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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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Operative 1174 Uuali
Y.A.M.A.H
232
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Posted - 2015.01.04 21:02:00 -
[2] - 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.
Amen brutha! Tell it on the mountain!
Grenade 2.0
I'm better than laser focused; I'm hybrid focused.
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One Eyed King
Land of the BIind
6963
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Posted - 2015.01.04 21:04:00 -
[3] - Quote
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.
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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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3356
|
Posted - 2015.01.04 21:08:00 -
[4] - Quote
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.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Leadfoot10
Molon Labe. General Tso's Alliance
2826
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Posted - 2015.01.04 21:14:00 -
[5] - Quote
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.
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. |
Buwaro Draemon
WarRavens Capital Punishment.
596
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Posted - 2015.01.04 21:21:00 -
[6] - 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 -
[7] - 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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Megaman Trigger
OSG Planetary Operations Covert Intervention
174
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Posted - 2015.01.04 21:33:00 -
[8] - 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.
Why should Sentinels lose half their HP when their resistances are currently ignored by REs as well as REs dealing more damage than listed?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
174
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Posted - 2015.01.04 21:36:00 -
[9] - Quote
Buwaro Draemon wrote: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
The dealing damage part doesn't bother me so much, I just wish Sentinel's blast resistance would work for REs as one would expect.
I agree with the 'Frisbee' method of using REs being a pain as well as them being restockable from Nanohives when no other equipment is. Give them a deployment animation, remove the Nanohive restock and fix the Sentinel splash resist.
Purifier. First Class.
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J0LLY R0G3R
And the ButtPirates
1628
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Posted - 2015.01.04 21:42:00 -
[10] - 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.
Hey isn't my problem your bad at catch. XD
TLDR : Last Dust Montage
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3359
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Posted - 2015.01.04 21:43:00 -
[11] - Quote
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?
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Ace Boone
Capital Acquisitions LLC
649
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Posted - 2015.01.04 21:45:00 -
[12] - Quote
People in this game believe that if their suit costs money, nothing should OHK them.
Sometimes, you're just gonna get ganked dude. Get over it.
Only loyal to the republic.
I'm nothing more than bittervet without a PS3.
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J0LLY R0G3R
And the ButtPirates
1632
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Posted - 2015.01.04 21:49:00 -
[13] - 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.
Ooooooooooooooooooooooooooo Clutch.
TLDR : Last Dust Montage
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
1993
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Posted - 2015.01.04 21:54:00 -
[14] - Quote
When are people going to stop whining about REs. I don't even use them, like at all, and I don't see the problem. They kill me, but so do a lot of things. Big deal. They are weapons.
It kinda irks me how much heavies ***** about them though. They still take more skill to use than your 1000DPS murderhoses, guys.
They've been nerfed like 3 times in a row now, with the last nerf being quite sizable.
Home at Last <3
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Ace Boone
Capital Acquisitions LLC
650
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Posted - 2015.01.04 21:58:00 -
[15] - Quote
Fizzer XCIV wrote:When are people going to stop whining about REs. I don't even use them, like at all, and I don't see the problem. They kill me, but so do a lot of things. Big deal. They are weapons.
It kinda irks me how much heavies ***** about them though. They still take more skill to use than your 1000DPS murderhoses, guys.
They've been nerfed like 3 times in a row now, with the last nerf being quite sizable.
What more do heavies want? There's already so few things that can effectively counter heavies, it's as if they want invincibility.
Only loyal to the republic.
I'm nothing more than bittervet without a PS3.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 21:59:00 -
[16] - Quote
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.
Purifier. First Class.
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Buwaro Draemon
WarRavens Capital Punishment.
597
|
Posted - 2015.01.04 22:00:00 -
[17] - 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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Vitantur Nothus
Nos Nothi
1465
|
Posted - 2015.01.04 22:09:00 -
[18] - 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.
Can't just nerf Heavy HP or they would be out-heavied by Assaults. We'd need to nerf everyone's HP.
Why are we nerfing REs again? Did they already fix HMG Heavies and Heavy+Logi blobs? |
Jacques Cayton II
Eternal Beings Dark Taboo
1333
|
Posted - 2015.01.04 22:22:00 -
[19] - 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. Um get a friend sneak around kill logi then heavy herp da derp teamwork
We fight for the future of the State not our
personal goals
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Boot Booter
Titans of Phoenix
1118
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Posted - 2015.01.04 22:24:00 -
[20] - Quote
REs are complete BS. They take no skill, please stop saying they do. They definitely should not restock at nanohives.
With that said there is not many ways to counter a pack of heavies and logis other than using a larger pack of heavies and logis.
Don't blame heavies though. Blame the rep tool. The rep tool is ridiculously OP for both its effectiveness and it's WP awarded. It needs a capacitor for sure and perhaps a nerf to amount of WP. |
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voidfaction
Nos Nothi
917
|
Posted - 2015.01.04 22:27:00 -
[21] - 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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Vitantur Nothus
Nos Nothi
1468
|
Posted - 2015.01.04 22:27:00 -
[22] - Quote
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? |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3369
|
Posted - 2015.01.04 22:31:00 -
[23] - Quote
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.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Buwaro Draemon
WarRavens Capital Punishment.
598
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Posted - 2015.01.04 22:44:00 -
[24] - 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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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:45:00 -
[25] - Quote
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.
Purifier. First Class.
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Buwaro Draemon
WarRavens Capital Punishment.
598
|
Posted - 2015.01.04 22:48:00 -
[26] - 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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voidfaction
Nos Nothi
919
|
Posted - 2015.01.04 22:51:00 -
[27] - 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
|
Posted - 2015.01.04 22:53:00 -
[28] - 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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Buwaro Draemon
WarRavens Capital Punishment.
598
|
Posted - 2015.01.04 22:54:00 -
[29] - 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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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
|
Posted - 2015.01.04 22:55:00 -
[30] - Quote
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.
Purifier. First Class.
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Luna McDuffing
COALICION LATINA Smart Deploy
137
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Posted - 2015.01.06 14:13:00 -
[61] - Quote
If there is one thing I hate is RE. I just plain hate them. I hate them more probably because sometimes you can hide them behind assets because of some sort of glitch so unless you have a scanner you can't see them. I mean, it is ok to hide them since they are supposed to be a booby trap. What it is not ok is being able to hide them where it is physically impossible to hide them.
All that being said i do not find any problems with either heavys nor remote explosives. If I where to do an adjustment it would be that RE should have to be restocked the same way as nanohives and droplinks. I hate it when someone just drops a nanohive and rains down RE all day.
I don't have any complaint about heavies. Yes, they have a lot of HP and yes the HMG is powerful BUUUTTT!!!!!! it is only good at close range. I can outscout or out maneuver a heavy with my gallente logy or scout as long as I don't get too close. Heavys are awful in any open space due to their slow speed.
In sumarry the only change I would like to see is changing the RE resocking so that you can't simply walk ass a nanohive and restock. other than that this game is very close to being balance. |
Prius Vecht
Red and Silver Hand Amarr Empire
405
|
Posted - 2015.01.06 15:16:00 -
[62] - Quote
the OP is right. no one with a brain thinks REs should do anything close to the damage of prox mines. |
Vitantur Nothus
Nos Nothi
1513
|
Posted - 2015.01.06 15:30:00 -
[63] - Quote
Prius Vecht wrote:the OP is right. no one with a brain thinks REs should do anything close to the damage of prox mines. My half-brained response would be to buff Prox mines. |
lee corwood
Knights Of Ender RISE of LEGION
1085
|
Posted - 2015.01.06 15:43:00 -
[64] - Quote
Boot Booter wrote:REs are complete BS. They take no skill, please stop saying they do. They definitely should not restock at nanohives.
With that said there is not many ways to counter a pack of heavies and logis other than using a larger pack of heavies and logis.
Don't blame heavies though. Blame the rep tool. The rep tool is ridiculously OP for both its effectiveness and it's WP awarded. It needs a capacitor for sure and perhaps a nerf to amount of WP.
You don't use the rep tool do you...
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Kallas Hallytyr
Skullbreakers
1224
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Posted - 2015.01.06 16:43:00 -
[65] - Quote
Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage. The biggest issue remains the awful state of scan stats: Assaults/Commandos/Sentinels need to sacrifice a ton to fit anything vaguely resembling decent scan stats, while Logis still need a bunch of precision to be worthwhile.
Not to mention the insane reduction to Range Amps: they were garbage on anything bar Scouts before the 1.10 changes, now they're simply awful on everyone (less from a PRO mod now than a STD mod then, wtf?!) Essentially, all suits need their scan stats brought a bit closer together (keeping some distance, but not enormous ones) combined with some bonuses being changed to module efficacy bonuses instead (looking at Scout scan bonuses primarily, but also things like Sentinel resistance bonuses when we finally get resistance modules.)
Leadfoot10 wrote: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. An RE placement animation would be good, it would also prevent the Sprint-Jump-Lob nonsense. It shouldn't be a long one, but it should be noticeable. Although I'd be worried about the effect it'd have on the placement of Packed REs on vehicles: they're already nigh impossible to get a hold of - maybe if HAVs actually had acceleration and momentum instead of going from 0-40 in 0.00001s?
Buwaro Draemon wrote:I just hate how they can be tossed for farther distances, do more damage than grenades, and br able yo restock them at Nanohives There is absolutely no reason for REs to be restocked from Nanohives. As much as they are used like weapons, they are equipment and should follow the same guidelines as such. Alternatively we could: - Make all equipment restock from Hives/Depots - Make all equipment regenerate at a slow rate, while removing Hive restocking - Some combination of the above.
Personally, I feel that we should have more carried of pretty much everything and make all equipment restock at a Depot like ammo does.
Alt of Halla Murr. Sentinel.
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Vitantur Nothus
Nos Nothi
1513
|
Posted - 2015.01.06 16:55:00 -
[66] - Quote
Kallas Hallytyr wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage. The biggest issue remains the awful state of scan stats: Assaults/Commandos/Sentinels need to sacrifice a ton to fit anything vaguely resembling decent scan stats, while Logis still need a bunch of precision to be worthwhile. A proto CalScout running straight complex shield extenders has the same HP as a CalAssault with no modules equipped. Compared to the Scout, each of the suits above come prefit with a ton of fitting. If a non-Scout wants Scout-like EWAR, is it too much to ask of him of dedicate his fit to doing so? |
Kallas Hallytyr
Skullbreakers
1224
|
Posted - 2015.01.06 17:05:00 -
[67] - Quote
Vitantur Nothus wrote:Kallas Hallytyr wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage. The biggest issue remains the awful state of scan stats: Assaults/Commandos/Sentinels need to sacrifice a ton to fit anything vaguely resembling decent scan stats, while Logis still need a bunch of precision to be worthwhile. A proto CalScout running straight complex shield extenders has the same HP as a CalAssault with no modules equipped. Compared to the Scout, each of the suits above come prefit with a ton of fitting. Your point being...?
My point was that to even utilise the scan stats of an Assault against other Assaults or even Heavies without getting within 3" of them you need to put on a bunch of modules (some of which just got hammered into the ground.) Seriously, a 20m scan with a 75db precision? Seriously? That's 75*0.9 = 67.5 (not detecting a Sentinel, base) *0.8 = 54, which will pick up a Sentinel from 20m away. Ok, sounds great...except 20m away is nothing, that's half of the HMG's optimal range and barely useable: that's picking up only heavy frames from a short distance. If you want to pick anything up from a decent range you'll need at least two PEs (75*0.9*0.8*0.828 = 44.7) and at minimum Range Amp 5 (for a 30m far scan) while Range Amps themselves are pretty ghastly (1 CxRA is 4.5m on that Assault's scan...whoopdeedoo!)
Frankly, scanning is a mess: the concentric circles are great to have as a mechanic in the game, but are awful in application, because they have changed nothing bar make/keep everyone blind unless you use an Active Scanner.
Alt of Halla Murr. Sentinel.
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Vitantur Nothus
Nos Nothi
1513
|
Posted - 2015.01.06 17:14:00 -
[68] - Quote
Kallas Hallytyr wrote:Your point being...? We've no reason to believe that the Scout remains overpowered; there's no reason to further marginalize what remaining strengths the Scout has;. The Scout cannot rival the staying power of other units. Other units should not rival the Scout's strength at EWAR.
Kallas Hallytyr wrote: Frankly, scanning is a mess: the concentric circles are great to have as a mechanic in the game, but are awful in application, because they have changed nothing bar make/keep everyone blind unless you use an Active Scanner.
Yes, but it could've been alot worse. Imagine what the game would be like if the Heavy+Logi blob were granted unbeatable, longer range passive scans. "Balanced" does not come to mind. |
Vitantur Nothus
Nos Nothi
1514
|
Posted - 2015.01.06 17:25:00 -
[69] - Quote
On the topic of REs, I believe Rattati intended to assign them a scan profile so they could be detected by close range passive scans. This defeats the purpose of REs as traps, but that's beside the point. Pretty sure it isn't working as intended; I've yet to scan a single Remote Explosive even when running Precision Enhanced Scouts. |
Kallas Hallytyr
Skullbreakers
1225
|
Posted - 2015.01.06 17:29:00 -
[70] - Quote
Vitantur Nothus wrote:We've no reason to believe that the Scout remains overpowered; there's no reason to further marginalize or gift away what remaining strengths it has. The Scout cannot rival the staying power of other units. Other units should not rival the Scout's strength at EWAR. Well, there's no reason to keep the non-module bonuses: it doesn't impact 'true' Scouts, and can potentially lead to a buff either in the bonuses given/in other areas to support the changes if need. Most other bonuses on suits are based on the usage of specific equipment (Assaults using racial weapons; Commandos using specific damage types) - why not Scouts? Why shouldn't they need to use the modules to get the benefit? This isn't about nerfing Scouts, it's about uniformity of application: similarly, Sentinels should be required to use resistance modules (if and/or when we get them.)
As far as slaying power is concerned, that is entirely disputable: as far as damage output is concerned, only the Sentinel (because of Heavy weapon access) and Commando (because of the damage bonus) can be considered more slayer-y since the Scout does not do less damage than an Assault or Logi: simply it is less sustainable to fight, which is pretty appropriate.
Vitantur Nothus wrote:Yes, but it could've been alot worse. Imagine what the game would be like today if the Heavy+Logi blob had been granted the unbeatable, long range passive scans originally pitched by Cat Merc and Zatara. "Balanced" does not come to mind. Could have been worse does not mean that we shouldn't strive for better. The system currently is a step in the right direction, but the numbers need further poking.
Alt of Halla Murr. Sentinel.
|
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Vitantur Nothus
Nos Nothi
1514
|
Posted - 2015.01.06 17:56:00 -
[71] - Quote
Kallas Hallytyr wrote: Well, there's no reason to keep the non-module bonuses: it doesn't impact 'true' Scouts, and can potentially lead to a buff either in the bonuses given/in other areas to support the changes if need. Most other bonuses on suits are based on the usage of specific equipment (Assaults using racial weapons; Commandos using specific damage types) - why not Scouts? Why shouldn't they need to use the modules to get the benefit?
Efficacy bonuses would've been a great way to cure Assault Lite; we suggested efficacy bonuses to Rattati prior to Hotfix Charlie. Assault Lite has since been cured, though through other means. EWAR-module based efficacy bonuses today wouldn't work; competitive passive scans were ruled to be "360 wallhacks" and massively diluted; the recon scout has been replaced by the Active Scanner. It would make more sense to replace the GA Logi bonus, then give AM/GA/CA Scouts different efficacy bonuses to Active Scanners.
Kallas Hallytyr wrote:As far as slaying power is concerned, that is entirely disputable: as far as damage output is concerned, only the Sentinel (because of Heavy weapon access) and Commando (because of the damage bonus) can be considered more slayer-y since the Scout does not do less damage than an Assault or Logi: simply it is less sustainable to fight, which is pretty appropriate. I wrote staying power (as in ability to withstand damage). Sure, a competent Scout can slay to degree, but he can't take much of a beating.
Vitantur Nothus wrote:Yes, but it could've been alot worse. Imagine what the game would be like today if the Heavy+Logi blob had been granted the unbeatable, long range passive scans originally pitched by Cat Merc and Zatara. "Balanced" does not come to mind. Could have been worse does not mean that we shouldn't strive for better. The system currently is a step in the right direction, but the numbers need further poking.[/quote] Agreed, though I don't know what to suggest. Stronger inner rings would render shotguns and knives ineffective; this may sounds great to some, but imbalance shouldn't be a design goal. |
DDx77
The Exemplars RISE of LEGION
70
|
Posted - 2015.01.06 18:01:00 -
[72] - Quote
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 |
Buwaro Draemon
WarRavens Capital Punishment.
637
|
Posted - 2015.01.06 18:08:00 -
[73] - 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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Ydubbs81 RND
Ahrendee Mercenaries
3689
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Posted - 2015.01.06 18:27:00 -
[74] - Quote
Will also have to nerf other OHK weapons like nova knives and melee.....REs aren't the only cheesy way scouts annoy people on the battlefield. So, I don't think this nerf would happen.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3689
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Posted - 2015.01.06 18:28:00 -
[75] - 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
Scouts use them big time in pcs. REs are their primary weapon of choice....well, that and nova knives.
Shield tanking is hard mode /period.
> Check RND out here
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John Demonsbane
Unorganized Ninja Infantry Tactics
5042
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Posted - 2015.01.06 18:53:00 -
[76] - Quote
I think we are getting into too many scenarios and over-complicatiing things. Frisbee RE's have always been lame, better than grenades, and will continue to be even if you do whatever kind of ewar and sentinel balancing you think needs to be done. This should be a 2 page thread at most.
Nerfing damage makes RE's useless. Are you going to rapidly toss three of them (while moving to get the distance), pray they hit the same spot, and detonate without getting killed first? Unlikely. Also, have fun using up all of your bandwidth to lay a single trap.
If the coding allows it, make them 'heavy' so they don't travel very far when deployed. Alternately, make an animation or hacking wheel for dropping them. Should be relatively short, and I'd favor a hacking wheel as we all know how well the animation for needles has worked out historically.
Either way, make no other changes and exclude the packed ones. Done and done.
(The godfather of tactical logistics)
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