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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:57:00 -
[31] - Quote
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.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:58:00 -
[32] - Quote
voidfaction 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. 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.
Was actually referring to the Dropship passengers.
Purifier. First Class.
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voidfaction
Nos Nothi
920
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Posted - 2015.01.04 22:59:00 -
[33] - 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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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 23:00:00 -
[34] - 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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Joel II X
Bacon with a bottle of Quafe
5339
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Posted - 2015.01.04 23:41:00 -
[35] - 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. Wasn't it a two second delay? I certainly notice it when trying to detonate it, but having to wait a while.
I say we don't nerf REs. |
Zindorak
Nyain Chan General Tso's Alliance
1555
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Posted - 2015.01.05 01:09:00 -
[36] - Quote
No thanks. Ill keep my Core nade 2.0 RE. it makes an effective trap
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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rasputin900000
Subsonic Synthesis RISE of LEGION
24
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Posted - 2015.01.05 04:01:00 -
[37] - Quote
First you would need to have them do the same thing every time you use them, do they slide or stick? Right now they do both, slide across floor 15 meters and stick to walls. Are they sticky bombs or a chunk of c4 with a cap? Making them sticky bombs strictly would curb the use as a squad grenade, or there could be a 10 second delay between the placement and explosion, not from the toss but from the stopping point when it shows the indicator to said scouts team. Seems easy to fix but I'm not a computer guru either. |
Kira Lannister
Ancient Exiles.
2471
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Posted - 2015.01.05 15:40:00 -
[38] - Quote
It takes skill to breach bravo on the gallente research map when the room is cluster ****** with heavies and logis.
Just kidding. You go R1+L1.
+50 +50 +50 +50
"The Ancient Templars will guard fearlessly the people, the land and the heavens of the empire."
Book of Exiles 1:3
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RayRay James
Titans of Phoenix
867
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Posted - 2015.01.05 15:56:00 -
[39] - Quote
Gavr1lo Pr1nc1p wrote: Heavies are insta-death spitting machines who can't be killed by anything but another of their kind.
And RE's, Forge guns, tanks, LAV road kill, shotguns.... |
RayRay James
Titans of Phoenix
867
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Posted - 2015.01.05 15:58:00 -
[40] - Quote
Kira Lannister wrote:It takes skill to breach bravo on the gallente research map when the room is cluster ****** with heavies and logis.
Just kidding. You go R1+L1.
+50 +50 +50 +50
It's more like, try and get in without being seen, dance like Baryshnikov while pressing R1, switch to Fossie mode, press L1, end up dead by the other 3 guys you missed.
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CYRAX SERVIUS
Death Firm.
1934
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Posted - 2015.01.05 16:10:00 -
[41] - Quote
Buwaro Draemon wrote:Then it's damage should be nerfed. Getting tired of people just throwing them around and blowing them up like nothing. Been going for well over a year now, old news...
I am Dust Free, found fun in gaming again,
Destiny, hell yes, Planetside2? Makes dust look like what it is, crap.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2012
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Posted - 2015.01.05 16:13:00 -
[42] - 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. Now see that is how I think RE's should be alos. You set them not throw them. This would make them useless against vehicles, and therefore packed REs would have no use at all.
Home at Last <3
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Bright Steel
Horizons' Edge
725
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Posted - 2015.01.05 16:18:00 -
[43] - Quote
Megaman Trigger wrote:Gavr1lo Pr1nc1p wrote:Megaman Trigger 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. Why should Sentinels lose half their HP when their resistances are currently ignored by REs as well as REs dealing more damage than listed? Why should people who have no idea what they're talking about post in such an all-knowing manner? If things actually worked as intended, implemented correctly and couldn't be exploited, people won't scream "nerf nerf nerf" about half the things they do. For example, if REs couldn't be tossed out like candy on Halloween but had to be set up ahead of time, most people wouldn't care about the high damage. As it stands they can be dropped freely from above, thrown like a Frisbee for more range and restocked from Nanohives for spam. Add to that the fact that the Sentinel's resistance bonus and even the shield resistance are completely void vs REs, which I doubt is working as intended but the Devs haven't confirmed or denied either way, and it's not hard to see why there are people clamoring for a nerf to their damage. Making changes so REs need to be set rather than thrown/dropped would remove a lot of peoples issues with them being super grenades. Making it so REs are treated like other equipment and can only be restocked from Supply Depots, rather than Nanohives, would at least cut down on the spam. If those changes were made hen the high damage wouldn't be so hard for people to accept but would also leave the REs useful as traps at chokepoints or on objectives. Be careful....
Logic isn't allowed in General discussion
Dust 514, the BEST WORST game you can't stop playing.
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sir RAVEN WING
Kaalmayoti Warzone Control
2374
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Posted - 2015.01.05 16:34:00 -
[44] - Quote
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.
Kill Death Ratio is an invalid metric and thus should not be used to determine skill.
Stabby Stabber.
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Vitantur Nothus
Nos Nothi
1482
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Posted - 2015.01.05 16:42:00 -
[45] - Quote
Megaman Trigger wrote:Vitantur Nothus wrote:Boot Booter wrote:REs are complete BS. They take no skill, please stop saying they do. And HMG Heavy is a skill-intensive role? REs are a solution to a bigger problem. Perhaps we should focus on fixing the problem? Let's have CCP release the missing racial weapons first, then the HMG can be reassessed and balanced according to whatever role the new weapons make available. Remotes have always been deadly effective, though there was a time when they weren't used for much else beyond booby-trapping objectives. If little about the deadliness of REs has changed, what might be blame for their increased usage?
I say we fix what's broken rather than making excuses or turning blind eye. Even if we outright removed REs, something else will step up to counter the Heavy Blob. And many would be be quick to complain about that thing, and whatever things follows down the line. Such is nature of treating symptoms rather than root cause.
Fix the underlying issue. Fix Heavies and see RE usage decline. |
Oswald Banecroft II
Muteki Armati Virium
10
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Posted - 2015.01.05 16:55:00 -
[46] - Quote
I hate getting killed by RE's! I rarely use them either. Having said that, RE's are virtually fine and the only thing I would change about them is I would add a blinking light that doesn't stop blinking until the RE is set and active. Everyone would have a nice-blinky warning when they were tossed. That and the delay would prevent someone using it (successfully) mid-CQC, unless they were really awesome and/or you (no one specific) really sucked. |
Bright Steel
Horizons' Edge
725
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Posted - 2015.01.05 17:14:00 -
[47] - Quote
I really like the idea of placement animation. No need for a delay any longer then he animation....
Of course packed RE would stay the same...
Dust 514, the BEST WORST game you can't stop playing.
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noob cavman
And the ButtPirates
1940
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Posted - 2015.01.05 18:30:00 -
[48] - Quote
Rule of dust number 27. Thou shall not chase scouts for scouts are dirty bastards that dont fight fair.
I want to be a caveman!
Ccp: LEGION
Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+
Full steam ahead into the enemies booty yarrr.
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Cody Sietz
Random Gunz RISE of LEGION
4295
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Posted - 2015.01.05 18:43:00 -
[49] - 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. When they add vehicle exit and enter animations then I will be fine with a RE animation.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Buwaro Draemon
WarRavens Capital Punishment.
614
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Posted - 2015.01.05 18:44:00 -
[50] - 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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KING CHECKMATE
Opus Arcana Covert Intervention
6850
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Posted - 2015.01.05 19:03:00 -
[51] - Quote
The only thing that needs to be fixed with R/E's is the fact they never Fu****g render. I play on low Visuals since my INTERNET is not the greatest ever (to avoid Lag) But freakn R/E's NEver Render for me. I've NEVER even SEEN an RE that has been thrown....i just see the scout, listen to the sound and GUESS where it might be...
Its...the word im looking for...
a RANCID experience XD
Playing as : Calscout + Amarr Assault
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Vitantur Nothus
Nos Nothi
1493
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Posted - 2015.01.05 19:35:00 -
[52] - Quote
@ KC
For you to see it, it'd have covered in bright, bold print. |
PARKOUR PRACTIONER
G0DS AM0NG MEN General Tso's Alliance
2401
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Posted - 2015.01.05 19:50:00 -
[53] - Quote
J0LLY R0G3R wrote:Buwaro Draemon wrote:Then it's damage should be nerfed. Getting tired of people just throwing them around and blowing them up like nothing. Hey isn't my problem your bad at catch. XD
Laughed for like ten minutes.
PSN Sil4ntChaozz/Protofits Silent Chaozz
SMGs & Pistole & Knife
Im Kawaii pajama wearing scout that wrecks
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Megaman Trigger
OSG Planetary Operations Covert Intervention
183
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Posted - 2015.01.05 23:49:00 -
[54] - Quote
Vitantur Nothus wrote:Megaman Trigger wrote:Vitantur Nothus wrote:Boot Booter wrote:REs are complete BS. They take no skill, please stop saying they do. And HMG Heavy is a skill-intensive role? REs are a solution to a bigger problem. Perhaps we should focus on fixing the problem? Let's have CCP release the missing racial weapons first, then the HMG can be reassessed and balanced according to whatever role the new weapons make available. Remotes have always been deadly effective, though there was a time when they weren't used for much else beyond booby-trapping objectives. If little about the deadliness of REs has changed, what might be to blame for their increased usage? I say we fix what's broken rather than turning blind eye or proffering excuse. Even if we outright removed REs, something else would step up to counter the Heavy Blob. Many would be quick to call for a nerfing of that new thing on account of its increased usage, and when that new thing is nerfed, the cycle will repeat with whatever follows. Such is the nature of treating signs and symptoms rather than curing root cause. TL;DR: Fix the underlying issue. Fix Heavies and see RE usage decline.
And Sentinels can't be properly fixed without the rest of their weapons being released. Once those are released and a role can be set, the HMG can be assessed properly to bring it in line with this new vision of what a Sentinel should be and do.
Purifier. First Class.
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Hynox Xitio
Molon Labe. General Tso's Alliance
1900
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Posted - 2015.01.06 00:07:00 -
[55] - 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.
TL;DR version: I'm unable to out-DPS a minigun, thats unfair!
The horror! The horror!
( -íº -£-û -íº)
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Vitantur Nothus
Nos Nothi
1505
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Posted - 2015.01.06 00:40:00 -
[56] - Quote
Megaman Trigger wrote: And Sentinels can't be properly fixed without the rest of their weapons being released. Once those are released and a role can be set, the HMG can be assessed properly to bring it in line with this new vision of what a Sentinel should be and do.
Nonsense. 1.7 pilots would've been dead wrong in making similar claim:
"I know my tank is OP, but you can't nerf it until until the future! You must hold off on the nerf until after vehicle racial parity."
If something is broken, and we can fix it, then we should fix it. It isn't complicated. Should circumstances change down the road which merit reassessment, then that reassessment should be made down the road. |
Mudvayne-3324
Dem Durrty Boyz General Tso's Alliance
20
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Posted - 2015.01.06 00:58:00 -
[57] - Quote
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.
> Intelligence is the ability to avoid doing work, yet getting the work done.
-Linus Torvalds
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Buwaro Draemon
WarRavens Capital Punishment.
621
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Posted - 2015.01.06 03:03:00 -
[58] - 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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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1117
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Posted - 2015.01.06 05:10:00 -
[59] - Quote
check this pls
Please support fair play!
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Megaman Trigger
OSG Planetary Operations Covert Intervention
184
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Posted - 2015.01.06 11:49:00 -
[60] - Quote
Vitantur Nothus wrote:Megaman Trigger wrote: And Sentinels can't be properly fixed without the rest of their weapons being released. Once those are released and a role can be set, the HMG can be assessed properly to bring it in line with this new vision of what a Sentinel should be and do.
Nonsense. 1.7 pilots would've been dead wrong in making similar claim: "I know my tank is OP, but you can't nerf it until until the future! You must hold off on the nerf until after vehicle racial parity." If something is broken, and we can fix it, then we should fix it. It isn't complicated. Should circumstances change down the road which merit reassessment, then reassessment should be made after the change in circumstances. But we cannot justify leaving something broken based upon an expectation of an undefined changes at some undefined point in the future. If this is how things were done, then nothing would ever get done.
And how can something be fixed properly if most of the the data for the role is missing? All CCP could do right now is something to drop the DPS, which doesn't really solve the issue. It'd be like putting a plaster over a bullet hole.
Sentinels have never had more than two Heavy Weapons in their lifetime; one designed for close range combat and the other AV with some anti-infantry capabilities, which have mostly been removed now that 2/3 FG variants lack Splash Damage. Amarr and Gallente Heavy Weapons are overdue. I fail to see how their only dedicated anti-infantry weapon can be properly fixed without the rest of the weapons. Nerf'd? Sure. Properly fixed? Sentinels need their role better defined beyond "kill everything" so that the HMG can fit into this role.
Closest we could get to a "fix" right now would be tighten the cone of fire and boost the range a little, turning the HMG into a mid-range weapon and making it harder to use up close, which would probably end up with more people complaining about being killed by HMGs at range. Other than that, all CCP could (or would) do is decrease the DPS or ramp up the heat build-up, which doesn't really fix things.
I'm all for balancing the Sentinel and the HMG but I still feel that the Sentinel needs the rest of its weapons before any real balance work can be done to it.
Purifier. First Class.
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