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Kinyuhk Goluhh
Legion of the Corrupted
2
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Posted - 2015.03.17 19:06:00 -
[1] - Quote
Anyone else notice the increase in Remote Explosives? I have, I died like 5+ in my last match by them. Why? oh because they don't have a little emblem that indicates one is near and because people are flinging them around like grenades except they're like four times more powerful or something than the core locus grenades which is the highest damaging grenade I think.
My idea is to remove the ability to throw it, tbh that feels like the most logical approach since it's apparently high caliber explosives and in it's place make it so people have to manually stick it to a wall only. Maybe even add a little timer for the set up process.
"I don't suck! Scotty the matchmaking AI does for putting newbs in games with veterans!"
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Luther Mandrix
WASTELAND JUNK REMOVAL
452
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Posted - 2015.03.20 15:18:00 -
[2] - Quote
1.Blast Radius needs decreased for Remote explosives (Forge splash was reduced for Heavy's you can reduce it for the scouts) 2. Remote Explosive Amount Carried needs to be less than Core Locus Grenades 3.Proxs damage is 750 I think does Remote damage need lessen to no more than a Core Locus? |
Luther Mandrix
WASTELAND JUNK REMOVAL
452
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Posted - 2015.03.20 15:25:00 -
[3] - Quote
Some Apex Scout Suits have Remote Explosive in the BPO so Remote spam with no isk cause can happen. |
Luther Mandrix
WASTELAND JUNK REMOVAL
452
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Posted - 2015.03.20 15:54:00 -
[4] - Quote
Big Board of Things has the Following HotFix 1.9.2 Increase RE put down delay (Did this one happen?) HotFix 1.10.1 Packed RE -AV Variant with no blast radius(Did this one happen?) Next HotFix has written New RE dealing no damage-Also 15k isk(Need to check if changed)
https://trello.com/c/f5bF8bVe/210-stop-remote-explosives-from-being-resupplied https://trello.com/c/JyAqSyMd/510-remote-explosives-need-adjusted Vote Heavies here is your chance this is how you get your voice heard. |
Greiv Rabbah
M.T.A.C Assault Operations Command
269
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Posted - 2015.03.20 17:12:00 -
[5] - Quote
Kinyuhk Goluhh wrote:Anyone else notice the increase in remote Explosives? I have, I died like 5+ in my last match by them. Why? oh because they don't have a little emblem that indicates one is near and because people are flinging them around like grenades except they're like four times more powerful or something than the core locus grenades which is the highest damaging grenade I think.
My idea is to remove the ability to throw it, tbh that feels like the most logical approach since it's apparently high caliber explosives and in it's place make it so people have to manually stick it to a wall only. Maybe even add a little timer for the set up process.
-For devs- _-Fix matchmaking please-_ I have noticed the increase in remote explosives. I have been watching as grenades have been broken to the point where you either carry a core locus or a flux, and most people would rather save their money instead of lose isk hand over fist on core locus grenades. All explosives have received radius nerfs, damage nerfs, ammo nerfs, grenades are down to only 1 carried at mlt!? And people wonder why some others resort to remotes as an alternative.
Remotes do have an emblem, you just have to scan for it. Thats fair for an equipment designed as a trap.
People would stop throwing them like grenades if grenades were worth using instead. As its currently pointless to use a grenade except a core locus, and remotes are cheaper, people are taking the obvious alternative.
Remotes clearly are not that volatile as they arent even capable of going off for 3 seconds after throwing them. In this case the only limiting factor on being able to throw them would be strength and if a super soldier isn't strong enough to throw something that small, this game really has gone to hell.
If someones frisbeeing remotes, you see it coming and it cant be set off for 3 seconds. This is assuming you dont get shot down because you also cant hit the detonator button while falling if youre still alive. This makes no sense as headshots and other instant death measures already disallowed pressing the button. To be clear, you can continue to fire a rail rifle, or a scrambler rifle, or a plasma cannon, or a forge gun while falling as long as you arent already dead and this is fine because youre just holding a trigger until you hit the ground and are "incapacitated". Many times have i shot up a forge gunner and been killed by his shot that fired as he fell to the ground. However, remotes are not allowed to function in this way, if you are being shot down but not killed, you are not capable of simply hitting a small button that you already had your finger on. This was a senseless nerf that removed some tactical usefulnessbof remotes.
Removing the ability to throw remotes makes it impossible to place them on tanks, which is seriously a valid use for remotes. As is a tank will stutter back and forth to ensure remotes slide right off of them, so ues lets make it so that tanks can more easily run you over and shoot you down while theyre slip'n'sliding about keeping your remotes from sticking. Bad idea, thx. Youll prolly manage to get this terrible idea added and then ppl will stop using remotes forever.
You also clearly havent been around since logi vehicles or youd know better than to throw nerf on a nerfvalanche. This is the sort of halfway-sensible but poorly thought out cry for a nerf that occurred between av and vehicles. The end result was that to find balance for vehicles ccp took them all out(except for ads, as the playerbase was adamant to keep them and the devs listened) however the qq war between av and vehicles never ended and so logistics/scout vehicles are still not in the game, none of the vehicles we were shown at fanfest 2013 are out, and theres no word on when or if they will ever come out
Theres a moral to my story of course, and its that crying for things to be broken that hold each other in check will lead to an imbalance, and once one becomes too broken the other will get its nerf cry. Break both too far and the devs will just throw it out and call it a failure. Your issue is not with remotes being overpowered, in fact remotes have seen so many nerfs that a remote usually won't kill a sentinel. How do i know? From being a scout. remotes should be stronger and more tactically useful to keep them in their role but you cry for a nerf, and the trouble is that what you really need is a grenade buff. Youre requesting a nerfvalanche and i hate that. Ive been playing long enough to see the thin ice youre dancing on.
Your request to make remotes useless vs tanks i will request the devs to ignore. Your request to have a timer before setting them off is already in effect. Requesting that timer to be longer would just be absurd.
LUTHER MANDRIX I AM DISAPPOINTED IN YOU! Remotes have had their blast radius decreased. Remote explosives have had an arming timer added. Remote explosives are a tactical weapon and should be resupplied by hives like any other weapon. Grenades need amountbcarried increased. Grenades need damage increased to make them more appealing to the average player instead of remotes. Asking for grenades to stay broken and remotes to become broken? For shame! Do the sensible thing and ask grenades to be fixed so frisbeemote spam will end.
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
Sebiestor scout, MTAC pilot, Merc w/ a face
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Derpty Derp
Dead Man's Game
941
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Posted - 2015.03.20 18:29:00 -
[6] - Quote
Nice easy fix would be to require more than 1 to kill somebody, but increase the amount you can deploy... Then you can still mine an area, but running into a room of 5 people and trying to deploy enough to kill them before they kill you = Not gonna happen.
Though personally I have no real issue with RE throwing. Sure it would be nice to actually see where it's being thrown rather than having to guess which way it went as it beeped, but a lot of the time it can be seen and avoided with a bit of guess work. |
Mister Goo
Random Gunz
186
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Posted - 2015.03.20 20:01:00 -
[7] - Quote
Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff.
But they need to be treated as all other equipment is and only be resupplied at a supply depot.
Remove the ability to resupply using a nano hive and the remote is balanced.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Greiv Rabbah
M.T.A.C Assault Operations Command
269
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Posted - 2015.03.20 20:36:00 -
[8] - Quote
Mister Goo wrote:Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff. But they need to be treated as all other equipment is and only be resupplied at a supply depot. Remove the ability to resupply using a nano hive and the remote is balanced. If they are treated as other deployables and get 300% amount carried, okay. If they're treated as weaponry for amount carried, they need to be treated as weaponry for resupply. Explosives already chew up and spit out hives for resupply rate, so I mostly think that's calling for another nerf where nerf already happened
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command
269
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Posted - 2015.03.20 20:41:00 -
[9] - Quote
Derpty Derp wrote:Nice easy fix would be to require more than 1 to kill somebody, but increase the amount you can deploy... Then you can still mine an area, but running into a room of 5 people and trying to deploy enough to kill them before they kill you = Not going to happen.
Though personally I have no real issue with RE throwing. Sure it would be nice to actually see where it's being thrown rather than having to guess which way it went as it beeped, but a lot of the time it can be seen and avoided with a bit of guess work.
You know what happens when I sneak up on a sentinel and strap a remote to his boots then run around a corner and set it off? He runs around the corner with half his armor left(more than my total HP BTW) and kills me. Yes let's nerf damage on them again again because the last 2 times werent enough?
And while were at it let's just make them deal 0% to tanks since they already don't stick and it takes more remotes to kill a tank than scouts have bandwidth for.
Remotes are being broken by indirect nerfs and grenades are dead by direct nerfs. Nerfing them more wont make people stop using remotes as grenades. Making remotes viable as remotes and grenades viable as grenades is what will put remotes back in use where they belong. I don't even tank hunt with remotes anymore bc they're useless for it now, and I carry flux even though I'm minmatar bc I know locus is trash and thukker is the worst. literally as bad as a mlt, except that if a blueberry runs by, itll hurt me instead of enemy, + can't avoid bc contact grenade.
You can't blame ppl using remotes as grenades when its almost all they're good for and grenades aren't usable as grenades
Sebiestor scout, MTAC pilot, Merc w/ a face
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Luther Mandrix
WASTELAND JUNK REMOVAL
456
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Posted - 2015.03.21 01:45:00 -
[10] - Quote
Mister Goo wrote:Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff. But they need to be treated as all other equipment is and only be resupplied at a supply depot. Remove the ability to resupply using a nano hive and the remote is balanced. 1.I like this but if it main use remote explosive is to be a grenade killing infantry let it be resupplied by nanohive and decrease damage to Militia Grenade,M8 Locus and core locus with no more than the blast radius of those grenades 2.Packed Remote Explosives can be AV . 3.I use a forge gun and I wouldn't want to run to a resupply every time I needed ammo.
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Mister Goo
Random Gunz
188
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Posted - 2015.03.21 02:30:00 -
[11] - Quote
Luther Mandrix wrote:Mister Goo wrote:Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff. But they need to be treated as all other equipment is and only be resupplied at a supply depot. Remove the ability to resupply using a nano hive and the remote is balanced. 1.I like this but if it main use remote explosive is to be a grenade killing infantry let it be resupplied by nanohive and decrease damage to Militia Grenade,M8 Locus and core locus with no more than the blast radius of those grenades 2.Packed Remote Explosives can be AV . 3.I use a forge gun and I wouldn't want to run to a resupply every time I needed ammo.
If they were meant to be used as a grenade then they need to go in the grenade slot and you get a Grenade or a Remote not both. As things stand now your right they are used more as super grenades than remote explosives.
It has been said the only reason they can be thrown is because that is the only way to put them on tanks.
Since they can be tossed remotes are also being used to toss at infantry, not an intended function. This is abused by most because they are much more effective than a standard or advanced grenade.
This is where the problem comes if you remove the toss you remove them from being used as AV. They will still be able to be set and used against infantry as a trap but not as a grenade, their intended function against infantry. If you maintain the Toss they are usable as AV, but they are to effective against infantry as the super grenade.
Your forge gun is a weapon with ammunition it is not the same thing as equipment being used as a weapon.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Adipem Nothi
Nos Nothi
8070
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Posted - 2015.03.21 04:43:00 -
[12] - Quote
I've seen fewer REs since Echo.
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7695
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Posted - 2015.03.21 14:38:00 -
[13] - Quote
Or we could reverse some of the ridiculous nerfs on locus grenades and THEN remove the ability to fling REs 20-40m.
Grenades are probably the least useful weapons overall in DUST. They're purely situational anymore.
AV
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Stormblade Green
KnightKiller's inc.
55
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Posted - 2015.03.21 14:47:00 -
[14] - Quote
Probably going to regret saying this.... but Packed REs have the same blast radius as a normal RE.... I know this was not intended.. and if it was..... just no.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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Greiv Rabbah
M.T.A.C Assault Operations Command
282
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Posted - 2015.03.21 23:55:00 -
[15] - Quote
Luther Mandrix wrote:Mister Goo wrote:Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff. But they need to be treated as all other equipment is and only be resupplied at a supply depot. Remove the ability to resupply using a nano hive and the remote is balanced. 1.I like this but if it main use remote explosive is to be a grenade killing infantry let it be resupplied by nanohive and decrease damage to Militia Grenade,M8 Locus and core locus with no more than the blast radius of those grenades 2.Packed Remote Explosives can be AV . 3.I use a forge gun and I wouldn't want to run to a resupply every time I needed ammo. No. Remote explosives should NOT be grenades, that is why grenades need to be fixed
Sebiestor scout, MTAC pilot, Merc w/ a face
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bathtubist
TRUE SAVAGES Learning Alliance
54
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Posted - 2015.03.22 00:14:00 -
[16] - Quote
Kinyuhk Goluhh wrote:Anyone else notice the increase in Remote Explosives? I have, I died like 5+ in my last match by them. Why? oh because they don't have a little emblem that indicates one is near and because people are flinging them around like grenades except they're like four times more powerful or something than the core locus grenades which is the highest damaging grenade I think.
My idea is to remove the ability to throw it, tbh that feels like the most logical approach since it's apparently high caliber explosives and in it's place make it so people have to manually stick it to a wall only. Maybe even add a little timer for the set up process.
-For devs- _-Fix matchmaking please-_ 1 decrease the throw range 2 increase the timer for the RE to explode 3 decrease the blast raidus damage |
WeapondigitX V7
The Exemplars
299
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Posted - 2015.03.22 00:53:00 -
[17] - Quote
Luther Mandrix wrote:1.Blast Radius needs decreased for Remote explosives (Forge splash was reduced for Heavy's you can reduce it for the scouts) 2. Remote Explosive Amount Carried needs to be less than Core Locus Grenades 3.Proxs damage is 750 I think does Remote damage need lessen to no more than a Core Locus?
I hope your trolling.
Increasing the activation delay would be all that is needed. I read somewhere that they activate in 2.5 seconds instead of 5 seconds as was advertised by CCP. If that is the case then the problem is a glitch, not the stats. Otherwise the delay could just be increased by 4 seconds. That would allow them to perform as intended very well as traps, while preventing them being similar to grenades.
Players like them being thrown because it allows you to throw them onto wall and make there placement be less predictable. It allows them to perform much better as being hard to spot traps.
You could use a basic active scanner if you want to detect RE traps. |
Text Grant
PIanet Express Smart Deploy
390
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Posted - 2015.03.22 12:15:00 -
[18] - Quote
Kinyuhk Goluhh wrote:Anyone else notice the increase in Remote Explosives? I have, I died like 5+ in my last match by them. Why? oh because they don't have a little emblem that indicates one is near and because people are flinging them around like grenades except they're like four times more powerful or something than the core locus grenades which is the highest damaging grenade I think.
My idea is to remove the ability to throw it, tbh that feels like the most logical approach since it's apparently high caliber explosives and in it's place make it so people have to manually stick it to a wall only. Maybe even add a little timer for the set up process.
-For devs- _-Fix matchmaking please-_ 100% agree. But, don't add this to the packed RE's that don't have any splash range, so they are effective for vehicles. |
Happy Violentime
OMFGZOMBIESRUN
938
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Posted - 2015.03.22 14:41:00 -
[19] - Quote
Mister Goo wrote:Luther Mandrix wrote:Mister Goo wrote:Greiv Rabbah wrote:
I know dying to explosives is frustrating. But demolitions have to be leveled into like any other weapon. If you died 5x in a match to a rifle would you be coming and asking for rifles to be broken beyond usefulness? Of course not, but that's what happened with grenades and it was successful. Now that's what you're trying to do with remotes and why? Because someone else decided to level into it and you didn't? If remotes get broken than rifles need to be broken too. Hell just break the whole game. Make all drop suits have infinite HP and all weapons do 0 damage
I agree that remotes do not need a nerf, if anything they could use a small buff. But they need to be treated as all other equipment is and only be resupplied at a supply depot. Remove the ability to resupply using a nano hive and the remote is balanced. 1.I like this but if it main use remote explosive is to be a grenade killing infantry let it be resupplied by nanohive and decrease damage to Militia Grenade,M8 Locus and core locus with no more than the blast radius of those grenades 2.Packed Remote Explosives can be AV . 3.I use a forge gun and I wouldn't want to run to a resupply every time I needed ammo. If they were meant to be used as a grenade then they need to go in the grenade slot and you get a Grenade or a Remote not both. As things stand now your right they are used more as super grenades than remote explosives. It has been said the only reason they can be thrown is because that is the only way to put them on tanks. Since they can be tossed remotes are also being used to toss at infantry, not an intended function. This is abused by most because they are much more effective than a standard or advanced grenade. This is where the problem comes if you remove the toss you remove them from being used as AV. They will still be able to be set and used against infantry as a trap but not as a grenade, their intended function against infantry. If you maintain the Toss they are usable as AV, but they are to effective against infantry as the super grenade. Your forge gun is a weapon with ammunition it is not the same thing as equipment being used as a weapon.
Nope, sorry, the 'toss' has been available on re's for over 2 years now, long before they were ever sticky.
Re's are fine. |
DJINN Jecture
MANUFACTURERS OF DEATH
294
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Posted - 2015.03.22 19:52:00 -
[20] - Quote
Kinyuhk Goluhh wrote:Anyone else notice the increase in Remote Explosives? I have, I died like 5+ in my last match by them. Why? oh because they don't have a little emblem that indicates one is near and because people are flinging them around like grenades except they're like four times more powerful or something than the core locus grenades which is the highest damaging grenade I think.
My idea is to remove the ability to throw it, tbh that feels like the most logical approach since it's apparently high caliber explosives and in it's place make it so people have to manually stick it to a wall only. Maybe even add a little timer for the set up process.
-For devs- _-Fix matchmaking please-_ Aside from the flinging you describe this is already done, 3 sec timer.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Mister Goo
Random Gunz
188
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Posted - 2015.03.22 21:02:00 -
[21] - Quote
Happy Violentime wrote:
Nope, sorry, the 'toss' has been available on re's for over 2 years now, long before they were ever sticky.
Re's are fine.
Your right they were made to be tossed from the beginning, because that is the only way to attach them to tanks. It is also the only way to attach them to walls for traps, no issue here.
I believe that RE stats are fine especially when they fix the delay that is broken from the 2.5 to the 5 seconds in the stats.
My complaint is that they are equipment but can be resupplied in a nano hive.
I believe that making them follow all the other expendable equipment rules and only be resupplied at a supply depot would balance out the ungodly damage they currently do.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Kinyuhk Goluhh
Mikramurka Shock Troop Minmatar Republic
5
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Posted - 2015.03.23 23:34:00 -
[22] - Quote
Revival, to the derp who said it does have an emblem show after it's scanned, it sure as hell takes it's sweet f**king time doing it! Apparently longer than that bs 3 sec setup time so gtfo with that crap.
Learning that it can be resupplied by nanohive is even worse!
To every whiner about it being anti-tank equipment, GTFO AND USE A FREAKIN ANTI-ARTILLERY WEAPON! There are plenty, 1 freakin reason NOT to nerf it versus the many unfair advantages it gives is NOT enough!
Idgaf how it's been for the last 2 yrs either, IT'S TIME FOR CHANGE!
It's NOT a grenade! and if you people want me to stop raging about your precious crap and risk it getting nerfed, someone with a rep get the freakin' devs to fix matchmaking so I won't have to deal with you in-game anymore, for a LONG time.
-For devs-
-Fix matchmaking please-
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Greiv Rabbah
M.T.A.C Assault Operations Command
286
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Posted - 2015.03.26 17:41:00 -
[23] - Quote
Kinyuhk Goluhh wrote:Revival, to the derp who said it does have an emblem show after it's scanned, it sure as hell takes it's sweet f**king time doing it! Apparently longer than that bs 3 sec setup time so gtfo with that crap.
Learning that it can be resupplied by nanohive is even worse!
To every whiner about it being anti-tank equipment, GTFO AND USE A FREAKIN ANTI-ARTILLERY WEAPON! There are plenty, 1 freakin reason NOT to nerf it versus the many unfair advantages it gives is NOT enough!
Idgaf how it's been for the last 2 yrs either, IT'S TIME FOR CHANGE!
It's NOT a grenade!
**Edit: and by the way, who even runs up to a freakin tank to throw one of these things on it?! am I the only one who has NEVER seen anyone EVER do this? EVER? remote explosives are an anti artillery weapon. so are mass drivers(beta trailer showed mass driver as an anti-dropship weapon lolol reduced missile speed really put it into its role there didnt it hahahaha :sarcasm:) considering that remote explosives are the primary minmatar anti-tank weapon, you can be quiet now. if youve never seen a scout sneak up on a tank with bombs to strap on its weak point there may be a couple reasons 1) youre not looking 2) sneaky scout is sneaky 3) remote explosives as they are now are fairly ineffective vs tanks due to a) tank-jittering preventing the bomb from sticking b) damage nerfs to remote explosives making them less effective than caldari AV c) timer that people like you cried for making remotes (which 90% of the time DONT STICK to tanks) ineffective vs coward tankers, who run away at the first sight of a scout c) grenade nerfs making remotes the only viable demolitions weapon
which reminds me, remote explosives are a WEAPON. you level them up in demolitions which is a WEAPON skill. they are resupplied at hives because they are a WEAPON. they are used as grenades because the locus grenade (the other demolitions WEAPON) is not allowed to kill anybody or else its "spam", so grenades are only effective at prototype level, and marginally so at that (heavies will still laugh off a core locus... as they huck one back atcha) scan whining, really? as an intel scout, i'm just gonna say right now i hardly ever get killed by remotes. why? oh, idk, maybe because i see them. its not hard; you dont like dying to remotes, either equip a scanner or run a heavy (the latter shouldnt even be a viable option, as ideally a remote explosive made with plutonium should kill a heavy. the fact that this is not guaranteed is very disturbing) in fact, locus grenades should be effective against vehicle armor (theres nothing wrong with it being laughed off by shields like it currently is though)
as long as the only effective demolitions WEAPON is the remote explosive, i will speak up in favor of anyone who uses the RE in any way that puts it on the killfeed(poor baby, here let me get out my violin for ya)
to reiterate a previous post i made: explosives, and demolitions in particular, are hurting in a number of ways. even though i know threads like this crying for stupid nerf will be ignored by the devs, if this insane rhetoric conttinues (as in if i keep seeing these nerf explosives threads) i will begin spamming explosives, just to show you all what spam is (this will have the added benefit of showing the overall inefficiency of explosive weapons to the devs, potentially resulting in explosive weapon buffs)
TL;DR the sticking effect we finally got for remotes to increase their usefulness as traps and AV is fairly ineffective vs vehicles the timer makes it worse grenades are broken and the way to make ppl stop throwing remotes is to fix the locus grenade stop whining or youll start getting blown up more. i will run remotes, grenades, mass drivers, and flayocks nonstop just to make you suffer. i encourage everyone to do the same you will learn what spam is your crying may actually result in the explosive weapons you hate so much getting buffed instead. think about that
Sebiestor scout, MTAC pilot, Merc w/ a face
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knight guard fury
Carbon 7 Iron Oxide.
1562
|
Posted - 2015.03.26 22:10:00 -
[24] - Quote
First off, RE's are an anti infantry and anti vehicle weapon. It's main variant, The Remote Explosive, is primarily used for infantry and light vehicle traps while the more AV based RE's are soely for vehicles and such and not infantry. That's the entire point of having the different variants. Even though the proxies aren't as common you will see them every once in a while and they do rekt you if a logi puts down enough. As for the standard variants, people will do as they please to do what ever they can to kill you and the only reason that it can be resupplied and I don't hive is because it's not directly an equipment type of module, that's why it has its own skill tree in demolition
Warrior of the tribal republic
Serious matari loyalist and RP'er
All mental thoughts are of my own
Winmatar
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Mister Goo
Random Gunz
188
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Posted - 2015.03.27 01:23:00 -
[25] - Quote
knight guard fury wrote:First off, RE's are an anti infantry and anti vehicle weapon. It's main variant, The Remote Explosive, is primarily used for infantry and light vehicle traps while the more AV based RE's are soely for vehicles and such and not infantry. That's the entire point of having the different variants. Even though the proxies aren't as common you will see them every once in a while and they do rekt you if a logi puts down enough. As for the standard variants, people will do as they please to do what ever they can to kill you and the only reason that it can be resupplied and I don't hive is because it's not directly an equipment type of module, that's why it has its own skill tree in demolition
Following yours and Greiv Rabbah's logic since they are in the demolitions tree and a weapon they need to go into the Grenade slot then. Take them out of the equipment slot, take away their equipment quantity and give them a quantity of 2 just the same as a grenade, also give them the same nanite consumption that a grenade has.
Greiv, you are welcome to use all your explosive weapons that you want. They are what make the game interesting. Just don't forget to aim for the feet. and don't forget your little blue pill so you can get it up and over the blast radius.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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knight guard fury
Carbon 7 Iron Oxide.
1563
|
Posted - 2015.03.27 01:34:00 -
[26] - Quote
Mister Goo wrote:knight guard fury wrote:First off, RE's are an anti infantry and anti vehicle weapon. It's main variant, The Remote Explosive, is primarily used for infantry and light vehicle traps while the more AV based RE's are soely for vehicles and such and not infantry. That's the entire point of having the different variants. Even though the proxies aren't as common you will see them every once in a while and they do rekt you if a logi puts down enough. As for the standard variants, people will do as they please to do what ever they can to kill you and the only reason that it can be resupplied and I don't hive is because it's not directly an equipment type of module, that's why it has its own skill tree in demolition Following yours and Greiv Rabbah's logic since they are in the demolitions tree and a weapon they need to go into the Grenade slot then. Take them out of the equipment slot, take away their equipment quantity and give them a quantity of 2 just the same as a grenade, also give them the same nanite consumption that a grenade has. Greiv, you are welcome to use all your explosive weapons that you want. They are what make the game interesting. Just don't forget to aim for the feet. and don't forget your little blue pill so you can get it up and over the blast radius. No because knowing CCP it will require you to have to use R2 and limiting to 2 is obsured. Really the only thing I don't mind would be a damage nerf only for the fact that they are personnel traps but they still need to be effective enough to work on tanks or any other vehicle. If CCP fixed packed re damage than I totally wouldn't mind a damage nerf, but putting them in grenade slot and limiting to 2 I am just against.
Fix the timer to 5 and reduce damage so that standard won't completely kill a heavy and advance will have a 50/50 chance depending on the tank and Proto still murders all and I'll be totally fine with that. The re cannot be considered a grenade because it is an entirely different type of handheld explosive
TL:DR I'm against having it in the grenade slot and limiting it to two. I'm willing to have its damage reduced or timer increased to compensate for its "trappyness"
Warrior of the tribal republic
Serious matari loyalist and RP'er
All mental thoughts are of my own
Winmatar
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Luther Mandrix
WASTELAND JUNK REMOVAL
461
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Posted - 2015.03.27 10:42:00 -
[27] - Quote
One of the post said that the high damage of Remote Explosives must remain high to damage HAV's , Yet the AV Prox mines are at 750 hp damage .Just saying! |
Luther Mandrix
WASTELAND JUNK REMOVAL
461
|
Posted - 2015.03.27 10:45:00 -
[28] - Quote
So are we going to need a hold square like we are hacking to place a RE ? Maybe then it would truly be for trap only and Packed RE can be thrown. |
Mister Goo
Random Gunz
188
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Posted - 2015.03.28 02:48:00 -
[29] - Quote
Luther Mandrix wrote:So are we going to need a hold square like we are hacking to place a RE ? Maybe then it would truly be for trap only and Packed RE can be thrown.
Yes I like it. fixes all the problems we currently have.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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knight guard fury
Carbon 7 Iron Oxide.
1569
|
Posted - 2015.03.28 03:39:00 -
[30] - Quote
No, CCP aren't going to make an animation for that and secondly that reduces so many possibilities to what they can do.
Warrior of the tribal republic
Serious matari loyalist and RP'er
All mental thoughts are of my own
Winmatar
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