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doc lowroar
THE 300 SPARTANS
17
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Posted - 2014.10.24 16:59:00 -
[1] - Quote
Remote explosives should be placed , not thrown.
Lvl. 5 proto grenade 600hp
Lvl. 1 remote exp. 1250hp
"Wherever you go, there you are" -BB
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TooMany Names AlreadyTaken
Going for the gold
215
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Posted - 2014.10.24 18:49:00 -
[2] - Quote
Uhh... what?
By the topic name i thought you would say something about larger grenades, like the Holy Hand Grenade from Worms lol.
40 kills with the most basic, cheapest possible dual-wielding standard Bolt Pistol fit...
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1972
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Posted - 2014.10.24 19:10:00 -
[3] - Quote
TooMany Names AlreadyTaken wrote:Uhh... what?
By the topic name i thought you would say something about larger grenades, like the Holy Hand Grenade from Worms lol.
You mean like the "Holy Hand Grenade"
I agree with the OP except for the fact that RE's are a great AV weapon that would become un-usable as such without some throw distance.
I think a better solution would be breaking RE into two types. An AV variety with a short throw distance (5m?) but with a 0m blast radius. The AP variety with a 0m throw distance (which can be easily created by CCP adjusting the gravity setting on said RE's to be a ridiculously high number causing them to hit the ground at the users feet instantly regardless of how fast the user is moving or if they are jumping) and would have the current blast radius.
Note: Either CCP Rattati or CCP LogiBro stated that they were able to adjust the gravity on items individually in some thread a month or so ago (though I can't remember where) which would make just such a change feasible.
Now with more evil.
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One Eyed King
Land of the BIind
4983
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Posted - 2014.10.24 19:25:00 -
[4] - Quote
You also failed to mention that you can cook a grenade, while you can't cook an RE, and that you blowing an RE means blowing ALL REs.
Also, if I am standing on ground level, and someone is standing a level above me, I can toss a grenade up there. Try doing the same with an RE.
REs are pretty balanced despite claims to the contrary.
You can always tell a Millford Minja
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Arkena Wyrnspire
Fatal Absolution
18429
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Posted - 2014.10.24 22:33:00 -
[5] - Quote
One Eyed King wrote:You also failed to mention that you can cook a grenade,
You can detonate an RE when you like, which more than makes up for that.
Quote: while you can't cook an RE, and that you blowing an RE means blowing ALL REs.
So... Your advantage over a grenade isn't as big as it might have been, therefore it's not an advantage?
Quote: Also, if I am standing on ground level, and someone is standing a level above me, I can toss a grenade up there. Try doing the same with an RE.
Literally the only thing an RE can't do better than a grenade.
Quote: REs are pretty balanced despite claims to the contrary.
I am distinctly unconvinced. When I want to kill something in an explosion, I look at REs, not grenades.
The only grenade I would seriously use to try and kill something is the core locus grenade, seeing as the others are now incapable of killing militia mediums unless you cook them perfectly on target.
Meanwhile, even the most basic RE packs over twice the damage that a core locus delivers. Grenades will not kill sentinels - REs are fantastic for it. Just today I spent a match doing nothing but running into crowds, chucking down REs, and then running and exploding people instantly.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Sequal Rise
Les Desanusseurs
129
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Posted - 2014.10.24 22:44:00 -
[6] - Quote
I think RE's should deal different damage to vehicle and infantry keeping their actual damage against vehicle, and doing like: 300/400/600 dmg on suits. I dont see why they should be more powerful than grenade. You can have 3 REs but only 2 nades and they can be refilled by hives with less nanite cost.
Sorry for my bad english.
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Skullmiser Vulcansu
152
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Posted - 2014.10.25 00:25:00 -
[7] - Quote
I usually only cary gacked AV prenades, or grux flenades. I think that the explote remosives are fine as they are, though.
If this game was fun, I wouldn't be playing it.
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Coleman Gray
Opus Arcana Covert Intervention
1255
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Posted - 2014.10.25 01:25:00 -
[8] - Quote
They shouldn't be thrown, but rather placed as you would a remote explosive charge.
Original Commando, before all you posers just saying
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Dimitri Rascolovitch
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
259
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Posted - 2014.10.25 09:38:00 -
[9] - Quote
an idea, make REs be placed with no arm time and remove the sound so that it can still be used on vehicles that way you can still skillfully use REs instead of using them as replacement grenades.
and anyone besides me watch REs land close to the user only to have them teleport to behind you?
Bring back the Marauders, Enforcers, Logistic, and Scout LAVS and Dropships
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TheD1CK
Dead Man's Game RUST415
1380
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Posted - 2014.10.25 11:36:00 -
[10] - Quote
The deployment is the main issue, and trajectory when run/jump throwing Here something that may work out to keep it viable in AV and blowing mercs up
- Mimic the AV grenades tracking on vehicles, so if thrown towards a vehicle it will stick (needless to say, weaker tracking range so it cannot be used as an AV grenade)
- Then if there is no vehicle in place, lower the drop range to be equal to stationary movement, regardless of sprint or movement speed to remove the thrown affect
If this was possible the RE could essentially be thrown at a Tank (Currently it is just tricky enough to not be OP, the tanker has to be dumb or distracted for kills) While the RE would be viable against infantry but not thrown at them due to drop rate if not tracking. RE's need to kill, after recent nerfs AV vs good fittings is a **** unless using Boundless while all tiers are too good in CQC due to the run around corner drop retreat strafe spam. So this should be focused on nerfing the ability to throw RE's not the performance of them.
- Second option would be 'updating' (God forbid) the RE placement mechanic to using two hands and only being able to set it within arms reach so overall deployment time would take longer and not be used as a CQ grenade, this would be fair enough for trap setting and could be used in AV though much riskier
- A skill bonus would be nice something to limit RE's from their Heavy slaying potential until maxed out a scale in damage would make sense while lowering basic RE's to 1000 dmg - 25% bonus and they even out with current dmg when at L5...
LOL MINMATAR!!! using RE's since birth
Innapropriate Irrelevence...
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