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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
KingBlade82
Crux Special Tasks Group Gallente Federation
56
|
Posted - 2012.07.19 03:57:00 -
[271] - 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.
im interested why u guys decided on 2 |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.19 03:58:00 -
[272] - 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. Well there's a difference.
Now we'll only have people complaining about them being used to booby trap objectives |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.19 04:01:00 -
[273] - 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.
Personally think that's to long for a timer.
They will be more "traps" as all the QQ wanted. |
Varys Targaryen
200
|
Posted - 2012.07.19 04:01:00 -
[274] - 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.
And we have a winrar.
Will there be arming time speed skills/modules/variants? 5 seconds seems a bit steep. Also, will we see variants? |
Stephiano Daphiti
Subdreddit Test Alliance Please Ignore
16
|
Posted - 2012.07.19 04:02:00 -
[275] - 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.
Please make the remote explosive skill then decrease arming time by a bit, and perhaps add in a varient at level 4 or 5 that gives 4 or 5 ammo back again, otherwise I think that might be a bit overkill |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.19 04:02:00 -
[276] - Quote
Varys Targaryen wrote: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. And we have a winrar. Will there be arming time speed skills/modules/variants? 5 seconds seems a bit steep. Also, will we see variants?
please time skill and varients... |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.07.19 04:14:00 -
[277] - 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. Sounds like the nerf may go a bit far if you only get 2 of them...
Unless we will get different variants of them of course. Maybe some variant that has 3 or 4 instead of only 2?
I agree with lowering the thrown distance, but 5 second arming time may be a bit much. When playing an FPS time goes by slowly and 2 seconds can feel like forever.
That said I will have to try em before I cry about em. |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.07.19 04:16:00 -
[278] - 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. http://www.youtube.com/watch?v=WWaLxFIVX1s |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.19 04:19:00 -
[279] - Quote
The arm time was the only thing needed, the decrease maximum ammo does seem unnecessary. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.19 04:23:00 -
[280] - 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. Well, I guess that's that. If the devs agree that it is broken then I guess I may have to concede that I've been a bit disillusioned.
Looks like I'm going to be making some new fittings this weekend. I don't want to become this build's new "swarm launcher exploiter guy". |
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TabbieKat
72
|
Posted - 2012.07.19 04:34:00 -
[281] - Quote
I hate to tell all of you people that used RE's like they were that they were going to nurfed if you keep it up but I TOLD YOU SO....
https://forums.dust514.com/default.aspx?g=posts&t=25896&find=unread |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 04:34:00 -
[282] - 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.
will they actually be useful for non infantry? if not, horrible nerf. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.19 04:37:00 -
[283] - Quote
*sprays with water for posting an "i told you so" post* |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.07.19 04:39:00 -
[284] - Quote
PDIGGY22 wrote: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. will they actually be useful for non infantry? if not, horrible nerf.
you worry about AV effectiveness but you forget that we are only currently able to use the first tier of remote explosives and im sure there will be an AV version just like grenades. |
Thorn Altiare
4
|
Posted - 2012.07.19 04:48:00 -
[285] - 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.
Arming time may be too long, 3 seconds to 3.5 seconds should be enough time. Lowering it to 2 ammo is worse! It is a double whammy making REs ultimately ineffective.
Arming time makes RE MORE ineffective against tanks now. You cant run up to it and plant as many and then trigger since not only is the damage of an RE against a high level tank low, theres no way a tank would just sit there and wait for it to be blown up.
Dear Devs,
Its fine that you increased the timer to 5 seconds if you made REs more effective as an anti-vehicle explosives. Make it stick to the vehicles! Increase the Damage to Non-infantry! Dont lower the ammo. If you had plans on lowering the ammo, it should replenish in a nanohive like a swarm launcher ammo does.
My suggestion for it is this:
1. Decrease timer 2. Maintain Ammo at 5 (youd probably need all 5 with increase damage against high tier tanks) 3. Ability to replenish ammo (as an alternative) 4. Increase damage against Vehicles 5. Make them stick to vehicles
Higher tier REs suggestions 1. Shield Disruptor - once triggered on a tank (sticky bomb) does damage to shields only and renders regen ineffective for a period of time - 5 secs 2. Shield piercing - Deals 50% damage to shields and 50% damage to armor. Remote Explosives are supposed to be a high power explosive that should be a viable anti-tank weapon.
Re-evaluate why we have REs in the game. Theyre not claymores (anti-personnel), they are more of a C-4 type explosive
Edit: meant Decrease not increase |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 04:48:00 -
[286] - Quote
Lurchasaurus wrote:PDIGGY22 wrote: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. will they actually be useful for non infantry? if not, horrible nerf. you worry about AV effectiveness but you forget that we are only currently able to use the first tier of remote explosives and im sure there will be an AV version just like grenades.
i worry that they keep nerfing AV weapons while vehicles still stay ever so strong. |
Madden The Merciless
D3ath D3alers RISE of LEGION
95
|
Posted - 2012.07.19 04:49:00 -
[287] - Quote
This is a pretty extreme nerf unless there are variants that. There needs to at least be a variation with potentially more of them with maybe a 2 sec count. But to reduce to 2 makes them not very worthwhile as a carry as they cannot protect the objectives that well, especially as 5 sec in an fps can be an eternity. If there are now variants that can be skilled into then it makes a lot more sense. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.07.19 04:52:00 -
[288] - Quote
PDIGGY22 wrote:Lurchasaurus wrote:PDIGGY22 wrote: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. will they actually be useful for non infantry? if not, horrible nerf. you worry about AV effectiveness but you forget that we are only currently able to use the first tier of remote explosives and im sure there will be an AV version just like grenades. i worry that they keep nerfing AV weapons while vehicles still stay ever so strong.
do you agree that while debating this **** is entertaining, its pretty much all meaningless until we see the new build next week?
btw, its a legitimate worry, but i feel if AV RE's are implemented, they will be pretty formidable since infantry RE's already do a bunch of damage and its not like tanks are supposed to be silly vehicles that you can just ignore if you dont wanna fight it...its a tank...and as far as marauders, those are upgraded tanks....even more formidable.
edit: also, you can just fit more than one thing of RE's....an infantry guy carrying an AR shouldnt have the same AV efficiency as a dedicated AV fit with a forge gun or swarm launcher, even with AV RE's. THAT'S op.... |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 04:59:00 -
[289] - Quote
Lurchasaurus wrote:PDIGGY22 wrote:Lurchasaurus wrote:PDIGGY22 wrote: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. will they actually be useful for non infantry? if not, horrible nerf. you worry about AV effectiveness but you forget that we are only currently able to use the first tier of remote explosives and im sure there will be an AV version just like grenades. i worry that they keep nerfing AV weapons while vehicles still stay ever so strong. do you agree that while debating this **** is entertaining, its pretty much all meaningless until we see the new build next week? btw, its a legitimate worry, but i feel if AV RE's are implemented, they will be pretty formidable since infantry RE's already do a bunch of damage and its not like tanks are supposed to be silly vehicles that you can just ignore if you dont wanna fight it...its a tank...and as far as marauders, those are upgraded tanks....even more formidable. edit: also, you can just fit more than one thing of RE's....an infantry guy carrying an AR shouldnt have the same AV efficiency as a dedicated AV fit with a forge gun or swarm launcher, even with AV RE's. THAT'S op....
until they announce a "nerf" for vehicles, i'll stay skeptical of their design decisions.
you will be able to fit 4 total compared to 10 now, 5 second arm time means i have to throw it on the ground and hope some tanks user doesnt look down and blow it before he gets close enough for me to kill him with it.
|
Woland Dietrich
Algintal Core Gallente Federation
9
|
Posted - 2012.07.19 05:00:00 -
[290] - Quote
I'd like to see two styles of RE. One anti-vehicle and one claymore style antipersonnel. It also seems like they should be sticky. The anti vehicle RE would attach to a vehicle or emplacement, have less spread but do higher damage. The antipersonnel would be directional with something akin to a high powered shotgun blast. |
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Chew B0CCA
58
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Posted - 2012.07.19 05:00:00 -
[291] - Quote
Wow. While this nerf seems comically ridiculous (I think even the RE haters would agree), we'll have to try it and see. But something tells me this will remove any usefulness RE's provide. I hope I'm wrong...
|
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.19 05:03:00 -
[292] - Quote
PDIGGY22 wrote: until they announce a "nerf" for vehicles
Drake Lyons wrote:I think I've got this one figured out. Here's how to properly balance tanks so we don't have any more threads like this.
Top tier tank should have about 700-1000 base EHP and be able to fit either something like an Assault Rifle or an HMG in the main turret. No additional concurrently active turrets, just one that could be activated by switching weapons. Maybe limit that to less powerful weapons...a submachine gun or a pistol or something.
They shouldn't have any type of active boosters available, just passive extenders or rechargers. And the resistance modules should be severely reduced. Maybe just limit it to the DCU.
And to be honest, the base speed is far too fast. Maybe slow it down to about 7 or 8...with the option to add a burst of speed. But only for a short period, not an indefinite "high speed" setting.
The ability to run over players needs to be removed, but a close quarters option for killing does make sense. Maybe a knife of some kind. That would be good.
And having the vehicles brought in by RDVs can cause problems - sometimes they crush people who just spawned. So instead, I say spawn in the vehicle. And they are way too big, anyway. Make it about the size of a player and no more friendly crushing will have.
Except having a dropsuit inside a vehicle is really lame. First you have to kill the vehicle, then the dropsuit pops out. I mean, talk about overpowered. Let's just make it one thing - you spawn in a vehicle you can't leave and you die when it does.
--
So the solution: Make vehicles dropsuit sized, capable of only fitting dropsuit weapons with dropsuit modules and dropsuit tank. Give them dropsuit speed, and dropsuit mechanics. Vechicles officially fixed!
TL;DR If it kills PDIGGY, it needs a nerf... |
thereal herbzula
Sanmatar Kelkoons Minmatar Republic
62
|
Posted - 2012.07.19 05:03:00 -
[293] - Quote
TO be able to use the AV mines and AI mines you should have to at least research one time into both, like nanohives for ammo regen. Im for both, would make you think twice about running headlong into stuff. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.19 05:08:00 -
[294] - Quote
A bit more than I expected, but this solves the issue I brought up in the OP. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 05:21:00 -
[295] - Quote
Drake Lyons wrote:PDIGGY22 wrote: until they announce a "nerf" for vehicles
Drake Lyons wrote:I think I've got this one figured out. Here's how to properly balance tanks so we don't have any more threads like this.
Top tier tank should have about 700-1000 base EHP and be able to fit either something like an Assault Rifle or an HMG in the main turret. No additional concurrently active turrets, just one that could be activated by switching weapons. Maybe limit that to less powerful weapons...a submachine gun or a pistol or something.
They shouldn't have any type of active boosters available, just passive extenders or rechargers. And the resistance modules should be severely reduced. Maybe just limit it to the DCU.
And to be honest, the base speed is far too fast. Maybe slow it down to about 7 or 8...with the option to add a burst of speed. But only for a short period, not an indefinite "high speed" setting.
The ability to run over players needs to be removed, but a close quarters option for killing does make sense. Maybe a knife of some kind. That would be good.
And having the vehicles brought in by RDVs can cause problems - sometimes they crush people who just spawned. So instead, I say spawn in the vehicle. And they are way too big, anyway. Make it about the size of a player and no more friendly crushing will have.
Except having a dropsuit inside a vehicle is really lame. First you have to kill the vehicle, then the dropsuit pops out. I mean, talk about overpowered. Let's just make it one thing - you spawn in a vehicle you can't leave and you die when it does.
--
So the solution: Make vehicles dropsuit sized, capable of only fitting dropsuit weapons with dropsuit modules and dropsuit tank. Give them dropsuit speed, and dropsuit mechanics. Vechicles officially fixed! TL;DR If it kills PDIGGY, it needs a nerf...
yup, has nothing to do with them being free, having unlimited ammo and movement speed, along with fitting you and your best buddies on the guns.
No FPS should ever be based around vehicles, sure it's cool to hop in a jet or tank every once in a while but it makes for boring game play more often then not, especially for those who want a massive gun on gun game.
Vehicles are crutches for people that cant compete, it's the same thing with sniping in a MMO, high powered weapons on large maps makes for a good crutch as well.
|
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.19 05:25:00 -
[296] - Quote
PDIGGY22 wrote:Drake Lyons wrote:PDIGGY22 wrote: until they announce a "nerf" for vehicles
Drake Lyons wrote:I think I've got this one figured out. Here's how to properly balance tanks so we don't have any more threads like this.
Top tier tank should have about 700-1000 base EHP and be able to fit either something like an Assault Rifle or an HMG in the main turret. No additional concurrently active turrets, just one that could be activated by switching weapons. Maybe limit that to less powerful weapons...a submachine gun or a pistol or something.
They shouldn't have any type of active boosters available, just passive extenders or rechargers. And the resistance modules should be severely reduced. Maybe just limit it to the DCU.
And to be honest, the base speed is far too fast. Maybe slow it down to about 7 or 8...with the option to add a burst of speed. But only for a short period, not an indefinite "high speed" setting.
The ability to run over players needs to be removed, but a close quarters option for killing does make sense. Maybe a knife of some kind. That would be good.
And having the vehicles brought in by RDVs can cause problems - sometimes they crush people who just spawned. So instead, I say spawn in the vehicle. And they are way too big, anyway. Make it about the size of a player and no more friendly crushing will have.
Except having a dropsuit inside a vehicle is really lame. First you have to kill the vehicle, then the dropsuit pops out. I mean, talk about overpowered. Let's just make it one thing - you spawn in a vehicle you can't leave and you die when it does.
--
So the solution: Make vehicles dropsuit sized, capable of only fitting dropsuit weapons with dropsuit modules and dropsuit tank. Give them dropsuit speed, and dropsuit mechanics. Vechicles officially fixed! TL;DR If it kills PDIGGY, it needs a nerf... yup, has nothing to do with them being free, having unlimited ammo and movement speed, along with fitting you and your best buddies on the guns. No FPS should ever be based around vehicles, sure it's cool to hop in a jet or tank every once in a while but it makes for boring game play more often then not, especially for those who want a massive gun on gun game.
Vehicles are crutches for people that cant compete, it's the same thing with sniping in a MMO, high powered weapons on large maps makes for a good crutch as well.
Cosigning |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.07.19 05:27:00 -
[297] - Quote
instead of saying that just because they can kill you they are nonsensical, op, and ridiculous jokes of a game mechanic, try understanding that maybe YOUR perspective is flawed. You as a singular AR carrier might not be able to destroy a tank without moving into a AV build and fighting three guys all aiming at you in a tank might have bad results.
You dont like the idea of three guys being able to get into a tank when you cant stomach using anything other than an assault rifle? Im sure the infantry guy in WW2 who saw the tiger tank rolling down the road pouted, complained, and the tank turned around and let the enemy keep control of the town...
good talk. |
Varys Targaryen
200
|
Posted - 2012.07.19 05:31:00 -
[298] - Quote
PDIGGY,
Maybe, just maybe, this won't be your ideal type of gameplay. There are plenty of other shooters that allow for vehicle free gun play. This isn't one of them. So either have an open mind and get ready to play a new game, or find another outlet to shoot someone in the face for one of your montage videos.
(I hope you stay, you're pretty good with the AR even though you are kind of annoying to listen to sometimes) |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.07.19 05:32:00 -
[299] - Quote
PDIGGY22 wrote:yup, has nothing to do with them being free, having unlimited ammo and movement speed, along with fitting you and your best buddies on the guns.
No FPS should ever be based around vehicles, sure it's cool to hop in a jet or tank every once in a while but it makes for boring game play more often then not, especially for those who want a massive gun on gun game.
Vehicles are crutches for people that cant compete, it's the same thing with sniping in a MMO, high powered weapons on large maps makes for a good crutch as well.
i know, i know, you dont use em so their stupid. absolutely stupid and break the game. forget about the fact that they are only free right now cause the devs want us to test them, or that CCp is trying to make Dust not just another FPS...(btw, you keep saying FPS....Dust isnt strictly an FPS. you dont like it, play something else).
Clearly anybody using something you dont like is unskilled and if they are doing something that makes it unlikely for them to die from your AR, then they are cheating and scum.....
Id love it if i found out everything youve ever posted is just one big troll, since its THAT ridiculous sometimes |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.07.19 06:15:00 -
[300] - 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.
What is arming time? Do I sit there for 5 seconds arming the dumb thing? OR Do I throw it down just as fast as usual but it takes 5 seconds for the dumb thing to blow?
The first is a bad idea and will see the RE drop off to near non-existent, the second isn't too bad as long as you can do as some people have said and reduce the time to blow up charge.
Either way I think they are taking it to the other side of the pendulum and will see that it isn't a violable tool and adjust it once again. |
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