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Buwaro Draemon
WarRavens Capital Punishment.
595
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Posted - 2015.01.04 20:47:00 -
[1] - Quote
Then it's damage should be nerfed. Getting tired of people just throwing them around and blowing them up like nothing.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
596
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Posted - 2015.01.04 21:21:00 -
[2] - Quote
Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage.
I can also understand the need....they are one of the most effective ways to counter heavies and brick tanked assaults.
Let's also not forget they were nerfed recently....
That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. I like this idea. Making them have an arming animation rather than just tossing them away.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
596
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Posted - 2015.01.04 21:22:00 -
[3] - Quote
One Eyed King wrote:What other options are there for the Heavy/Logi blobs?
From what I hear, the 5 second delay didn't take effect like it should have. That being said, Rattati did mention REs are meant for anti infantry traps.
Aside from tossing from a height, there is nothing wrong with REs. I just hate how they can be tossed for farther distances, do more damage than grenades, and br able yo restock them at Nanohives
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
597
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Posted - 2015.01.04 22:00:00 -
[4] - Quote
Gavr1lo Pr1nc1p wrote:RE's can be nerfed into oblivion once heavies have their HP's cut in half, and rep tools get capacitors.
Cant have the cake and eat it motherfucker. Yer a scout. You have no rights to complain about a heavy killing you.
I kust the tossing mechanic. And that they deal way more damge than grenades.
I don't understand why the community calld gor a grenade nerf when RE's are twice as powerful.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 22:44:00 -
[5] - Quote
Gavr1lo Pr1nc1p wrote:Buwaro Draemon wrote:Gavr1lo Pr1nc1p wrote:RE's can be nerfed into oblivion once heavies have their HP's cut in half, and rep tools get capacitors.
Cant have the cake and eat it motherfucker. Yer a scout. You have no rights to complain about a heavy killing you. I kust the tossing mechanic. And that they deal way more damge than grenades. I don't understand why the community calld gor a grenade nerf when RE's are twice as powerful. I have every right in the world to complain. Scouts are not even close to being as good as a heavy. Heavies are insta-death spitting machines who can't be killed by anything but another of their kind. INB4 you stroke your E-peen about how many heavies you eat for breakfast, I don't care. You are a Scout. You cannot complain about a heavy mowing you down in less than a second.
And I don't slaughter heavies. I run from them or try to get behind them to get the surprise on them.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 22:48:00 -
[6] - Quote
Megaman Trigger wrote:voidfaction wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage.
I can also understand the need....they are one of the most effective ways to counter heavies and brick tanked assaults.
Let's also not forget they were nerfed recently....
That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. While we are at it can we get a get in/out of vehicle animation that is slower the bigger your suit? Make that a trap too instead of the Sentinel murder taxi we are so used to. Would also stop tankers from popping out to HMG someone they can't track up close using the turret and then hopping back in and rolling off into the sunset. The exception to an entry/exit animation/delay should be Dropships, since being able to get out quick is part of the idea of a transport vehicle. I think I read somewhere about adding a hacking wheel. The bigger your suit the slower the hack to enter your vehicle.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 22:54:00 -
[7] - Quote
voidfaction wrote:Buwaro Draemon wrote:Megaman Trigger wrote:voidfaction wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage.
I can also understand the need....they are one of the most effective ways to counter heavies and brick tanked assaults.
Let's also not forget they were nerfed recently....
That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. While we are at it can we get a get in/out of vehicle animation that is slower the bigger your suit? Make that a trap too instead of the Sentinel murder taxi we are so used to. Would also stop tankers from popping out to HMG someone they can't track up close using the turret and then hopping back in and rolling off into the sunset. The exception to an entry/exit animation/delay should be Dropships, since being able to get out quick is part of the idea of a transport vehicle. I think I read somewhere about adding a hacking wheel. The bigger your suit the slower the hack to enter your vehicle. Know see that is how I think RE's should be alos. You set them not throw them. No, I'm talking about entering and exiting vehicles.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 23:00:00 -
[8] - Quote
Megaman Trigger wrote:Buwaro Draemon wrote:voidfaction wrote:Know see that is how I think RE's should be alos. You set them not throw them. No, I'm talking about entering and exiting vehicles. You missed the point, which was to have the REs take time to set up; hold the button, complete the 'hack' cycle and then the RE is placed and primed. Void was just using your idea of the hack to enter for RE set-up. Ooohhh
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
614
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Posted - 2015.01.05 18:44:00 -
[9] - Quote
sir RAVEN WING wrote:Just going to say: I sometimes use R/Es and think they are far too powerful.
How about this, instead of nerfing damage, nerf blast radius or add a delay.
Of course it actually takes skill to Frisbee one into a large group when you are in the open, although not so much wehn throwing it into a crowded doorway or from above.
The REs work great on the Gallente Lag Facility! You know the doorway the heavies come through and the spot they camp with HMGs? 2 REs in those two spots are great traps if you control the objective. All I really want is if they are going to be tossed either a nerfto its damage or blast radius.
If they want to keep damage, thwn a set of animation needs to be added so running around and tossing RE's becomes a thing of the past.
Now, Packed RE's stay the same as they are now.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
621
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Posted - 2015.01.06 03:03:00 -
[10] - Quote
Mudvayne-3324 wrote:OK, I completely hate REs but I don't have a problem with them. It's a game mechanism. It's not like they are invisible. If you run up on one and get your ass blown off, it's your own fault. If you let a scout run in the middle of 5 of you and lay them, you need better awareness. Like I said, I can't stand them, it wouldn't hurt my feelings if they went away completely. But, you can't get mad at an intended game mechanism, find ways to counter it. Walking into one: Annoying? Yes. Forum post worthy? Nah Scouts tossing them around wihout a care in the world, being more precised and do more damage than a grenade? Yeah.
Currently an RE is doing the job of a grenade and better. That needs some rework.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
637
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Posted - 2015.01.06 18:08:00 -
[11] - Quote
DDx77 wrote:RE's are anti-infantry and they are fine.
The last nerf/delay is a bad idea (I don't even know if it's working )
I agree THEY SHOULD NOT BE RESTOCKED BY A NANOHIVE
but honestly, how many of your deaths are from RE's?
The people that complain about them act like there is a plague of RE's everywhere
I play everyday and I think I've died maybe three times in the past two weeks from them
I run mostly assault or a scout as assault
If you run a heavy you should expect to die from a RE more often Normal RE's are Anti-infantry
And this is not about dying 24/7 to them.
This is about them being more efficient, and better than a grenade.
Rattati said that the RE's should be for trap placements and booby traps.
Not running infront of an enemy, tossing them and blowing them up.
If people want to toss them like rag dolls around, it's damage should be brought down near to a core locus grenade.
If people want to use them for trap placement? It should stay as it is.
Grenades should be the ones being tossed at infantry. Not RE's.
BUT I do think that making them restock at a supply depot would stop people from raining them down from high areas.
Changes to Damage mods!
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