Alexei Darkbloom
Royal Uhlans Amarr Empire
17
|
Posted - 2012.07.16 20:07:00 -
[1] - Quote
SILENTSAM 69 wrote:They already have a short arm time.
No need to erf them at all. I could see requiring lvl 3 weaponry instead of 2 before opening Demolitions. maybe make Demolition itself a higher multiplier.
No need to cry about them being OP though. They blow up in people face often enough. That and you only get 5 anyway.
If anything they need to make grenades more effective so people will use their grenades more often than RE. Why should someone throw a RE on the ground when they could throw a grenade? Precisely.
What does leveling up Demolitions currently do? Nothing beyond level 1. Only at level 5 should RE's be able to be used to their full extent. For some reason the skill book description reads "skill at handling remote explosives." Why not make that actually mean something. Lower level users should have trouble with the things--yes, blowing up in one's face, but also failing to detonate (which they already do from time to time). And because they can be so deadly in the hands of a crafty player, I support the idea of giving them a high training multiplier. Just as it takes longer to train up to use the proto AV grenades or Marauders, RE specialists should have to grind up their expertise the hard way.
Also, why is there only one type of remote explosive? As with grenades, they should be available in several tiers. Some more powerful but also more unpredictable. Some in greater abundance but a smaller blast radius. Stickies could find a place here, perhaps being less powerful as a trade-off.
And as GOLD LEAD3R mentioned, friendly fire will remove the need to nerf them. Once the collateral damage starts to pile up, the teammates of careless RE's users will be a self-policing unit.
Again, as I've said before, but it bears repeating: the greater the number of tools this game has to play with, and the more ways we have to succeed beyond ARs or missle turrets, that is, in essence, the greater varieties of gameplay styles Dust offers, the greater its longevity. And that is something on which we should all be supportive. |
Alexei Darkbloom
Royal Uhlans Amarr Empire
17
|
Posted - 2012.07.19 15:07:00 -
[2] - Quote
CCP Frame wrote:In the upcoming build Remote Explosive is going to be changed.
Arming time: 5 seconds Maximum ammo: 2 Lower throw distance No icon displayed above until it is armed. Did someone hack a developer account? I can't believe this sort of overreaction would come from a company that has been consistently supportive of emergent, sandbox-style gameplay. What happened to handing gamers an array of tools and letting them discover their uses? From the above statement, RE's are not only going to be nerfed, they're going to be functionally erased from the game. No one will bother. What's the point of wasting an infantry slot and draining more CPU/PG for such useless gear? "Lower throw distance"? Really? CCP, do you even play your game? Or do you just spend your time taking any whining as the gospel? They ALREADY can't be thrown. They're dropped a couple feet away. By jumping and using momentum, they can be tossed a bit further. But again, this is emergent gameplay. Discovering ways of getting around the limitations of the game's tools. The sort of experimentation and discovery that SHOULD BE ENCOURAGED. Guess what, the better players adapt and evolve. I've seen it myself. It's frustrating AND stimulating. It requires a rethinking on both sides. The braindead gripers who don't have the capacity to learn from their deaths will eventually head back to COD--something they will do anyways if you make this game a straight-jacket in which the only way to kill someone is to shoot them. The sort of player what will make the most of a sandbox game is also the sort of player who will stick with it for the long haul. Trigger happy COD kids have trouble with commitments.
This, quick-to-nerf mentality of CCP, has been the most troubling aspect of my time in the beta. In contrast to the many public statements about their ambitious plans for Dust, they continually put a stranglehold on those players finding ways of testing the limits. In practice, their vision seems to be one of narrowness and constriction. They kowtow to a handful on an issue that has adherents on both sides. They also often fail to offer much rationale for their verdicts. You're quickly burning your bridges CCP. Planetside keeps looking better and better. |