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Meee One
Hello Kitty Logistics
1027
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Posted - 2014.08.29 02:38:00 -
[1] - Quote
Remote explosives,as everyone should know by now,are equipment and are supposed to contain very explosive chemicals which would be sensative to jarring.
A few fixes: -Stop them from being refilled by nanos and supply depots,unless suits are swapped of course. This one should be obvious,imagine if hives worked on the same wacky logic...infinite compacts anyone?
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
-Disable jumping when held Same reason as above
-Require placement at a clones feet. Setting a dangerous explosive down makes more sense than throwing it hoping it doesn't explode (and it should,killing only the thrower).
-Remove the explosion if a flux is used on them. It's annoying being unable to communicate the danger,then throwing a flux only to have your allies die from the explosion you just caused. They should pop like hives. AKA become inert.
For me,it's maddening reading the description which clearly implies "DON'T SHAKE". Then going into a match seeing scouts bounce around throwing them like they're confetti.
REs shouldn't be used as a replacement for a main weapon or grenades.
Traps can still be laid,but scouts jumping through a group of enemies dropping REs to potentially kill the whole group,whilst surviving themselves from the ordeal will be impossible after this,as it should be already.
INB4 Crutch defenders.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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ladwar
SHAKING BABIES FACTION WARFARE ALLIANCE
2082
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Posted - 2014.08.29 02:45:00 -
[2] - Quote
Meh. No tl;dr but 4 it atleast
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Zindorak
1.U.P
708
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Posted - 2014.08.29 02:48:00 -
[3] - Quote
maybe some but nah
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Rusty Shallows
Caldari State
2045
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Posted - 2014.08.29 02:52:00 -
[4] - Quote
Didn't they get a trigger delay to stop the Contact Grenade PTSD flashes?
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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TheEnd762
SVER True Blood Public.Disorder.
593
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Posted - 2014.08.29 02:56:00 -
[5] - Quote
I understand your QQ, but your explanations are severely lacking. No military force uses unstable explosives in the field... because they need to be able to run and jump with them, and throw them in some cases. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
764
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Posted - 2014.08.29 03:10:00 -
[6] - Quote
nope, modern day c-4 dont explode so easily so why should ultra modern explosives do what you suggest, its not 1845 and remotes arnt tnt |
Atiim
11694
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Posted - 2014.08.29 03:19:00 -
[7] - Quote
Meee One wrote:Remote explosives,as everyone should know by now,are equipment and are supposed to contain very explosive chemicals which would be sensative to jarring.
A few fixes: -Stop them from being refilled by nanos and supply depots,unless suits are swapped of course. This one should be obvious,imagine if hives worked on the same wacky logic...infinite compacts anyone?
First off, you can't compare Nanohives to Remotes because they have entirely different purposes. The Nanohive, is meant for support while the Remote is meant for slaying.
Not to mention that one of their main purposes (Null Cannon Defense) requires more than 3 on most Skirmish maps. This would also severly hamper/remove it's capabilities as an AV weapon, as you'd no longer be able to effectively set up a Remote & Proximity trap without making several trips back to the Supply Depot.
Honestly, all equipment should be re-supplied by Supply Depots. It wouldn't be broken either due to the fact that I could simply press circle and select my fit (about 2s) to resupply my equipment anyways.
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
Do I even need to explain why this is a bad idea? Not being able to run with REs being held would practically remove their ability to be placed onto vehicles, which will devastate PLC users and other AVers who engage in CQC environements.
Though I must admit. If there's one thing I'd like in my FPS, it's rock-solid realism.
-Disable jumping when held Same reason as above
See above.
-Require placement at a clones feet. Setting a dangerous explosive down makes more sense than throwing it hoping it doesn't explode (and it should,killing only the thrower).
Also see above
-Remove the explosion if a flux is used on them. It's annoying being unable to communicate the danger,then throwing a flux only to have your allies die from the explosion you just caused. They should pop like hives. AKA become inert.
This, is actually sensible.
For me,it's maddening reading the description which clearly implies "DON'T SHAKE". Then going into a match seeing scouts bounce around throwing them like they're confetti.
Weapon Descriptions in DUST is irrelevant, as they are nothing but flavor text. An easy example of this, would be the SMG's description, where they state that SMGs are semi-automatic weapons.
REs shouldn't be used as a replacement for a main weapon or grenades.
Remote Explosives are defensive, while Grenades are offensive. Because REs have to be placed/armed before activated, an enemy will always have a chance to evade them with no harm done to them whatsoever.
Grenades however, can be cooked and launched to where the attack is instantaneous and the enemy has no chance to evade whatsoever. When you consider the fact that a Core Locus Grenade will devastate any non-Sentinel dropsuit, they're actually very deadly when compared to REs.
Traps can still be laid,but scouts jumping through a group of enemies dropping REs to potentially kill the whole group,whilst surviving themselves from the ordeal will be impossible after this,as it should be already.
If you find that Scouts are jumping through an entire group of players and still surviving, you should probably get a Mass Driver and/or activate Aim Assist.
INB4 Crutch defenders.
DUST 514's 1st Matari Commando
-HAND
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6818
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Posted - 2014.08.29 03:26:00 -
[8] - Quote
Meee One wrote:
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
Did you know that high-explosives are actually quite stable?
You can light C4 on fire and it won't go off. Hell, you can even hit it with a hammer.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Imp Smash
Molon Labe. General Tso's Alliance
213
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Posted - 2014.08.29 03:59:00 -
[9] - Quote
The only one of these I think is reasonable is flux deactivation. I would extend that to any weapon but that's just me. If we see them we should be able to deactivate them. Flux deactivation is 100% fair and not a debuff in anyway. |
Maiden selena MORTIMOR
Amarr Templars Amarr Empire
105
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Posted - 2014.08.29 04:09:00 -
[10] - Quote
Flux should wipe out the detonation mechanism. But shooting a brick of explosives even with a gun should set it off assuming it's NOT CO based as c requires both pressure and energy to go off..means it's useless without a detonator.
but assuming that re, s are a liquid based bomb it would be viable for them to blow when shot
On the note of fluxes disabling the detonator without setting the re off. If it were a pre primed bomb and you em pulsed it's detonator the detonator signal disruption would like set it off However dust he's don't go nation like a pre primed bomb..assuming the second in between activating detonator and the re going off is the prime..then it would be reasonable to make flux disable the ability to set an re off with you detonator but still leave them vulnerable to being shot n set off.
I would like this function ..but then if u do that the fluxes should only disable temporarily Nanos not wipe them out as an employee doesn't gave the ability to cause physical damage.
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2207
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Posted - 2014.08.29 04:11:00 -
[11] - Quote
Look up C4....most explosives can't be eaten and still won't explode
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1617
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Posted - 2014.08.29 06:11:00 -
[12] - Quote
Meee One wrote:Remote explosives,as everyone should know by now,are equipment and are supposed to contain very explosive chemicals which would be sensative to jarring.
A few fixes: -Stop them from being refilled by nanos and supply depots,unless suits are swapped of course. This one should be obvious,imagine if hives worked on the same wacky logic...infinite compacts anyone?
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
-Disable jumping when held Same reason as above
-Require placement at a clones feet. Setting a dangerous explosive down makes more sense than throwing it hoping it doesn't explode (and it should,killing only the thrower).
-Remove the explosion if a flux is used on them. It's annoying being unable to communicate the danger,then throwing a flux only to have your allies die from the explosion you just caused. They should pop like hives. AKA become inert.
For me,it's maddening reading the description which clearly implies "DON'T SHAKE". Then going into a match seeing scouts bounce around throwing them like they're confetti.
REs shouldn't be used as a replacement for a main weapon or grenades.
Traps can still be laid,but scouts jumping through a group of enemies dropping REs to potentially kill the whole group,whilst surviving themselves from the ordeal will be impossible after this,as it should be already.
INB4 Crutch defenders. Some problems with your ideas.
-iffy on this one. I'd rather they take more nanites than stop refilling completely.
-No. In all things no. The chemicals aren't volatile UNTIL MIXED at which point they explode. Real life C4 is actually very hard to detonate, requiring a detonator (ie: another explosion) to get it to go off. Think about it; we are mercs, running around, getting shot, and shooting with weapons that are very radioactive, unsafe, and overall dangerous to use. Why would I carry an explosive that goes off at the drop of a hat? I'd want it as stable as possible until I'm ready to make it go boom. Same reason we use C4 today, and not the far more powerful nitroglycerin. Because of how rough infantry get handled in combat, what with running and slamming around and all that, we want something that won't go off by accident, guaranteed.
-same reason as above
- This would be troublesome for placing RE on tanks and walls. Instead we could limit the toss range.
All in all, the reason the chemicals are separated is because the are inert separate, and only volatile once combined.
Rest in peace, oh Captain, my Captain.
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OZAROW
Opus Arcana Covert Intervention
1521
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Posted - 2014.08.29 06:13:00 -
[13] - Quote
On behalf of a avid remote users, we wish horrible things upon your clone n
Yes, you just got rocked by a guy with a BOLT PISTOL and a pair of knives! !
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TOOMANY NAMES ALREADYTAKEn
Going for the gold
108
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Posted - 2014.08.29 10:08:00 -
[14] - Quote
I dunno what RE's are made of, but they're sticky and resistant to throwing, however, if you punch one...
32 kills with militia shotgun. OP? naaaaaah
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Nirwanda Vaughns
426th Infantry
699
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Posted - 2014.08.29 10:31:00 -
[15] - Quote
I want prox mines to behave like AV nades too. a small seek area (5m or so) would make them amazing. as for RE's something needs to be done about the distance they can be thrown. i've nothing against a scout who can sneak in and drop an RE into a bunch of us and blow it but in a test with a corp mate he managed to throw an RE and detonate it and kill me from around 17m away (just stood in front of each other no throwing off a roof ect)
Never argue with an idiot. they bring you down to their level and beat you through experience
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:30:00 -
[16] - Quote
Meee One wrote:Remote explosives,as everyone should know by now,are equipment and are supposed to contain very explosive chemicals which would be sensative to jarring.
A few fixes: -Stop them from being refilled by nanos and supply depots,unless suits are swapped of course. This one should be obvious,imagine if hives worked on the same wacky logic...infinite compacts anyone?
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
-Disable jumping when held Same reason as above
-Require placement at a clones feet. Setting a dangerous explosive down makes more sense than throwing it hoping it doesn't explode (and it should,killing only the thrower).
-Remove the explosion if a flux is used on them. It's annoying being unable to communicate the danger,then throwing a flux only to have your allies die from the explosion you just caused. They should pop like hives. AKA become inert.
For me,it's maddening reading the description which clearly implies "DON'T SHAKE". Then going into a match seeing scouts bounce around throwing them like they're confetti.
REs shouldn't be used as a replacement for a main weapon or grenades.
Traps can still be laid,but scouts jumping through a group of enemies dropping REs to potentially kill the whole group,whilst surviving themselves from the ordeal will be impossible after this,as it should be already.
INB4 Crutch defenders. i as does every other person.. hate getting killed by REs.. thats because they are being used by players who find ingenious ways to use equipment
my problens lay with both RE and PROX
PROX need to be changed in such a way so its 6 carried 6 active and balance the damage through the meta levels (see engineer+mines in BF3) and lower the PG and cpu use as they are not as "useful" as RE are.
RE needs to be changed as its rather stupid how you get max carried 4 but max active 5.. RE need to be max carried 4 max active 4 across the board.. a little more damage on lower meta as proto are "fine" for their damage.. now the problem.. their nanite cluster consumption is rather low in comparison to grenades.. maybe raise it up and thats it.. and leave them to be resupplied by supply depo's as depos are a "risk" due to their locations and their vulnerability to being capped thus cutting off the supply of ammo
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:32:00 -
[17] - Quote
Nirwanda Vaughns wrote:I want prox mines to behave like AV nades too. a small seek area (5m or so) would make them amazing. as for RE's something needs to be done about the distance they can be thrown. i've nothing against a scout who can sneak in and drop an RE into a bunch of us and blow it but in a test with a corp mate he managed to throw an RE and detonate it and kill me from around 17m away (just stood in front of each other no throwing off a roof ect)
prox need to be max carried 6 max active 6. but then balance the damage across the meta levels and increase splash area and trigger distance some.
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:33:00 -
[18] - Quote
Imp Smash wrote:The only one of these I think is reasonable is flux deactivation. I would extend that to any weapon but that's just me. If we see them we should be able to deactivate them. Flux deactivation is 100% fair and not a debuff in anyway. im an avid user and abuser of flux nades.. get to a cap point. FLUX.. see +5 +5 +5 *trollface while capping*
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:37:00 -
[19] - Quote
Ghost Kaisar wrote:Meee One wrote:
-Disable running when held These are sensative chemicals,not packing peanuts,if you shook a jar of nitro you'd kill yourself.
Did you know that high-explosives are actually quite stable? You can light C4 on fire and it won't go off. Hell, you can even hit it with a hammer. and the RE look like 3 blocks of C4 shaped like rectangles in a metal caseing with a big light on it and unless the detonator malfunctions (which is electronic shouldnt) only then would it be dangerous.. and one needs to sprint with RE to be able to stick it onto tanks.
[[LogiBro in Training]]
Level 1 Forum Pariah
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