Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Timtron Victory
Horizons' Edge VP Gaming Alliance
408
|
Posted - 2015.03.03 22:19:00 -
[1] - Quote
They can be tossed like frisbees. I was in the Gallente facility and simply hid on the stairway jumped and tossed and boom kill. I am so ashamed of myself. CCP nerf remotes
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
|
Eruditus 920
Nemo Malus Felix
1351
|
Posted - 2015.03.03 22:20:00 -
[2] - Quote
In my best Rattati imitation:
" No "
"Stay gold, Ponyboy..."
|
dy5t0pia
The dyst0pian Corporation
830
|
Posted - 2015.03.03 22:22:00 -
[3] - Quote
They are working as intended, now stop being stupid.
CEO
Closed Beta Vet
|
DRT 99
Commando Perkone Caldari State
183
|
Posted - 2015.03.04 05:27:00 -
[4] - Quote
'they are working as intended'
lol.
ok then. |
Mejt0
Dead Man's Game RUST415
927
|
Posted - 2015.03.04 06:50:00 -
[5] - Quote
Until sentinels exist : no.
Loyal to State
https://forums.dust514.com/default.aspx?g=posts&m=2629870#post2629870
- Mejto's trade/sale list
|
Starlight Burner
ROGUE RELICS
154
|
Posted - 2015.03.04 07:40:00 -
[6] - Quote
Remote explosives shouldn't be tossed like grenades.
Nerf the throw distance.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
|
dy5t0pia
The dyst0pian Corporation
831
|
Posted - 2015.03.04 07:43:00 -
[7] - Quote
Then nerf all equipment throw distance.
CEO
Closed Beta Vet
|
Starlight Burner
ROGUE RELICS
154
|
Posted - 2015.03.04 07:59:00 -
[8] - Quote
dy5t0pia wrote:Then nerf all equipment throw distance. I'm fine with that.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
|
MRBH1997
Knights Of Ender RISE of LEGION
162
|
Posted - 2015.03.04 08:02:00 -
[9] - Quote
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.?
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
KOE Agents now doing community events!
|
Imp Smash
Molon Labe. General Tso's Alliance
718
|
Posted - 2015.03.04 08:03:00 -
[10] - Quote
Its not unreasonable to nerf all equipment throw distance. |
|
TooMany Names AlreadyTaken
Going for the gold
844
|
Posted - 2015.03.04 08:03:00 -
[11] - Quote
The Gallente lag facility (as everyone likes to call it) is the best map for RE spam. Lots of narrow passages, good for setting up traps for hordes of heavies approaching your objective.
Found my favorite DJ - ATB
|
VAHZZ
Haven's Keep
672
|
Posted - 2015.03.04 08:04:00 -
[12] - Quote
Starlight Burner wrote:Remote explosives shouldn't be tossed like grenades.
Nerf the throw distance.
I'm guessing they are so heavy they can't be tossed? So fragile they'll blow up if tossed? Just plain unnatural like people who put in milk before cereal? Don't be stupid.
~
Closed Beta Vet
|
Sinboto Simmons
Dead Man's Game RUST415
7864
|
Posted - 2015.03.04 08:08:00 -
[13] - Quote
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...
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
|
Sequal's Back
Dead Man's Game RUST415
333
|
Posted - 2015.03.04 08:17:00 -
[14] - 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... Bandwith made them rare.
REs are definitely OP, but they are the only counter to heavy spam. Heavies and mostly their HMG must be nerfed and then the REs could get fixed.
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
|
|
CCP Rattati
C C P C C P Alliance
17839
|
Posted - 2015.03.04 10:07:00 -
[15] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Sequal's Back
Dead Man's Game RUST415
333
|
Posted - 2015.03.04 10:13:00 -
[16] - 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. 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!
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
|
dzizur
Expert Intervention Caldari State
163
|
Posted - 2015.03.04 10:27:00 -
[17] - 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.
First we could fix those packed remotes as they are still not doing damage to tanks... |
DUST Fiend
15937
|
Posted - 2015.03.04 10:40:00 -
[18] - 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! Beat me to it.
Contests, Sales, Writing etc
Fly Safe
|
voidfaction
Nos Nothi
1240
|
Posted - 2015.03.04 10:52:00 -
[19] - 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! Can we get those with Sentinel attraction as well, lol I really think we should be able to sneak up and sticky a RE to a sentinels back and blow them up when the logi comes to repair them.
noi¦Ü+ö+Æßû+(V)Faction
|
SponkSponkSponk
WarRavens
1139
|
Posted - 2015.03.04 11:05:00 -
[20] - Quote
CCP Rattati wrote:Throwing distance is difficult to reduce if we don't want to mess up scouts throwing remotes on tanks.
I can barely put them on as it is, due to high ping. Please add magnetism instead.
Dust/Eve transfers
|
|
IAmDuncanIdaho II
Nos Nothi
1530
|
Posted - 2015.03.04 11:08:00 -
[21] - 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.
Apart from not even trying to attach REs to tanks any more due to it not doing enough damage any more, you don't need to throw these things as far as you can now to mess up scouts any non-heavy lobbing them at vehicles.
If there's no easier or quicker fix, I think you need to reduce the distance. I've seen vids of PC games where the frisbees are totally ridiculous. That just should not happen in any game mode, let alone PC. |
Kain Spero
Negative-Feedback.
4648
|
Posted - 2015.03.04 11:11:00 -
[22] - 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.
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.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
diablo gamekeeper
T.H.I.R.D R.O.C.K RISE of LEGION
43
|
Posted - 2015.03.04 11:30:00 -
[23] - 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. How about using proximity explosives. |
Pagl1u M
Dead Man's Game RUST415
1708
|
Posted - 2015.03.04 11:35:00 -
[24] - Quote
Start with removing the thing that let REs be resupplied by nanohives. They are not grenades ffs!
One of the few assaults you'll find in a PC match!
|
Mregomies
Beer For Evil Mercs
339
|
Posted - 2015.03.04 11:59:00 -
[25] - Quote
Re's are fine.
Suomi, Finland, PERKELE!
Logibro
Logibro2
|
Pagl1u M
Dead Man's Game RUST415
1709
|
Posted - 2015.03.04 12:12:00 -
[26] - Quote
Mregomies wrote:Re's are fine. Watch out! CCP can ban you for trolling.
One of the few assaults you'll find in a PC match!
|
jordy mack
WarRavens
315
|
Posted - 2015.03.04 12:37:00 -
[27] - Quote
a big part of this seems to have to do with ...
a) lag- often i dont see remotes at all or i see them dropped infront of me, i back up, and they explode behind me
b) the time they take to stick- sliding them down stairs and off the top of moving tanks is the most noticable example.
i think if we are going to gimp them with longer timers/ shorter throw distance ect. they should at least stick properly.
maybe make it melee range so u must touch the wall/tank/ground, if nothing is in range they dont drop. fast scouts would still be just as efficent with them, but no more throwing downstairs or dropping off rooftops.
just a thought...
Less QQ more PewPew
|
MINA Longstrike
Kirjuun Heiian
2275
|
Posted - 2015.03.04 12:39:00 -
[28] - Quote
dy5t0pia wrote:They are working as intended, now stop being stupid. A 2.5second arming time instead of the 5second time it's supposed to be is 'intended' now?
You're an idiot dystopia, remotes are in no way 'working as intended'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
danie sous
DUST BRASIL S.A RISE of LEGION
35
|
Posted - 2015.03.04 13:01:00 -
[29] - 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.
Make them half distance, but make them track tanks lets say, up to five meters. And give us sticky grenades. |
Proto Annihilator
16 Vandals
540
|
Posted - 2015.03.04 13:06:00 -
[30] - Quote
Has anyone considered making them a shaped charge? Tossing would be more of a gamble than a tactic.
I'd be fine having them face out while on a wall. Ground RES should function more like a claymore. |
|
KEROSIINI-TERO
The Rainbow Effect
1822
|
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.
|
Adipem Nothi
Nos Nothi
7221
|
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
|
Nirwanda Vaughns
1489
|
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
|
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1349
|
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!
|
Kain Spero
Negative-Feedback.
4653
|
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
|
benandjerrys
KILL-EM-QUICK RISE of LEGION
129
|
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
|
robin williams' ghost
whisky tango foxtrot sir
989
|
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
|
Lupus Wolf
Minmatar Republic
128
|
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
|
DRT 99
Commando Perkone Caldari State
186
|
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
|
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-
|
|
Hysanryu Brave
Random Gunz RISE of LEGION
21
|
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
|
Blind Cat
Algintal Core Gallente Federation
16
|
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
|
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
|
lee corwood
Knights Of Ender RISE of LEGION
1183
|
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
|
BLOOD Ruler
Royal Uhlans Amarr Empire
1088
|
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.
|
Solar Qoio
0uter.Heaven
112
|
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
|
dzizur
Expert Intervention Caldari State
165
|
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
|
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!
|
CeeJ Mantis
Mantodea MC
151
|
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
|
The Eristic
Dust 90210
831
|
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.
|
|
THUNDERGROOVE
Fatal Absolution Negative-Feedback
1571
|
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.
|
Stefan Stahl
Seituoda Taskforce Command
1018
|
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
|
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
|
Mister Goo
Random Gunz RISE of LEGION
176
|
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.
|
Atiim
Commando Perkone Caldari State
15862
|
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
|
Starlight Burner
ROGUE RELICS
156
|
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.
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
|
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
|
Talos Vagheitan
Ancient Exiles.
1064
|
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-
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
|
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
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
143
|
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
|
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
|
Posted - 2015.03.05 03:19:00 -
[61] - Quote
Starlight Burner wrote: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. This is not battlefield, this is eve. Go play battlefield if you want a modern shooter. Were trying to play eve:dust 514, a tactical shooter/mmorpg for the ps3 and boots-on-the-ground companion to eve online. The cod/bf group drove out most of the mmo group and that's great bc we never needed to hear "why is this not wow" any more than we ever needed to hear "why is this not cod"
This game is not (cookie cutter shooter #whatever) and weaponry mechanics for(cookie cutter shooter #whatever) don't apply here. This is >8,000years in the future from (cookie cutter shooter #whatever) and you sound like a clod.
Sebiestor scout, MTAC pilot, Merc w/ a face
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
|
Posted - 2015.03.05 03:29:00 -
[62] - Quote
Solar Qoio 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. 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. Hahahahahahahahahahahahahahahahahahahaaaa haha haha haha haha haha a After he JUST SAID one of the things REs are for is killing heavies. Nope. No. Your argument means nothing. Y'all even got explosive radius nerfed over a year ago now you wanna come back and cry that game again? No. When you walk into a trap or get a bomb stuck to your leg, your death is earned. When you die to a frisbeemote, its only bc you guys didntbwant to die to grenades anymore. Now since you got grenades nerfed to hell, you can eat frisbeemotes. Taste good? Thats plutonium baby!
Ask rattati to fix grenades instead so people will stop the frisbeemote madness, that is the actual fix youre looking for. But the death by explosion... If youre gonna stand there and eat the blast, then dont cry when you get a radioactive aftertaste. If you get hit bc you didntbsee it, that'sa good sign! Means it was being used tactically!
Sebiestor scout, MTAC pilot, Merc w/ a face
|
SILENTSAM 69
SONS of LEGION RISE of LEGION
757
|
Posted - 2015.03.05 03:34:00 -
[63] - Quote
People cry about RE's way too much. If a person threw an RE at your feet and killed you then you let them.
Get over it. They kill people. If it made you so mad go do it to them.
If they were as OP as everyone says then more people would be using them. That isn't the case, so quit asking things to be nerfed when they do not need it.
Nothing in this game should be nerfed. Some things should be buffed. |
SILENTSAM 69
SONS of LEGION RISE of LEGION
757
|
Posted - 2015.03.05 03:39:00 -
[64] - Quote
The guy above me has the right idea. Grenades need to be buffed a lot. Explosive are deadly, and people should accept that.
If there is an issue with grenade spam then increase the amount of nanites they require to replace. In no way should the RE's be nerfed.
Buff grenades so people don't have to use RE's like grenades. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
|
Posted - 2015.03.05 04:21:00 -
[65] - Quote
SILENTSAM 69 wrote:The guy above me has the right idea. Grenades need to be buffed a lot. Explosive are deadly, and people should accept that.
If there is an issue with grenade spam then increase the amount of nanites they require to replace. In no way should the RE's be nerfed.
Buff grenades so people don't have to use RE's like grenades. Thank you. BTW increasing the nanite requirement is one of the nerfs grenades have already received, and its a pretty good one as grenades eat up nanohives now and there's nothing wrong with that
Sebiestor scout, MTAC pilot, Merc w/ a face
|
knight guard fury
Carbon 7 Iron Oxide.
1541
|
Posted - 2015.03.05 04:39:00 -
[66] - Quote
increase the time to activate RE's and you will finally have enough time to get out of the blast radius
SP earned perday/week
|
IAmDuncanIdaho II
Nos Nothi
1539
|
Posted - 2015.03.05 10:10:00 -
[67] - Quote
Sir Dukey wrote:CCP Rattati wrote:But, sometimes you need to kill a few sentinels, and remotes are only way. Fixed
Add these to your bucket list:
- Plasma cannon - Nova knives - HMG :-o
|
al nize mk2
No Skillz inc.
335
|
Posted - 2015.03.05 10:26:00 -
[68] - 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.
Heavies already have virtually the entire game to themselves. Don't do a single thing to RE's they don't need changing. In fact, make them even more of a nuisance to heavy spammers. Make them STICK to heavies. YES!!!!
GÇ£All that I know most surely about morality and obligations I owe to football.GÇ¥
|
Proto Annihilator
16 Vandals
550
|
Posted - 2015.03.05 12:28:00 -
[69] - Quote
Greiv Rabbah wrote:Starlight Burner wrote: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. This is not battlefield, this is eve. Go play battlefield if you want a modern shooter. Were trying to play eve:dust 514, a tactical shooter/mmorpg for the ps3 and boots-on-the-ground companion to eve online. The cod/bf group drove out most of the mmo group and that's great bc we never needed to hear "why is this not wow" any more than we ever needed to hear "why is this not cod" This game is not (cookie cutter shooter #whatever) and weaponry mechanics for(cookie cutter shooter #whatever) don't apply here. This is >8,000years in the future from (cookie cutter shooter #whatever) and you sound like a clod. Tl; dr. It takes 8000 years to learn to throw a frisbee. |
Alena Ventrallis
Intara Direct Action Caldari State
2584
|
Posted - 2015.03.05 14:34:00 -
[70] - 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. Perhaps the AV remotes can be tossed far, but not the regular ones?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
|
Brush Master
Onslaught Inc RISE of LEGION
1466
|
Posted - 2015.03.05 15:01:00 -
[71] - 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.
There are remotes for vehicles, proximities. Don't believe many use them since it takes a dedicated build and a mine field to take a tank down but this could be a better area to improve then av remotes.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
|
Brush Master
Onslaught Inc RISE of LEGION
1466
|
Posted - 2015.03.05 15:03:00 -
[72] - Quote
al nize mk2 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. Heavies already have virtually the entire game to themselves. Don't do a single thing to RE's they don't need changing. In fact, make them even more of a nuisance to heavy spammers. Make them STICK to heavies. YES!!!!
2 words. Jihad Heavy
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
|
postapo wastelander
Corrosive Synergy RISE of LEGION
1012
|
Posted - 2015.03.05 15:09:00 -
[73] - 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 make it like placeable. Scouts are fast enought to run from bullets ergo they are fast enought to run from tank. RE spam and throwing is really ridiclous and tbh make it like throwable item is just stupid.
Scouts are faster, they are not easy to snap on tacmap atc. Give them power to throw RE is just nonsence. If they want to throw explosives, they have nades and for vehicles its AV nade.
"Sebiestor Hetzer"
|
lowdevil
Savage Bullet
73
|
Posted - 2015.03.05 17:21:00 -
[74] - Quote
Why is the remote an anti-tank weapon with the intended use to be thrown. they work just as well in a pile where an intelligent tactical player waits for the tank to drive over them. Oh, wait, that's the job of a proximity mine-BUT- the proximity mines aren't useable with the bandwidth being so high. Good players use all the equipment available in one match. bandwidth handicapped those of us who are more complex players and forced us to play one role making dust more BORING without fixing any of the LAG. How about at least reducing the bandwidth (because you never get rid of a bad idea) to 1mps on proxy mines, reducing the carry count on remotes to ONE, and using bandwidth compression to keep these high ping players from getting the remotes to explode before they even make noise or appear to the rest of us (7mbps down 1.8mbps up users). The point is we are all really pissed that a 3k suit and a rookie user can destroy a squad of generals with a lv1 remote so easily that it has become a tier one strategy. Just like nova knife SIDEARMS being equipped as PRIMARY weapons and dropping SENTINEL SUITS with ONE swipe.
dear CCP, why do you continue to **** off the players who buy the most aurum? |
Onesimus Tarsus
is-a-Corporation
3104
|
Posted - 2015.03.05 17:22:00 -
[75] - Quote
lowdevil wrote:Why is the remote an anti-tank weapon with the intended use to be thrown. they work just as well in a pile where an intelligent tactical player waits for the tank to drive over them. Oh, wait, that's the job of a proximity mine-BUT- the proximity mines aren't useable with the bandwidth being so high. Good players use all the equipment available in one match. bandwidth handicapped those of us who are more complex players and forced us to play one role making dust more BORING without fixing any of the LAG. How about at least reducing the bandwidth (because you never get rid of a bad idea) to 1mps on proxy mines, reducing the carry count on remotes to ONE, and using bandwidth compression to keep these high ping players from getting the remotes to explode before they even make noise or appear to the rest of us (7mbps down 1.8mbps up users). The point is we are all really pissed that a 3k suit and a rookie user can destroy a squad of generals with a lv1 remote so easily that it has become a tier one strategy. Just like nova knife SIDEARMS being equipped as PRIMARY weapons and dropping SENTINEL SUITS with ONE swipe.
dear CCP, why do you continue to **** off the players who buy the most aurum? Hasn't seemed to slow AUR sales, that's why.
KDR matchmaking fixes everything but the stupid purple Quafe stuff.
|
postapo wastelander
Corrosive Synergy RISE of LEGION
1013
|
Posted - 2015.03.05 17:38:00 -
[76] - Quote
lowdevil wrote:Why is the remote an anti-tank weapon with the intended use to be thrown. they work just as well in a pile where an intelligent tactical player waits for the tank to drive over them. Oh, wait, that's the job of a proximity mine-BUT- the proximity mines aren't useable with the bandwidth being so high. Good players use all the equipment available in one match. bandwidth handicapped those of us who are more complex players and forced us to play one role making dust more BORING without fixing any of the LAG. How about at least reducing the bandwidth (because you never get rid of a bad idea) to 1mps on proxy mines, reducing the carry count on remotes to ONE, and using bandwidth compression to keep these high ping players from getting the remotes to explode before they even make noise or appear to the rest of us (7mbps down 1.8mbps up users). The point is we are all really pissed that a 3k suit and a rookie user can destroy a squad of generals with a lv1 remote so easily that it has become a tier one strategy. Just like nova knife SIDEARMS being equipped as PRIMARY weapons and dropping SENTINEL SUITS with ONE swipe.
dear CCP, why do you continue to **** off the players who buy the most aurum?
I running 50mb wired and i feel like playing p2p game where i have 600+ms latency against server owner. Just put in that items like this and you have what fabulous game i have there XD
"Sebiestor Hetzer"
|
lee corwood
Knights Of Ender RISE of LEGION
1189
|
Posted - 2015.03.05 17:54:00 -
[77] - Quote
Brush Master wrote:al nize mk2 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. Heavies already have virtually the entire game to themselves. Don't do a single thing to RE's they don't need changing. In fact, make them even more of a nuisance to heavy spammers. Make them STICK to heavies. YES!!!! 2 words. Jihad Heavy
That put the most hilarious image in my head of a fat jiggle run of a sentinel war cry running at me.
Knights of Ender Director
Logi 4 Life | Youtube Vids
|
Luna McDuffing
COALICION LATINA Smart Deploy
169
|
Posted - 2015.03.05 20:10:00 -
[78] - Quote
A dirty little secret about REs is that if you know where to put them they will disappear from view as in hide behind the object or under the floor. Yet, when it explodes it kills you just the same. This is why when they are tossed on a stair well they seem to disappear. They are actually hidden under the floor for a little bit. There are other paces on certain assets where you can place them and they can't be seen again, because they are hidden behind/inside the assets. ofcourse I'm not telling which ones or how but it can be done. This is why sometimes you search for an RE and you don't see them yet, they explode out of nowhere. You can certainly see them if you scan them though.
My technical guess is that since they are so small they just seems to drop through the floor or wall. It is a collision detection issue in the code. |
GLOBAL RAGE
Consolidated Dust
108
|
Posted - 2015.03.05 20:59:00 -
[79] - 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.
Howza bout,
Another piece of equipment (like the cloak) that when activated makes re's go boom!
like in RL used to detonate IED's.
an idea for your "pile of ideas"
VIKINGS tonight on the HISTORY channel!
|
Bradric Banewolf
D3ATH CARD RUST415
770
|
Posted - 2015.03.05 21:30:00 -
[80] - Quote
dy5t0pia wrote:They are working as intended, now stop being stupid.
"Not ma crutch"
"Anybody order chaos?"
|
|
postapo wastelander
Corrosive Synergy RISE of LEGION
1020
|
Posted - 2015.03.05 21:58:00 -
[81] - Quote
Greiv Rabbah wrote:Starlight Burner wrote: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. This is not battlefield, this is eve. Go play battlefield if you want a modern shooter. Were trying to play eve:dust 514, a tactical shooter/mmorpg for the ps3 and boots-on-the-ground companion to eve online. The cod/bf group drove out most of the mmo group and that's great bc we never needed to hear "why is this not wow" any more than we ever needed to hear "why is this not cod" This game is not (cookie cutter shooter #whatever) and weaponry mechanics for(cookie cutter shooter #whatever) don't apply here. This is >8,000years in the future from (cookie cutter shooter #whatever) and you sound like a clod.
DUST and TACTICAL XD Nice one mate
"Sebiestor Hetzer"
|
knight guard fury
Carbon 7 Iron Oxide.
1541
|
Posted - 2015.03.06 00:58:00 -
[82] - Quote
lowdevil wrote:Why is the remote an anti-tank weapon with the intended use to be thrown. they work just as well in a pile where an intelligent tactical player waits for the tank to drive over them. Oh, wait, that's the job of a proximity mine-BUT- the proximity mines aren't useable with the bandwidth being so high. Good players use all the equipment available in one match. bandwidth handicapped those of us who are more complex players and forced us to play one role making dust more BORING without fixing any of the LAG. How about at least reducing the bandwidth (because you never get rid of a bad idea) to 1mps on proxy mines, reducing the carry count on remotes to ONE, and using bandwidth compression to keep these high ping players from getting the remotes to explode before they even make noise or appear to the rest of us (7mbps down 1.8mbps up users). The point is we are all really pissed that a 3k suit and a rookie user can destroy a squad of generals with a lv1 remote so easily that it has become a tier one strategy. Just like nova knife SIDEARMS being equipped as PRIMARY weapons and dropping SENTINEL SUITS with ONE swipe.
dear CCP, why do you continue to **** off the players who buy the most aurum? Packed and proxi RE's are AV, while regular RE are anti infantry.
Just so you know
SP earned perday/week
|
Timtron Victory
Horizons' Edge
414
|
Posted - 2015.03.12 14:39:00 -
[83] - Quote
Didnt expect this thread to be still running during my "absence" haha. I personally just want landmines. Remotes make grenades rather useless unless proto core locuses
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
|
|
|
|
Pages: 1 2 3 :: [one page] |