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voidfaction
Nos Nothi
917
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Posted - 2015.01.04 22:27:00 -
[1] - 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. 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.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
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voidfaction
Nos Nothi
919
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Posted - 2015.01.04 22:51:00 -
[2] - 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. If you are the pilot of the Dropship and you jump out you don't get back in, lol So I think an exception should be ok.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
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voidfaction
Nos Nothi
919
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Posted - 2015.01.04 22:53:00 -
[3] - Quote
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. Now see that is how I think RE's should be alos. You set them not throw them.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
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voidfaction
Nos Nothi
920
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Posted - 2015.01.04 22:59:00 -
[4] - Quote
Buwaro Draemon wrote:voidfaction wrote:Buwaro Draemon wrote: I think I read somewhere about adding a hacking wheel. The bigger your suit the slower the hack to enter your vehicle.
Now 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. Both should be this way in my opinion. But as long as a Sentinel or any merc for that matter can get in and out of a non flying vehicle (jumping a hill dont count as flying). I see nothing wrong with RE grenades the way they are.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
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