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Thread Statistics | Show CCP posts - 2 post(s) |
Terram Nenokal
Molon Labe. General Tso's Alliance
357
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Posted - 2014.07.16 01:40:00 -
[121] - Quote
These are great! I'm looking forward to seeing the assault numbers. |
IgniteableAura
Pro Hic Immortalis
1368
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Posted - 2014.07.16 04:10:00 -
[122] - Quote
CCP Rattati wrote:Dear players, after thoroughly discussing with the scout community, these are our proposed changes. EWAR CalculationsI have documented all the necessary and relevant scenarios, I hope. At the top of the document, I have collected the key numbers and tried to put them into perspective. Galogi focused scanner gets the highest range and precision possible, due to it being 1) active, 2) narrow and 3) having a limited duration. This helps establish boundaries that scouts need to live within. That said, by a combination of racial bonuses and dedication of slots All scouts can have similar range, 76m to 91, under the Focused at 100m. This is under review, and I am looking at reducing Range amplifiers to 30% instead of the current 45%. All scouts can get under the focused scan dB by using a cloak, exception Gallente not needing cloak. All scouts can get under the best passive scan dB by using 2 dampeners and cloak or 3 dampeners. Best passive at 2 precision modules is beaten by best dampener at 2 dampening modules. Minmatar get a small PG boost, and all scouts can utilize a very slight PG reduction of KinCats andCodebreakers, possibly Nova Knifes. Nova Knifes will get increased Aim Adhesion, making hit detection work a little better in close quarters, a damage boost 120/160/200 and possibly a little increase in aim, 2.00m to 2.25m OR 2.50m This does not require Codebreakers to be in high, so don't assume that is the case. Please keep your comments civil and on topic. Changing bonuses to module efficacy or other ideas of the sort are not on the table for now.
I am confused as the CAL has the same profile as GAL yet has a different dB value when damps are fitted? Because as written in that spreadsheet the CAL and GAL have the same profiles at their level 5 racial. So how is GAL going to to be a "better dampener" aka get under GAL-Logi scans easier?
Please change two things as well: 1. Give scouts a cloak role bonus instead of per level bonus. 2. Give the damp bonus cloaks have to all tiers of cloak, -otherwise people can only damp with protosuits and protocloak at level 5 racial. Not good for newbros
Cavats: Passive scans need to no longer be shared. That would improve quality of life greatly.
Thoughts: Cal scout likely won't be running precision mods in the future. It will likely be only shield tanking. It will be able to detect most medium frames without any problems and won't have a chance to detect scouts as they only need to fit a single damp to remain under even the best CAL scans.
Conclusion: Not exactly happy with scout hunter role removal of cal scout. Its being demoted to "slayer suit" that has no reason to fit its high slots for anything other than shield extenders.
My Youtube
Biomassed Podcast
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X7 lion
Inner.Hell
216
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Posted - 2014.07.16 09:12:00 -
[123] - Quote
lion approves
Hey look a distraction!
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jNs Vit4l
THE 300 SPARTANS
11
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Posted - 2014.07.16 13:55:00 -
[124] - Quote
Hawkin P wrote:If you are changing what dropsuit actually do you are going to have to offer a suit respect. I know I wouldn't of ever skilled into Amarr Logi if it didn't have a sidearm, or caldari scout if it didn't have a precision bonus. We are talking about almost 3mil SP for each of these suits. If that happens I am fine with it.
Yeah looking forward to get a respec for my cal scout :/ i wouldnt ever speced into cal scout if they didnt have precision bonus. CCP we need a respec for cal light frame / cal scout suits so we can choose another role since you messed up the cal scouts and CHANGED the suit''s bonus completly.
CEO of The 300 Spartans!
Leader FC of J PLATOON VIT4L (CFW)
CALDARI LOYALIST!!!
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JARREL THOMAS
Dead Man's Game Dark Taboo
323
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Posted - 2014.07.16 14:08:00 -
[125] - Quote
Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. I don't know what you saw but thats more like 1-3 meters 4 is pushing it :-/
Caldari Loyalist
I speak for the rabbits
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Bormir1r
Fatal Absolution General Tso's Alliance
497
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Posted - 2014.07.16 14:33:00 -
[126] - Quote
Adipem Nothi wrote:BlazeXYZ wrote:What is the purpose of giving the caldari scout 3% profile per level.? Presently ... Extreme precision is required of the CalScout to pickup the GalScout. Extreme dampening is required of the GalScout to hide from the CalScout. The values you see are intended to draw toward the middle opposing extremes. These changes will [hopefully] make for better interplay and increased loadout variety among all four Scouts. Many of us are optimistic. The big unknown in all of this is the GalLogi.
If the Precision/Scan Radius is small I think it will work...but if it's too large...then that may be a problem.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Bormir1r
Fatal Absolution General Tso's Alliance
497
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Posted - 2014.07.16 14:50:00 -
[127] - Quote
Gavr1lo Pr1nc1p wrote:bogeyman m wrote:CCP Rattati wrote:Dear players, after thoroughly discussing with the scout community, these are our proposed changes. EWAR CalculationsI have documented all the necessary and relevant scenarios, I hope. At the top of the document, I have collected the key numbers and tried to put them into perspective. Galogi focused scanner gets the highest range and precision possible, due to it being 1) active, 2) narrow and 3) having a limited duration. This helps establish boundaries that scouts need to live within. That said, by a combination of racial bonuses and dedication of slots All scouts can have similar range, 76m to 91, under the Focused at 100m. This is under review, and I am looking at reducing Range amplifiers to 30% instead of the current 45%. All scouts can get under the focused scan dB by using a cloak, exception Gallente not needing cloak. All scouts can get under the best passive scan dB by using 2 dampeners and cloak or 3 dampeners. Best passive at 2 precision modules is beaten by best dampener at 2 dampening modules. Minmatar get a small PG boost, and all scouts can utilize a very slight PG reduction of KinCats andCodebreakers, possibly Nova Knifes. Nova Knifes will get increased Aim Adhesion, making hit detection work a little better in close quarters, a damage boost 120/160/200 and possibly a little increase in aim, 2.00m to 2.25m OR 2.50m This does not require Codebreakers to be in high, so don't assume that is the case. Please keep your comments civil and on topic. Changing bonuses to module efficacy or other ideas of the sort are not on the table for now. No ewar bonuses for MinScout? Nope. Min scout continues to have no eWar I really think a bonus to cloak dampening would be in order for the min scout Cloak + one damp hides from passives Cloak + two damps hides from gallogi focused Anyone see a problem with this?
SIgh...apparently so because when I made a post about this, not too many people seemed to agree.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Bormir1r
Fatal Absolution General Tso's Alliance
497
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Posted - 2014.07.16 15:03:00 -
[128] - Quote
Adipem Nothi wrote:Kallas Hallytyr wrote: Evidently few agree with me.
Don't get me wrong; your concerns are absolutely warranted and valid. Many of us have previously shared these concerns; some of us likely still do. We've been talking about this stuff for months ... how to "fix" Scout problems ... and we've come to recognize that there is no perfect solution. Rattati's proposal is as good as anything we've come up with to date; it addresses the majority of our core concerns and may bring our FotM to a welcome end. I say we give it a shot and hope for best. Worst case scenario, Scouts get crushed by better Assaults, Logi permascan, and endless Heavy spam. Welcome back to Hard Mode :-)
Dude I've been in hard mode with the Min Scout since I started playing this game...tell me something new lol
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Bormir1r
Fatal Absolution General Tso's Alliance
498
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Posted - 2014.07.16 15:10:00 -
[129] - Quote
RedPencil wrote:@ CCP Rattati One more thing after spend sometime stare at your EWAR table. Min scout still look less attractive even for speed hacking propose when compare to Gal scout. *Gal need only 2 Damp + cloak to stay invisible from anyone. That means Adv Gal will have 1 L left to fit codebreak (25% match Min bonus) or whatever they want, and they also have inner rep + 2 H for fit tank. *Adv Min have only 2 L. Can hide from other scout with 2 damp but not focus scan. No inner rep and no slot to fit codebreak. *Proto Min will suffer the same, Improve from Adv but still lost to Gal. (3 Damp to be invisible and then ran out of slot) Then why bother run Min? Even will Adv level, Gal have better chance to hack, survive, better potential and option. Only one reason I can think of choice Min over Gal is just for knifing. Even Min logo have better hacking speed on base stat (Min logi 1.2 / Min scout 1.1). BTW, I'm still waiting for your answer for those questions.
This has always been the argument for the Min, and I completely agree with you...perhaps there could be pg reductions for codebreakers and kincats exclusively for Min Scouts?
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Adipem Nothi
Nos Nothi
2924
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Posted - 2014.07.16 15:12:00 -
[130] - Quote
Bormir1r wrote: ...perhaps there could be pg reductions for codebreakers and kincats exclusively for Min Scouts?
Perhaps MinScouts should be renamed "Me Me Me" Scouts :-)
Shoot scout with yes...
- Ripley Riley
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Bormir1r
Fatal Absolution General Tso's Alliance
499
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Posted - 2014.07.16 15:22:00 -
[131] - Quote
Adipem Nothi wrote:Bormir1r wrote: ...perhaps there could be pg reductions for codebreakers and kincats exclusively for Min Scouts?
Perhaps MinScouts should be renamed "Me Me Me" Scouts :-)
"Minimememe" Scouts =P
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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HowDidThatTaste
Ancient Exiles. General Tso's Alliance
5129
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Posted - 2014.07.16 17:46:00 -
[132] - Quote
Appia Vibbia wrote:Zaria Min Deir wrote:Kallas Hallytyr wrote:Reposted after Aeon/Zaria's beard discussion...
Hey now, I had nothing to do with that conversation! FFS, first I get people insinuating Jenza and I are the same person, now I'm getting confused for Appia? And. Appia Vibbia wrote:Kallas Hallytyr wrote:. . . Zaria's beard . . . Context. It matters. :P Everyone knows there's only 1 female DUST player that just happens to have lots of alts and good at using different accents. Deal with it. People have been mixing up our three names for the past 8 months.
All you women look and sound alike to us men. |
Scheneighnay McBob
Cult of Gasai
5665
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Posted - 2014.07.16 18:15:00 -
[133] - Quote
So, what's happening to minmatar scouts with this?
Currently, it seems like they're the only scouts without ewar bonuses, and that the other scouts will be able to fill the role of fast hackers.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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One Eyed King
Land of the BIind
2674
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Posted - 2014.07.16 19:52:00 -
[134] - Quote
Scheneighnay McBob wrote:So, what's happening to minmatar scouts with this?
Currently, it seems like they're the only scouts without ewar bonuses, and that the other scouts will be able to fill the role of fast hackers. From what I am reading on the spreadsheet:
Ewar changes to the other scouts will enable the Minmatar to dampen enough to be invisible and do some hacking and knifing that since Alpha was difficult thanks to shared scanning and inability to beat Cal precision.
As far as the being able to hack better, I am hoping that if they are, that they have to sacrifice all tank and dampening to do so, but it is hard to tell at this point.
This is how a minja feels
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Jadd Hatchen
Kinda New here
619
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Posted - 2014.07.16 19:54:00 -
[135] - Quote
Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness.
No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!!
But that is also off topic...
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Jadd Hatchen
Kinda New here
619
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Posted - 2014.07.16 19:58:00 -
[136] - Quote
bogeyman m wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. REs are equipment - they fit equipment slots. They should be placed, not thrown. If they are to be thrown like grenades, they should be moved to the grenade slot.
^^^^^ THIS!!!!! A hundred, thousand times this!
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One Eyed King
Land of the BIind
2674
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Posted - 2014.07.16 19:58:00 -
[137] - Quote
Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop.
This is how a minja feels
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Jadd Hatchen
Kinda New here
619
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Posted - 2014.07.16 20:02:00 -
[138] - Quote
bogeyman m wrote:Ghost Kaisar wrote:SAIRAX SIS wrote:
i agree...
Cal Scout is already best Assaulting scout. (High-Shield Recharge, No movement penalty by Shield Tanking, Small Hitbox) In addition, it's that offset by new bonus, (weaknesses low slot is small) it is ABSURD.
CCP was reduced Dumpting bonus to say fits becomes easy, and reducing the scan radius does not match the role of each scout when nerf Gallen te scout !!!
The first place, because Gal Scout is hiding suit, I do not know the meaning to get a half-hearted Scan Precision, and do not know why to get Profile Dumpting bonus on Cal Scout.
Behavior Mismatch. why?
And...Scout side Though it is mandatory measures, Gal Logi is fine only with a focus scanner. OP.
*SIGH* Assault changes are coming. Remember that. Rattati will buff the assault to make it a better choice than the scouts ( I have full faith in him. Get some assault players together and make a thread. If you are diligent in trying to improve the suit, help will come) Anyways: Cal gets dampening to help it stay hidden and provide long range, low power scans. A single damp, and a single range amp will probably be the best combo. Cal scouts scanning your med frame too much? Run a damp. 1x Damp will make you invisible to any Cal Scan or Min Scan. I suspect most Cal scouts will run 2x shields and 2x Precision. This will let them pick up any med frame not running 3x damps. However, at this point, they only have 308 shields and 87 armor. Easy prey if you catch them. Gal scouts are getting a precision bonus to make up for loss of range. It also helps stop the dual tanking problem, encouraging people to not stack HP. They are harder to detect, but do not possess the strong scans of the amarr. They can buff range a bit easier, but amarr will still win in the eWAR fight. Gal on the other hand, will still be masters of dampening, due to the huge amount of low slots and CPU/PG. You will still be a strongly damped Gal scout. It'll just take 2x damps and a cloak. Combine with the 2x precision? Wow, look! Only two slots left for HP! Notice what's happening? Passive bonuses are less attractive. You must use modules to get the best mileage out of the suit, and this cuts down on HP stacking. MinScout no haz ewar?
Just like the Minmatar EWAR ships in EVE, the Minmatar usually get shafted in the EWAR side of things... In EVE the Minmatar are supposed to get webbification array and laser targeting bonuses. But every race gets to have the web bonuses to certain classes of ships so that is not a Minmatar only thing. The laser targeting thing only works in tandem with another person, you light up the target and increase it's scan profile and then everyone else can see and do more damage to that target. No real equivalent in DUST right now. So I'm happy with the hacking and melee bonuses. Think of it as being able to hotwire vehicles faster than anyone else... ;)
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Jadd Hatchen
Kinda New here
619
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Posted - 2014.07.16 20:14:00 -
[139] - Quote
HowDidThatTaste wrote:Are we still ignoring that shots can be fired from cloak? This was supposed to be fixed in alpha I believe?
So much effort and time spent on scouts and we can't fix this one broken mechanic that was already discussed in great detail, and was promised even before cloaks came out that they would not be able to shoot from cloak?
The rest of these mechanics are nice but the huge elephant in the room is the cheapness of an alpha cloaked first shot
It really makes this game cheesy
They "fixed" it exactly as they said they would, however it didn't solve the problem because they didn't realize that the "fix" was the wrong one...
Basically we want a delay of 1or 2 seconds AFTER the cloaking graphics has finished running upon deactivation. Instead what they did (and this is from direct observation from when I play) was add a delay from when the cloak is deactivated until the next item of equipment/weapon can be used. However this does NOT take into account that the claking graphical effect may not have finished resolving itself on the victim's client side (this is the same issue of client vs. client point of view that they had with ships using jump gates in EVE prior to letting them all have a passive cloak upon jump in to let the jumper have enough time to sync up with the new system). So result is:
cloaker: Has cloak active, runs up on target and presses button to ready weapon... target: Still sees cloaking effect... cloaker: Waits 1 or 2 seconds while delay is in effect... target: Still sees cloaking effect... cloaker: Finally gets to fire and does so... target: Finally sees end of cloaking effect, but also has received damage from the cloaker shooting but just doesn't know it yet... cloaker: Finishes off target. target: Begins reacting to the cloaker that is now fully visible and becomes frustrated as he's also now dead.
This is is the sort of shoddy timing that also occurs with thrown RE's and other client to server to other client and back effects. This is why these types of things are complained about, because no matter what you do, they cannot be countered.
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Jadd Hatchen
Kinda New here
619
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Posted - 2014.07.16 20:26:00 -
[140] - Quote
One Eyed King wrote:Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop.
So you admit that an RE can be thrown? At least admission of the problem is the first step towards fixing it. ;)
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Adipem Nothi
Nos Nothi
2970
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Posted - 2014.07.16 21:23:00 -
[141] - Quote
Jadd Hatchen wrote:
So you admit that an RE can be thrown? At least admission of the problem is the first step towards fixing it. ;)
If we're here to talk about problems, why not talk about Heavy spam?
Remote Explosive usage is causally related to a steep increase in Heavy population, their resistance to locus grenades, and the new-found tendency of their teammates to "cluster" about their overly effective HMGs. The ability to toss an RE a few feet is not the reason why Ambush has degraded to "Follow the Heavy".
Pardon the pun, but REs are nearly as big as other problems out there.
Shoot scout with yes...
- Ripley Riley
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One Eyed King
Land of the BIind
2689
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Posted - 2014.07.16 22:04:00 -
[142] - Quote
Jadd Hatchen wrote:One Eyed King wrote:Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop. So you admit that an RE can be thrown? At least admission of the problem is the first step towards fixing it. ;) It is insane to think that the distance with which an RE is thrown is a problem. I can't toss them on top of a roof, or over a wall.
Man up, they already got a timer increase. I see too many good legit heavies that know how to deal with REs to think that this is a real issue. Its only the lazy fools who don't know how to adapt that seem to have a problem.
This is how a minja feels
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Brokerib
Lone Wolves Club
1764
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Posted - 2014.07.16 23:34:00 -
[143] - Quote
Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Based on what? You seem to have a very firm opinion on what REs are meant to be, but I don't see any basis for it in game. We can currently throw them short distances, aided by height. But no where near the distance of a grenade, and always with a low arc.
Knowledge is power
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Brokerib
Lone Wolves Club
1765
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Posted - 2014.07.16 23:43:00 -
[144] - Quote
Bormir1r wrote:RedPencil wrote:@ CCP Rattati One more thing after spend sometime stare at your EWAR table. Min scout still look less attractive even for speed hacking propose when compare to Gal scout. *Gal need only 2 Damp + cloak to stay invisible from anyone. That means Adv Gal will have 1 L left to fit codebreak (25% match Min bonus) or whatever they want, and they also have inner rep + 2 H for fit tank. *Adv Min have only 2 L. Can hide from other scout with 2 damp but not focus scan. No inner rep and no slot to fit codebreak. *Proto Min will suffer the same, Improve from Adv but still lost to Gal. (3 Damp to be invisible and then ran out of slot) Then why bother run Min? Even will Adv level, Gal have better chance to hack, survive, better potential and option. Only one reason I can think of choice Min over Gal is just for knifing. Even Min logo have better hacking speed on base stat (Min logi 1.2 / Min scout 1.1). BTW, I'm still waiting for your answer for those questions. This has always been the argument for the Min, and I completely agree with you...perhaps there could be pg reductions for codebreakers and kincats exclusively for Min Scouts? I think all we need is code breakers to go to highs, and for cloaks to have a standardised profile reduction (10% at all tiers). Fitting reductions for kin cats, code breakers, and nova knives has already been flagged, along with a slight increase to PG for Min scouts.
I'm happy with needing a proto Min scout to get under a proto Gal logi with a focused scanner (that's a sizeable investment on their part, and with significant limitations), but having to run proto to avoid other scouts due to the fitting costs of a top tier cloak is too much.
Code breakers to high means and standardised cloak dampening bonus means I could run an Advanced Min scout with 2 x damps and an advanced or standard cloak to get under other scouts, while still having the ability to fit code breakers to get my hack on. Otherwise it must be a proto suit to a) be able to fit a proto cloak and, b) to be able to fit a hacking module while remaining passively invisible.
Knowledge is power
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bogeyman m
Minmatar Republic
351
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Posted - 2014.07.17 01:10:00 -
[145] - Quote
One Eyed King wrote:Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop. "Throw" an Uplink, then throw an RE. You will see a difference. Both are EQUIPMENT. Explain.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
351
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Posted - 2014.07.17 01:24:00 -
[146] - Quote
Adipem Nothi wrote:Jadd Hatchen wrote:
So you admit that an RE can be thrown? At least admission of the problem is the first step towards fixing it. ;)
If we're here to talk about problems, why not talk about Heavy spam? Remote Explosive usage is causally related to a steep increase in Heavy population, their resistance to locus grenades, and the new-found tendency of their teammates to "cluster" about them (and their overly effective HMGs). The ability to toss an RE a few feet is not the reason why Ambush has degraded to "Follow the Heavy". If you want to talk about problems then talk about fixing them, not their side effects.
I, for one, do not have an issue with REs being used. However, I do have an issue with their being thrown as far as they are. As a Logi-Bro, my awareness is focused on watching my squad's backs. (If only more people watched the Logi's back.) When I am killed by REs, it is usually from a 10m-15m distance - rarely from under 10m and occasionally from 30m+ (I'm guessing those are dropped from buildings/towers). Those are grenade distances.
Duct tape 2.0 ... Have WD-40; will travel.
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SponkSponkSponk
The Southern Legion Final Resolution.
923
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Posted - 2014.07.17 01:27:00 -
[147] - Quote
bogeyman m wrote:I, for one, do not have an issue with REs being used. However, I do have an issue with their being thrown as far as they are.
Incidentally, last time I checked, proximity mines didn't get thrown anywhere near as far as remote explosives. Perhaps someone could go in-game and check?
Dust/Eve transfers
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bogeyman m
Minmatar Republic
351
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Posted - 2014.07.17 01:31:00 -
[148] - Quote
SponkSponkSponk wrote:bogeyman m wrote:I, for one, do not have an issue with REs being used. However, I do have an issue with their being thrown as far as they are. Incidentally, last time I checked, proximity mines didn't get thrown anywhere near as far as remote explosives. Perhaps someone could go in-game and check? You're right. They don't. But I couldn't tell you what the difference was.
Duct tape 2.0 ... Have WD-40; will travel.
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One Eyed King
Land of the BIind
2708
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Posted - 2014.07.17 01:34:00 -
[149] - Quote
bogeyman m wrote:One Eyed King wrote:Jadd Hatchen wrote:Ghost Kaisar wrote:Seymour KrelbornX wrote:what are you going to do about how far they can toss remotes?
keep in mind with how hard they are to see already and how high they can jump and how fast they are, tossing remotes 10 meters almost undetected makes them OP...
so they either need to be more easily detectable or the Frisbee mechanic needs a hard cap on how far they can be thrown. If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness. No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop. "Throw" an Uplink, then throw an RE. You will see a difference. Both are EQUIPMENT. Explain. Throw an Uplink, then throw an Injector.
Both are EQUIPMENT. Explain.
This is how a minja feels
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Adipem Nothi
Nos Nothi
2989
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Posted - 2014.07.17 01:59:00 -
[150] - Quote
bogeyman m wrote: If you want to talk about problems then talk about fixing them, not their side effects.
I, for one, do not have an issue with REs being used. However, I do have an issue with their being thrown as far as they are. As a Logi-Bro, my awareness is focused on watching my squad's backs. (If only more people watched the Logi's back.) When I am killed by REs, it is usually from a 10m-15m distance - rarely from under 10m and occasionally from 30m+ (I'm guessing those are dropped from buildings/towers). Those are grenade distances.
No need to discuss fixing what isn't broken. Questions:
When you get killed by REs, how are you measuring these distances? Isn't your "awareness focused" elsewhere? Have you watched someone toss an RE 10+ meters at you? In the time it took to travel that huge distance, you just ... stood there and watched?
Shoot scout with yes...
- Ripley Riley
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