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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
154
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Posted - 2014.11.11 17:11:00 -
[1] - Quote
THE GOAL: To discourage the use of Remote Explosives used as a "Grenade" without hurting their intended purpose as choke point and null cannon defence.
IDEA: Switch proximity and remote explosive damage stats. Then switch their max active/carried stats.
REASONING: If remotes did less damage a piece, but more could be carried/placed, heavies would not die to a single remote being tossed into their midst. But 2 remotes in a choke point could still kill the people running through. Setting up traps could mean placing more remotes at a time and achieving the same results while tossing them into live groups would be less effective because heavies and even some medium suits could survive a single remote.
For proximities, the idea is just to reduce the number of them but increase their power. As an explosive meant for vehicles it makes no sense that they are weaker than the anti-infantry version. With them being stronger, reducing the number of actives becomes necessary so that the same amount of damage can be achieved per trap (stacked all proximity explosives together).
OPTIONAL ADDITION: Buff grenades so that people don't need to use remotes as grenades. Seriously. Flux seems to be the only thing people run anymore. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
160
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Posted - 2014.11.12 18:14:00 -
[2] - Quote
thoughts? |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
164
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Posted - 2014.11.12 22:28:00 -
[3] - Quote
Perhaps it could be taken further and their quantities limited even more but their damage placed above current remotes? Alternatively, if the splash was bigger, they could still damage a vehicle that is speeding off even if they were set off "late".
This is just an idea, the final stats for both remotes could be fine tuned to make it work best for both intended roles. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
164
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Posted - 2014.11.12 22:35:00 -
[4] - Quote
Varoth Drac wrote:I fail to see a problem with throwing an RE at a heavy and blowing them up.
You are right that there is no problem with throwing an RE at a heavy and blowing him up. The problem is that this tactic is too effective compared to other forms of attack. The remote should not full fill the role of a grenade.
With this idea you could still throw multiple REs in a room and set them off, if you were hidden on an upper ledge or something like that. However you would not be able to run into a group of people, dropping a remote in their midst and set it off to clear the ENTIRE room. With the damage of remotes and proxies switched, you would only kill basic mediums and scouts with this tactic.
With more carried/more active, you could still set up deadly traps OR clear rooms, if they fail to see REs being dropped down from the ceiling in time. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
168
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Posted - 2014.11.13 19:41:00 -
[5] - Quote
Vitantur Nothus wrote:Treat the cause, not the symptoms.
My thoughts exactly. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
195
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Posted - 2014.11.19 17:23:00 -
[6] - Quote
sir RAVEN WING wrote:Alternate solution: Placer must walk to wall or surface (within 2m) and wait 0.2s to place Remote explosive. To counter the time to place the detonation delay is cut in half. Thoughts?
This ruins it's use as AV, you cannot feasibly do this to a tank. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
195
|
Posted - 2014.11.19 17:28:00 -
[7] - Quote
Remember I am not proposing a nerf to damage, just in how it is applied. If you can throw more remotes, at proxy strength, the damage dealt will be the same. The difference is it takes longer to set the trap, or drop the REs onto unsuspecting squads from on high. It also solves Proxies which I find are ridiculous. It takes an incredible amount of them to setup some sort of decent vehicle defence, sometimes in vain due to late explosion. |
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