KEROSIINI-TERO
The Rainbow Effect
1500
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Posted - 2014.11.10 03:07:00 -
[1] - Quote
poison Diego wrote: According to calculations that me and many of my buddies have sorted out, a boundless RE should not be able to kill a fully stacked ammar heavy. When you take in the reduction to splash damage it shouldnt be possible but still they clear the place every time.
-1 Disagreeing. You are using as an example the high fitting cost proto RE which has no other real game advantages besides damage. STD and maybe, just maybe, in case of ADV ones you have a case. But not with the most specialised ones which gimp your slayuer fit otherwise.
poison Diego wrote: There is no effort in using them, there is no "skill" in throwing them.
-1 Disagreeing. While it is not modern fps gungame skill, it still requires skill in using it plus ninja skills not everyone possesses.
poison Diego wrote: Being able to run and throw them as much as 30-40 meters is just utter bullsh*t. . . . The throwing element about REs is the biggest problem. It allows scouts to not even come in contact with danger at all. They can run by, throw them and run off.
The deployment of REs and proximities should either be switched or both have the same as the proximities.
+1 Agreeing. While haven't seen 30-40m real life equivalent throws, in dust meters it is correct (for those wondering, dust meters for some mysterius reasons are the distance of feet). Also there's one extra thing related to next paragraph. -0,5 Disagreeing that there's no risk. There is almost always some.
? on the proxy deployment.
poison Diego wrote: The delay after you throw an RE untill you can blow it up is barely noticeable so if a heavy sees a scout throwing an RE at his feet there is no way they can react except shouting RE ON THE FLOOR!!! and boom, a full squad down, point hacked and city lost.
+5 Agreeing. This is the key. Short detonation delay enables the grenade use! Especially when combined with long throw slide, sometimes the RE barely settles on victims client screen, possibly even detonates while airborne (at least from victims pov) Lengthening the timer would diminish the grenade use without hampering AV and boobytrapping purposes.
poison Diego wrote: People say that the RE is the only defence against heavy spamm which is so horribly wrong. since heavies are strafe stacking their heavies now it is easier to kill them with shotguns and range weapons. Besides the heavies are meant to be the greatest slayers on the battlefield. It is their ONLY role, to kill. They cant deploy uplinks, they cant sneak in and speed-hack, they cant even provide themselves ammo.
Scout was never intended as a slayer killing 35 people in a match, 80% REs. They are intended as intelligence hunters, equipment sabotaging machines and back-stabbers.
-1: In general, everybody should be careful when making those 'it is intended that' statements. Remember, things can be fit for a multitude of purposes.
+1: But I agree on the reasons behind and the existence of killing machine heavies.
As a whole, I'm stronly opposed to RE usability as ++bergrenades. That would bring the nerfhammer, which would snuff all other RE uses as well. Which is bad. I love gasoline fires as well as things going boom, hence I love REs as well.
As a fix: [REQUEST:] INCREASE RE DETONATION TIMER TO 8-13 SECONDS Depending on variation.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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