anti-LAV tools where it is most effective against them, and RE's may prove less effective against them due to their agility and speed.
 
 DPLAK!
 
 Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C | 
      
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