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Brush Master
HavoK Core RISE of LEGION
1249
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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
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Apothecary Za'ki
Biomass Positive
95
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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
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Cross Atu
OSG Planetary Operations Covert Intervention
2446
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Posted - 2014.06.20 05:07:00 -
[3] - Quote
Proxy's certainly need some love. +1
Cross Atu for CPM1- An emergent candidate
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XxGhazbaranxX
Eternal Beings Proficiency V.
1558
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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
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iKILLu osborne
Hellstorm Inc League of Infamy
16
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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
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Brush Master
HavoK Core RISE of LEGION
1254
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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
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
106
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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
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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
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Harpyja
Molon Labe. General Tso's Alliance
1916
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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
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
366
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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? |
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Harpyja
Molon Labe. General Tso's Alliance
1916
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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
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Brush Master
HavoK Core RISE of LEGION
1260
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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
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
165
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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
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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
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
175
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Posted - 2014.06.24 19:41:00 -
[15] - Quote
why no blue tag here??? |
Brush Master
HavoK Core RISE of LEGION
1265
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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
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Brush Master
HavoK Core RISE of LEGION
1267
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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
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1029
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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
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Brush Master
HavoK Core RISE of LEGION
1268
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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
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KEROSIINI-TERO
The Rainbow Effect
1092
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Posted - 2014.06.28 22:44:00 -
[20] - Quote
We really need some comments on this one. Especially blue ones.
:-S
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Brush Master
HavoK Core RISE of LEGION
1271
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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
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Ld Collins
Molon Labe. General Tso's Alliance
160
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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
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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.
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Doyle Reese
OSG Planetary Operations Covert Intervention
482
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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
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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
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4073
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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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