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Her Chosen
Grade No.2
41
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Posted - 2014.11.12 05:56:00 -
[1] - Quote
Toss distance 2m. (Arcing would increase distance same as it does now) STD/ADV/PRO Carried: 1/2/3 Active: 2/3/4 Damage: 450/550/700 Radius: 1m/2m/3m Arming time: 2 seconds after adhesion to object.
Also, make it so you can stick them to players. Enemy only. (No suicide bomber scouts)
And to resupply, they are moved to grenade slot(newly be named explosive slot) |
Fizzer XCIV
Heaven's Lost Property
1017
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Posted - 2014.11.12 06:34:00 -
[2] - Quote
Lolno.
Swag-suit4lyfe!
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Nothing Certain
Bioshock Rejects
1278
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Posted - 2014.11.12 06:39:00 -
[3] - Quote
How about just increasing the arming time to 3 or 4 seconds and not have them restock at hives.
Because, that's why.
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Her Chosen
Grade No.2
41
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Posted - 2014.11.12 15:11:00 -
[4] - Quote
An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!? |
DDx77
The Exemplars Top Men.
24
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Posted - 2014.11.12 18:02:00 -
[5] - Quote
The only thing that needs to be changed is the ability to frisbee throw the damn things & also whatever makes them invisible at hacking stations ( or have they fixed that?)
It should be a OHK, that is the point
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One Eyed King
Land of the BIind
5804
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Posted - 2014.11.12 20:32:00 -
[6] - Quote
Nothing Certain wrote:How about just increasing the arming time to 3 or 4 seconds and not have them restock at hives. Standard are already at 4 seconds, with Adv at 3.
If someone is willing to spend the SP on proto REs then I don't think 2 seconds is unreasonable. Most players equip standard, with a few equiping Adv. I very rarely see the proto (though I don't PC).
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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jace silencerww
Krullefor Organization Minmatar Republic
85
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Posted - 2014.11.12 20:46:00 -
[7] - Quote
Her Chosen wrote:An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!?
LOL.... NO re are fine as they are now. this is not cod or battlefield nor do I want my re turned into those.
Her Chosen wrote:Toss distance 2m. (Arcing would increase distance same as it does now) STD/ADV/PRO Carried: 1/2/3 Active: 2/3/4 Damage: 450/550/700 Radius: 1m/2m/3m Arming time: 2 seconds after adhesion to object.
Also, make it so you can stick them to players. Enemy only. (No suicide bomber scouts)
And to resupply, they are moved to grenade slot(newly be named explosive slot)
CCP has nerfed re already. the proto could at one time could have 6 active plus 7.5 meters splash range. the arm has been increased on all re. third re are not ohk on all suits I have seen heavies live though them. plus with that damage nerf tanks would not longer fear scouts with re. so sorry find a way to solve this in the game like active scanners or listening for them being dropped or flux an objective before hacking it. |
One Eyed King
Land of the BIind
5804
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Posted - 2014.11.12 20:48:00 -
[8] - Quote
Her Chosen wrote:An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!? Forge Guns aren't Anti Infantry, they are Anti Vehicle.
You are comparing apples and oranges.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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jace silencerww
Krullefor Organization Minmatar Republic
85
|
Posted - 2014.11.12 20:51:00 -
[9] - Quote
DDx77 wrote:The only thing that needs to be changed is the ability to frisbee throw the damn things & also whatever makes them invisible at hacking stations ( or have they fixed that?)
It should be a OHK, that is the point
ccp has fixed this. you can not long sprint and throw them. at hacking point use flux to blow up the re OR active scan OR a big hint is to look around they are not invisible. remember use your eyes. I can see cloaked scouts with the shimmer just train your self to look but you hack. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
7651
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Posted - 2014.11.12 20:53:00 -
[10] - Quote
Her Chosen wrote:An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!?
Vehicles.
They aren't made for anti-infantry. They only really work against infantry in one of the two scenarios:
1.) You are standing in a small area, not moving, and have little to no awareness of the area around you. I.E Deaf, dumb and blind
2.) You are a heavy, and you are standing in small area, not moving, and literally can't get away in time.
Scenario 1 is solved by moving and being aware of the area around you.
Scenario 2 is solved by not spamming heavies you scrub.
Every time I have been killed by RE's, I have always deserved it.
I have spawned into a camped link, not fluxed an objective, or not listened close enough to hear the throw of an RE.
IF ANYTHING they need a simple arm time, just around 1 second so that they are used preemptively instead of thrown. I would also ask that they be harder to see, because anyone who isn't blind can spot an RE from a good 5-10m away.
I don't want them nerfed too badly, because they're the only reliable way of clearing heavy spam in PC without resorting to even more heavy spam.
I freaking hate heavies.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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jace silencerww
Krullefor Organization Minmatar Republic
85
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Posted - 2014.11.12 20:57:00 -
[11] - Quote
One Eyed King wrote:Her Chosen wrote:An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!? Forge Guns aren't Anti Infantry, they are Anti Vehicle. You are comparing apples and oranges. 00
well said one eye. why re do 1200 hmmm lets see oh right it is C-4 and quite a bit of it. look at the size. btw if you can hit infantry with a forge gun then good for you. CCP has nerfed the forge guns to cut down on fg sniping. look at older youtube videos and you will see they were nerfed. |
jace silencerww
Krullefor Organization Minmatar Republic
86
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Posted - 2014.11.12 20:59:00 -
[12] - Quote
Ghost Kaisar wrote:Her Chosen wrote:An RE is a OHK. Getting 3 of them, and being able to toss them 20+ meters is unbalanced. Forge guns do less splash, are harder to hit and can only be wielded on heavy suits. But an RE does the same damage, has a 12m diameter, and can be carried on any suit with an equipment slot.
Why in the beck do REs need to start at an insane 1200 damage per RE? 1200!? Vehicles. They aren't made for anti-infantry. They only really work against infantry in one of the two scenarios: 1.) You are standing in a small area, not moving, and have little to no awareness of the area around you. I.E Deaf, dumb and blind 2.) You are a heavy, and you are standing in small area, not moving, and literally can't get away in time. Scenario 1 is solved by moving and being aware of the area around you. Scenario 2 is solved by not spamming heavies you scrub. Every time I have been killed by RE's, I have always deserved it. I have spawned into a camped link, not fluxed an objective, or not listened close enough to hear the throw of an RE. IF ANYTHING they need a simple arm time, just around 1 second so that they are used preemptively instead of thrown. I would also ask that they be harder to see, because anyone who isn't blind can spot an RE from a good 5-10m away. I don't want them nerfed too badly, because they're the only reliable way of clearing heavy spam in PC without resorting to even more heavy spam. I freaking hate heavies.
well said btw CCP has nerfed the arm timer already. plus you could blow up the re if you had the remotes equipment bit out while on bleeding out screen. |
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