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KEROSIINI-TERO
The Rainbow Effect
1822
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Posted - 2015.03.04 13:18:00 -
[31] - Quote
Again, there is a bigger issue than the throw distance. It is the too short activation delay.
Activation delay, or the earliest possible moment you can make the RE you just tossed go boom, should be between 5-10 seconds. And five is really really short still! And to those claiming that the nerf to 5 seconds is already in place, they are wrong; it is way shorter.
Looking at both sides of the coin.
Even Aurum one.
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Adipem Nothi
Nos Nothi
7221
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Posted - 2015.03.04 13:39:00 -
[32] - Quote
Kain Spero wrote:CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. If REs are supposed to be used offensively then they should show up like grenades on passive scans etc. If you can easily reduce the throw distance I strongly urge you to go ahead and drop it to 0. Also, the activation delay is still far too short. At 5 seconds they have the same fuse time as a grenade. Personally, I'd like to see the RE adjusted and then have the Sentinel explosive resist removed.
Booby-trapping objectives / chokepoints and baiting-and-luring pursuers wouldn't be possible if REs showed up on passives or had a grenade-like indicator.
Agreed on your followup points. Still feels like fewer than 5 seconds between toss and arm. Agree that Grenades and Mass Drivers would make for better responses to heavy blobs than the frisbee RE.
Shoot scout with yes.
- Ripley Riley
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Nirwanda Vaughns
1489
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Posted - 2015.03.04 14:02:00 -
[33] - Quote
Prox mines would benefit greatly from the same 'seek' mechanic of AV nades too. they're supposed to be the AV explosives but they need a little love to be usefull. even with the scan profile changes they're still easily spotted making them pretty pointless. at proto level they should at least be some kinda stealth variant that can be used in conjuction with regualr ones to divert ehicles from the 'visible' prox's to the stealth ones
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1349
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Posted - 2015.03.04 14:04:00 -
[34] - Quote
Dear Rattati, just look at the animation that accompanies the use of nanite injector - to raise teammate medic crouches down on one knee. I believe that the installation of the equipment, doing over 1k damage, must be accompanied by a similar animation and delay, should not be able to throw it like a cigarette butt.
Please support fair play!
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Kain Spero
Negative-Feedback.
4653
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Posted - 2015.03.04 15:08:00 -
[35] - Quote
Adipem Nothi wrote: Booby-trapping objectives / chokepoints and baiting-and-luring pursuers wouldn't be possible if REs showed up on passives or had a grenade-like indicator.
Agreed on your followup points. Still feels like fewer than 5 seconds between toss and arm. Agree that Grenades and Mass Drivers would make for better responses to heavy blobs than the RE.
Yeah, my point on them being visible on passives is if REs continue to have such a short activation time for something intended as a trap device.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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benandjerrys
KILL-EM-QUICK RISE of LEGION
129
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Posted - 2015.03.04 15:11:00 -
[36] - Quote
THESE IDEAS... Make av nades almost the same as re's. My qq sence is tingling.
Tread Locking Proficiency V
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robin williams' ghost
whisky tango foxtrot sir
989
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Posted - 2015.03.04 15:15:00 -
[37] - Quote
I don't think they should show up on passive scans, but the time to detonate is way too low. You can't honestly tell me it takes 5 seconds. Let's be realistic, it's more like 2 or 3 seconds. It needs to be at a bare minimum of 5 seconds and even that is pushing it and they really need to be placed not thrown. It's not a damn grenade!
Robin Williams endorses this corp
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Lupus Wolf
Minmatar Republic
128
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Posted - 2015.03.04 15:49:00 -
[38] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. I'm pretty sure you messed that up when you implemented the equipment bandwidth. Not that i'm complaining of course, JLAVs are almost extinct, but now you have to use a logi to kill a tank with remotes, and that's harder than a scout.
Redundant usernames FTW
Quafe, you lied to me...
30% Logi, 25% Tanker, 40% Dropship Pilot, 5% Drunk LAV Driver
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DRT 99
Commando Perkone Caldari State
186
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Posted - 2015.03.04 15:50:00 -
[39] - Quote
either make REs show up on passives (but bee too small to be 'seen' by heavies) or give them the proper arm time. |
Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
551
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Posted - 2015.03.04 16:06:00 -
[40] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. regular remotes 0m throw range, packed remotes how ever much the regular ones are.
Problem solved?
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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Hysanryu Brave
Random Gunz RISE of LEGION
21
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Posted - 2015.03.04 16:10:00 -
[41] - Quote
Sequal's Back wrote:CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. Why not using the vehicle attraction on REs and packed REs (like AV nades) and then put zero throw distance on equiments? A 3m attraction would be great, and both problems would be fixed! This is the way to go.
"NAH" - Quote Rosa Parks, 1955
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Blind Cat
Algintal Core Gallente Federation
16
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Posted - 2015.03.04 17:20:00 -
[42] - Quote
i know this isn't battlefield but the REs seem the same as c4 so i don't see the problem no one complains about c4 in battlefield |
lee corwood
Knights Of Ender RISE of LEGION
1182
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Posted - 2015.03.04 17:25:00 -
[43] - Quote
Sinboto Simmons wrote:Besides the timers being a bit off at higher levels I believe they're fine, they used to have no timer and a seven meter blast radius.
Why do I never see a 'buff proximity mines' thread? No one loves proximity mines...
Actually there have been threads for this BECAUSE bandwidth killed them. They were personally my favorite AV variant.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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lee corwood
Knights Of Ender RISE of LEGION
1183
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Posted - 2015.03.04 17:30:00 -
[44] - Quote
Lupus Wolf wrote:CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. I'm pretty sure you messed that up when you implemented the equipment bandwidth. Not that i'm complaining of course, JLAVs are almost extinct, but now you have to use a logi to kill a tank with remotes, and that's harder than a scout.
Agreed. I deleted my scout remote fit as with BW it removed my ability to use them in this capacity. I tried a proto logi with stacked kin cats. It was significantly easier to just use a cheap scout with a PLC and AV grenades.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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BLOOD Ruler
Royal Uhlans Amarr Empire
1088
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Posted - 2015.03.04 17:47:00 -
[45] - Quote
Blind Cat wrote:i know this isn't battlefield but the REs seem the same as c4 so i don't see the problem no one complains about c4 in battlefield Agree with that, The remote explosive is fine. If you don't want people to use tactical traps then play with some newbs man. This requires thinking where to place it,because killing a lot of enemies in one spot requires you yo find that spot. I played for almost 2 years and only 5 times have I killed 3 or more enemy clones. Also Re traps can be flawed, just do not walk in the dump and most likely place that has one. No one on battlefield complains about their explosives.
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
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Solar Qoio
0uter.Heaven
112
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Posted - 2015.03.04 18:07:00 -
[46] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. Would definitely be a better idea to place the RE in the AV/Grenade slot. The throwing distance is definitely a problem but I am personally more concern on the damage the RE impacts on both sides of the field or maybe just decrease the explosion splash range so it wouldn't be almost impossible for heavy to get away.
Don't mind me I'm just here to help.
-Winner of the Solar's Par-8 Flaylock Pistol
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dzizur
Expert Intervention Caldari State
165
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Posted - 2015.03.04 18:31:00 -
[47] - Quote
Sequal's Back wrote:CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. Why not using the vehicle attraction on REs and packed REs (like AV nades) and then put zero throw distance on equiments? A 3m attraction would be great, and both problems would be fixed!
I think it's one of those things that's "easier said than done" .
F.e. Imagine a clone,standing very close to the edge (or even mid-air, before the free-fall animation kick in) puting an equipment down, it would probably cause that piece of equipemnt to instantly drop (taking travel time to "earth" out of the equation). which would in turn just give advantage to people camping by tossing REs from above and hinder those who use them in some other (non-considered OP) way.
Apart from that, I want to remind everyone about carrying flux grenades, it clears equipment (even through walls!), drops teh main tank of caldari and "fotm" minass and even draws away shield tanks!!
V.offtopic: I'm amazed at the level of shield tank QQ when basicly any suit with grenade slots can fit a 2k dmg grenade to this kind of tank..
TL:DR; HTFU |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1352
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Posted - 2015.03.04 18:34:00 -
[48] - Quote
Mortishai Belmont wrote:CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. regular remotes 0m throw range, packed remotes how ever much the regular ones are. Problem solved?
10/10 !!!
Please support fair play!
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CeeJ Mantis
Mantodea MC
151
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Posted - 2015.03.04 18:38:00 -
[49] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. Personally for me, it is not an issue that they can be thrown a decent distance, but more of when they are thrown, for the person who throws them they see where they land accurately, but for everyone else, they appear to land much shorter than they accurately so for a few seconds. This makes them very difficult to accurately avoid. You essentially have to assume that they landed next to you, and then just move away. Also, while that problem is very frustrating, I recently made a thread that outlined a few more issues with remote explosives (They only have a 2.5 second delay) that, if addressed, would likely help a lot with the remote woes people have. https://forums.dust514.com/default.aspx?g=posts&t=191724
Longest plasma cannon kill: 236.45m
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The Eristic
Dust 90210
831
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Posted - 2015.03.04 19:46:00 -
[50] - Quote
The fact that flux detonates instead of disabling them is problematic, as well. It makes it hard to clear them from a room before the tosser respawns without killing whatever blueberries are nearby, especially in Dom where spaces are tight and crowded. I can understand exploding if you shoot them, but flux should just zap them away.
Reality is the original Rorschach.
Verily! So much for all that.
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1571
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Posted - 2015.03.04 21:19:00 -
[51] - Quote
To be completely fair, in 50% of situations, I can kill someone just as fast with whatever weapons I have on my scout suits as I can in the time it takes to switch to the remotes, throw them, they land, the activation timer is done and they finally explode.
The other half of the time, they were a scrubHeavy.
Our lives are nothing but a means to an end.
AIV member.
21 day EVE trial.
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 21:23:00 -
[52] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way. Two possible options:
A: The explosive ignores character speed and always spawns at a given horizontal velocity. Horizontal range thus becomes a design parameter [range = sqrt(a merc's height / (2 * gravity)) * desired horizontal velocity]. Alternatively absolute horizontal velocity can be capped to avoid excessive throw distances when used on very fast suits. That means maximum throw distance is a design parameter, but the thrown explosive still acts as it currently does if the throwing character moves slowly.
B: Explosives are put on walls, objects and people based on a line-of-sight check with a range of ~1.5 meters. If something is in range, the explosive is immediately spawned on that surface. Otherwise it is dropped as per current rules with a limited horizontal velocity. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1849
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Posted - 2015.03.04 21:35:00 -
[53] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are only way.
Fixed
Acquire Currency, Disregard Female Canis lupus familiaris
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Mister Goo
Random Gunz RISE of LEGION
176
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Posted - 2015.03.04 23:06:00 -
[54] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way.
Then lets not nerf the throw distance and stop them from being resupplied from a nano hive, after all they are not grenades.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Atiim
Commando Perkone Caldari State
15862
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Posted - 2015.03.04 23:39:00 -
[55] - Quote
That's not evidence for anything other than the fact that the person you killed the RE with needs a buff. Anyone who lets you toss something at them and wait for your to blow them up deserved to die.
The 1st Matari Commando
-HAND
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Starlight Burner
ROGUE RELICS
156
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Posted - 2015.03.05 01:18:00 -
[56] - Quote
Blind Cat wrote:i know this isn't battlefield but the REs seem the same as c4 so i don't see the problem no one complains about c4 in battlefield Can't toss them like a Frisbee in BF3 and battlefield games before it.
BF4 is ****. Do not even use it as evidence.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
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Posted - 2015.03.05 02:52:00 -
[57] - Quote
MRBH1997 wrote:Starlight Burner wrote:dy5t0pia wrote:Then nerf all equipment throw distance. I'm fine with that. Same, honestly you shouldn't be able to jump after sprinting and whip any equipment like a frisbee. But houldnt talk like this be in feedback and discussions etc.?
Wait wait wait... You totally should be, were super soldiers and we can't throw a little handheld thing? No actually being capable of throwing this stuff makes perfect sense... Its having a reason to have to do so that is absurd.
(Grenade buff request coming in 3.. 2.. 1..)
Sebiestor scout, MTAC pilot, Merc w/ a face
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Talos Vagheitan
Ancient Exiles.
1064
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Posted - 2015.03.05 03:03:00 -
[58] - Quote
Throw distance could be stamina related. And perhaps increased with KinKats or some other biotic module?
Just "throwing it out there".
Who cares what some sniper has to say.
**--CCP, let's push for the license of Dust/Legion on both current Gen consoles-
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
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Posted - 2015.03.05 03:10:00 -
[59] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks. If it were that easy, we would have put zero throw distance a long time ago. I am still collecting data to evaluate if packed remotes can be the AV variant, if it works, then we can reduce the throw distance on the normal one. But, sometimes you need to kill a few sentinels, and remotes are one way.
I have a simpler solution to propose (its that time again): Why not fix grenades so that people have a reason to not be throwing remote explosives like frisbees? People didn't chuck remotes until throwing a grenade became laughably pathetic. Make grenades decent again and people will start using them again. Seriously man, thukker mix has one... ONE!!! Item in THE WHOLE GAME and you can only carry one of it... And its prototype level only... and smacking a sentinel in the face with one just tickles. Heres the sad part. Heres the big joke: throwing one at a minjas face doesnt hurt that bad. Im a minja, i would know. I set off a thukker grenade in my hand and im like "well, that was uneventful...", that shouldnt be the case. Using all of your ammo with any prototype weapon should be able to kill at least a minja. A tight blast radius and only a couple grenades were the prices we paid for a devastating blast on contact, but the mosquito bite it deals now is a joke. Locus grenades are a joke and as long as thars true, people will continue to use remotes as though they were grenades. Ive been grinding this axe so long by now im filing a stump, so i have to ask: Why cant ccp just admit that breaking grenades was a mistake and fix them?
Give us 3 good grenades or 4 decent grenades, with a logically plausible blast radius and damage, leave the high damage variants with one less than the moderate damage variants, give the low damage variants one extra grenade, and for gods sake fix the thukker. I have this nagging sensation that my conscious mind screams out against that if I keep telling you the sensible answer you'll pay attention to it at some point and see that it will bring about the balance you desire.
So one more time and i pray for an answer:
Rattati, why cant CCP just admit that breaking grenades was a mistake and fix them?
(PS yeah I just said your name right. That's how serious I am here)
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
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Posted - 2015.03.05 03:12:00 -
[60] - Quote
Talos Vagheitan wrote:Throw distance could be stamina related. And perhaps increased with KinKats or some other biotic module?
Just "throwing it out there". Ba-dum-tss!
Nah but seriously, cloned super soldiers. If plasma leaking from a fireball gun(assault rifle) doesn't hurt, throwing equipment is equivalent to throwing a paperclip. Does throwing paperclips wear you out?
Sebiestor scout, MTAC pilot, Merc w/ a face
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