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Chew B0CCA
58
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Posted - 2012.07.15 18:51:00 -
[121] - Quote
Varys Targaryen wrote:Chew B0CCA wrote:Varys Targaryen wrote:Chew B0CCA wrote:Here's how to fix them: don't walk over them and get killed. Simple. It's not like they're proximity mines (and I can't wait when those get introduced!).
Seriously, just be on the lookout for them. People seem to think you can just bull rush your way toward an opponent for a kill. When people do that, I RE them into the sky. That's a valid tactic. Adjust. Really not that difficult. You don't have to walk over them to get killed by one. They have a huge blast radius. Plus the fact REs can be thrown AND they slide after landing. Something IS wrong here. I don't see how anyone can deny it. Well, the only thing I'd say is that I'd be OK with having to spend more SP to work your way up to the current RE's. But so what if they can be thrown? So what if they slide? Why does that matter? Assault rifles propel bullets through the air. That's war. Do RE kills always come from people walking over them? No, of course not. But assault rifle kills don't always come from someone you're shooting at. Sometimes you get shot in the back. And sometimes a crafty RE guy rolls up behind you and blows you 2.8 meters into the air. Both tactics are valid. Pay attention and you will die less, be it from bullets or RE's. Really, they're not that bad. I don't care that they can be thrown or that they slide. My problem is how easily they can be deployed then immediately detonated. Paying attention doesn't help. If you are close enough to the enemy, the blast from an RE become inescapable, even if you try to escape the moment he switches to REs. REs currently outrank every weapon designed for close to medium-close range combat. I don't think that's what the developers had in mind for the REs. Just to be clear, I don't have an issue with their damage or blast radius or the fact they can be thrown, slide or whatever. My issue with the REs is their off balance deploy/detonate mechanics.
If you are close enough to the enemy, the blast from an RE becomes inescapable. Yes, i agree. That's the point. That's how they're supposed to be used. In close. It's supposed to prevent heavy's and assaults from bull rushing every red arrow they see. That's why they're great. They keep people at arm's length.
If you see someone with a RE, stay farther back. Why is that difficult? You can tell if someone has one, so just stay back.
It's funny that people are so worried about them. When someone has a RE equipped, do you know what they don't have equipped? A gun. So SHOOT THEM!!!!
When I see someone with RE's when I'm a heavy or assault, I salivate like Pavlov's dogs. They're easy kills. Stay farther back, and if they throw one, shoot it. They're not shooting at you, so you have time to blow up all their RE's.
I have yet to hear a good argument as to why RE's as currently built (aside from maybe boosting SP in order to use them) should not be used.
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RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.15 18:52:00 -
[122] - Quote
Mike Gunnzito wrote: IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you.
I'm alright with that. They already only go about 4 / 5 meters without sliding. Sliding goes MAYBE 2 / 3 more meters. in total the possible is 8 meters. Probably a few more, but that's fine to me. |
Chew B0CCA
58
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Posted - 2012.07.15 18:53:00 -
[123] - Quote
Jack McReady wrote:interesting, I rarley die to RE cause I am not stupid and dont let myself bait into one.
Exactly. Thank you. +1 |
Mike Gunnzito
111
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Posted - 2012.07.15 18:57:00 -
[124] - Quote
RolyatDerTeufel wrote:Mike Gunnzito wrote: IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you.
I'm alright with that. They already only go about 4 / 5 meters without sliding. Sliding goes MAYBE 2 / 3 more meters. in total the possible is 8 meters. Probably a few more, but that's fine to me.
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.15 19:00:00 -
[125] - Quote
Mike Gunnzito wrote:
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you.
I'm fast enough to be on them and get off in time to kill them with it still. so I'm fine with that.
Still think making the skill for them be edited would be best and add in more varients for AV purposes and different radius' and such. Cause it makes since to the stuff already there.
(secrets I got them) |
Mike Gunnzito
111
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Posted - 2012.07.15 19:06:00 -
[126] - Quote
RolyatDerTeufel wrote:Mike Gunnzito wrote:
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you.
I'm fast enough to be on them and get off in time to kill them with it still. so I'm fine with that. Still think making the skill for them be edited would be best and add in more varients for AV purposes and different radius' and such. Cause it makes since to the stuff already there. (secrets I got them)
THey can add variants too, prob will make things interesting.
And hey, if you can jump onto a guy, drop a RE at his feet, and then get away and blow it up... that's skill, and you deserve the kill. It would still fix the mechanic of the RE, because the majority of RE users, aren't skillful enough to be able to do that. |
Varys Targaryen
200
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Posted - 2012.07.15 19:14:00 -
[127] - Quote
Mike Gunnzito wrote:Lots of interesting ideas for how to "fix" RE. Some are decent, some are flat out stupid and make the RE useless. IMO, RE doesn't really need a nerf to power/radius. Adding a min time to "arm" or a longish "plant" animation would make them damn near useless. IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you.
Making a plant animation would not make the RE useless. You would still be able to bait people into a trap. You can still place RE on roads to cripple an HAV or destroy an LAV, the finish it off with a swarm launcher. You can still trap paths players frequently cross. You can still trap objectives and installations. You guys want to do everything you can to keep REs the way they are now. This is a beta and we are supposed to be calling out mechanical imbalances like this.
Seriously, i've used REs for a while (I had to remove them from my popular fits due to CPU/PG requirements) and I don't see how anyone can deny that they are being used the wrong way.
PS, I'm open to the last part of you're post (reducing throw distance). That may make it easier to escape. |
Varys Targaryen
200
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Posted - 2012.07.15 19:22:00 -
[128] - Quote
Chew B0CCA wrote:
If you are close enough to the enemy, the blast from an RE becomes inescapable. Yes, i agree. That's the point. That's how they're supposed to be used. In close. It's supposed to prevent heavy's and assaults from bull rushing every red arrow they see. That's why they're great. They keep people at arm's length.
If you see someone with a RE, stay farther back. Why is that difficult? You can tell if someone has one, so just stay back.
It's funny that people are so worried about them. When someone has a RE equipped, do you know what they don't have equipped? A gun. So SHOOT THEM!!!!
When I see someone with RE's when I'm a heavy or assault, I salivate like Pavlov's dogs. They're easy kills. Stay farther back, and if they throw one, shoot it. They're not shooting at you, so you have time to blow up all their RE's.
I have yet to hear a good argument as to why RE's as currently built (aside from maybe boosting SP in order to use them) should not be used.
A lot of time when you are in a straight firefight, with guns being used on both sides, the person who is loosing can quickly change to their REs.
Here is one of the problems though, usually what happens is that when I kill an RE user, as long as he was able to throw one down at the last second, it will detonate upon suicide. There IS no way out. |
Mike Gunnzito
111
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Posted - 2012.07.15 19:29:00 -
[129] - Quote
Varys Targaryen wrote:Mike Gunnzito wrote:Lots of interesting ideas for how to "fix" RE. Some are decent, some are flat out stupid and make the RE useless. IMO, RE doesn't really need a nerf to power/radius. Adding a min time to "arm" or a longish "plant" animation would make them damn near useless. IMO, best solution would be to leave as is, but just reduce the throw distance of the RE. Yes it's less than grenades, but should be even less than it is now. Maybe just tossable to like 2m out in front of you. Making a plant animation would not make the RE useless. You would still be able to bait people into a trap. You can still place RE on roads to cripple an HAV or destroy an LAV, the finish it off with a swarm launcher. You can still trap paths players frequently cross. You can still trap objectives and installations. You guys want to do everything you can to keep REs the way they are now. This is a beta and we are supposed to be calling out mechanical imbalances like this. Seriously, i've used REs for a while (I had to remove them from my popular fits due to CPU/PG requirements) and I don't see how anyone can deny that they are being used the wrong way. PS, I'm open to the last part of you're post (reducing throw distance). That may make it easier to escape.
I think in the future, that there will be anti-vehicle mines and anti infantry proximity mines. If this is the case, then those SHOULD have plant animations, just not the RE. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.07.15 19:38:00 -
[130] - Quote
I completely agree Varys. This is a remote explosive. Your not supposed to be throwing it like a Frisbee.
It instant kills anyone. Ok that's fair, that is what a RE is supposed to do.
When your allowed it to be thrown like it currently is making it ridiculous. You can't stop a scout sprinting full speed at you. Plus they can detonate after suicide so even if you manage to gun them down it is still a kill for them.
They need to fix it by having a 1-2 second plant time, with some sort of arming animation. You are supposed to plant a mine at your feet. Not throw it like a Frisbee, because when you throw an explosive that makes it a grenade. Who ever is defending them is enjoying the easy group kills that the remote explosive gives them. It is a kamikaze style of play.
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Average Joe81
57
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Posted - 2012.07.15 19:42:00 -
[131] - Quote
Mike Gunnzito wrote:RolyatDerTeufel wrote:Mike Gunnzito wrote:
lol, I figured you'd like that. I don't mind someone running away and tossing one down as they run. If I get blown up running over it as I chase them...my fault/good for them for baiting me.
The problem is if ur in a cqc fight, right now, the RE user can toss it at you as a desperation instakill. If toss distance were only like 1-2m, then they'd literally have to be ON you.
I'm fast enough to be on them and get off in time to kill them with it still. so I'm fine with that. Still think making the skill for them be edited would be best and add in more varients for AV purposes and different radius' and such. Cause it makes since to the stuff already there. (secrets I got them) THey can add variants too, prob will make things interesting. And hey, if you can jump onto a guy, drop a RE at his feet, and then get away and blow it up... that's skill, and you deserve the kill. It would still fix the mechanic of the RE, because the majority of RE users, aren't skillful enough to be able to do that. oh yeah having to take one seap backwards totally deserves a kill (by the way im not sure we're talking about the same RE because dust's REs can be 6 meters away and still one hit) |
Roccano1
152
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Posted - 2012.07.15 20:05:00 -
[132] - Quote
I say take away the ability to throw them. But of course, people will give me too much flak for that, so im just gonna leave t to the devs to figure out what to do with them |
Jack McReady
46
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Posted - 2012.07.15 20:10:00 -
[133] - Quote
i love this spreading of false info yeah yeah RE can be thrown for 100 meters and have 50m explo radius.
pathetic butthurt welps |
Absol Evoxazon
Hikahotaru
28
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Posted - 2012.07.15 20:35:00 -
[134] - Quote
losing a gun fight? wtf is a gun fight i only know how to throw bombs |
Peter Hanther
Dead Six Initiative
39
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Posted - 2012.07.15 20:49:00 -
[135] - Quote
Give them a set up time of some sort. 5 second timer till the RE can be triggered perhaps |
Chew B0CCA
58
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Posted - 2012.07.15 20:50:00 -
[136] - Quote
Varys Targaryen wrote:Chew B0CCA wrote:
If you are close enough to the enemy, the blast from an RE becomes inescapable. Yes, i agree. That's the point. That's how they're supposed to be used. In close. It's supposed to prevent heavy's and assaults from bull rushing every red arrow they see. That's why they're great. They keep people at arm's length.
If you see someone with a RE, stay farther back. Why is that difficult? You can tell if someone has one, so just stay back.
It's funny that people are so worried about them. When someone has a RE equipped, do you know what they don't have equipped? A gun. So SHOOT THEM!!!!
When I see someone with RE's when I'm a heavy or assault, I salivate like Pavlov's dogs. They're easy kills. Stay farther back, and if they throw one, shoot it. They're not shooting at you, so you have time to blow up all their RE's.
I have yet to hear a good argument as to why RE's as currently built (aside from maybe boosting SP in order to use them) should not be used.
A lot of time when you are in a straight firefight, with guns being used on both sides, the person who is loosing can quickly change to their REs. Here is one of the problems though, usually what happens is that when I kill an RE user, as long as he was able to throw one down at the last second, it will detonate upon suicide. There IS no way out.
If there's a straight firefight, why are you so close that you get blown up? When they switch to RE's, it's like reloading a gun. Kill them.
I get your point about detonating at death. If they nerf that, so be it. But again, if they throw one down, you can SEE it. Avoid it after you've shot holes through their dropsuit.
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RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 21:18:00 -
[137] - Quote
Peter Hanther wrote:Give them a set up time of some sort. 5 second timer till the RE can be triggered perhaps
yes 5 seconds....
Make them useless, make it happen CCP. |
counter logic
BetaMax.
42
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Posted - 2012.07.15 21:36:00 -
[138] - Quote
Arming timer, or make them a non factor in gunfights and give them an animation to plant. Even if its a short one. This would then let you say.... plant them on walls, tanks, ground, or if you are really crafty the ceiling of a room .
I use REs a lot, and anyone that has played me can attest to the fact that I am extremely annoying when I am using my Mass Driver RE scout setup . I feel the RE is way to easy to use to get out of sticky situations. Like if I run in 1 scout suit versus like 5 dudes. I often win just because I can Mass Drive like the first 1 or 2 then just run around a corner throw a RE and kill the other 3. It is practically clockwork killing people with RE. This is in a scout suit, so basically RE is enabling people with scout suits to take on much more than even very skilled players should be able too. Which is something very dangerous to let go on.
Although I do like to kill people RE cause its hilarious, I do agree they need changed.
The idea of an animation for them was something I saw Nova post about in IRC and after some thinking, I believe that would be a vary fair thing to do. It would make the RE make a lot more sense and put them in a niche like they should be. Now I am not saying some clunky animation that takes 6 seconds. Just something that you know, you have to actually become vulnerable to place the RE, but allow the RE to be stuck on just about anything. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.15 21:58:00 -
[139] - Quote
Chew B0CCA wrote:Varys Targaryen wrote:Chew B0CCA wrote:Varys Targaryen wrote:Chew B0CCA wrote:Here's how to fix them: don't walk over them and get killed. Simple. It's not like they're proximity mines (and I can't wait when those get introduced!).
Seriously, just be on the lookout for them. People seem to think you can just bull rush your way toward an opponent for a kill. When people do that, I RE them into the sky. That's a valid tactic. Adjust. Really not that difficult. You don't have to walk over them to get killed by one. They have a huge blast radius. Plus the fact REs can be thrown AND they slide after landing. Something IS wrong here. I don't see how anyone can deny it. Well, the only thing I'd say is that I'd be OK with having to spend more SP to work your way up to the current RE's. But so what if they can be thrown? So what if they slide? Why does that matter? Assault rifles propel bullets through the air. That's war. Do RE kills always come from people walking over them? No, of course not. But assault rifle kills don't always come from someone you're shooting at. Sometimes you get shot in the back. And sometimes a crafty RE guy rolls up behind you and blows you 2.8 meters into the air. Both tactics are valid. Pay attention and you will die less, be it from bullets or RE's. Really, they're not that bad. I don't care that they can be thrown or that they slide. My problem is how easily they can be deployed then immediately detonated. Paying attention doesn't help. If you are close enough to the enemy, the blast from an RE become inescapable, even if you try to escape the moment he switches to REs. REs currently outrank every weapon designed for close to medium-close range combat. I don't think that's what the developers had in mind for the REs. Just to be clear, I don't have an issue with their damage or blast radius or the fact they can be thrown, slide or whatever. My issue with the REs is their off balance deploy/detonate mechanics. If you are close enough to the enemy, the blast from an RE becomes inescapable. Yes, i agree. That's the point. That's how they're supposed to be used. In close. It's supposed to prevent heavy's and assaults from bull rushing every red arrow they see. That's why they're great. They keep people at arm's length. If you see someone with a RE, stay farther back. Why is that difficult? You can tell if someone has one, so just stay back. It's funny that people are so worried about them. When someone has a RE equipped, do you know what they don't have equipped? A gun. So SHOOT THEM!!!! When I see someone with RE's when I'm a heavy or assault, I salivate like Pavlov's dogs. They're easy kills. Stay farther back, and if they throw one, shoot it. They're not shooting at you, so you have time to blow up all their RE's. I have yet to hear a good argument as to why RE's as currently built (aside from maybe boosting SP in order to use them) should not be used.
So basically you are saying F U to anyone who uses SMG or Shotgun, because they are CQC only. If your idea about RE is to stay away then SMG/Shotgun users have no chance against someone who is good at quickly jumping hitting R2,R1,L1. That is just ridiculous, a 2 second timer to arm an RE is fine, 2 seconds is still less time than the AR and SMG reload, and this arming time can be reduced through leveling up an RE skill.
I'm saying this and I abuse the f**k out of REs |
Varys Targaryen
200
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Posted - 2012.07.15 22:06:00 -
[140] - Quote
STB-stlcarlos989 EV wrote: So basically you are saying F U to anyone who uses SMG or Shotgun, because they are CQC only. If your idea about RE is to stay away then SMG/Shotgun users have no chance against someone who is good at quickly jumping hitting R2,R1,L1. That is just ridiculous, a 2 second timer to arm an RE is fine, 2 seconds is still less time than the AR and SMG reload, and this arming time can be reduced through leveling up an RE skill.
I'm saying this and I abuse the f**k out of REs
Well said. RE in it's current state make any close quarter weapon redundant. This creates an imbalance in gameplay mechanics. It needs to be fixed beyond prerequisites and whatever slap-on-the-wrist nerf you can think of. |
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Bresker Veyne
Algintal Core Gallente Federation
152
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Posted - 2012.07.15 22:14:00 -
[141] - Quote
Varys Targaryen wrote:STB-stlcarlos989 EV wrote: So basically you are saying F U to anyone who uses SMG or Shotgun, because they are CQC only. If your idea about RE is to stay away then SMG/Shotgun users have no chance against someone who is good at quickly jumping hitting R2,R1,L1. That is just ridiculous, a 2 second timer to arm an RE is fine, 2 seconds is still less time than the AR and SMG reload, and this arming time can be reduced through leveling up an RE skill.
I'm saying this and I abuse the f**k out of REs
Well said. RE in it's current state make any close quarter weapon redundant. This creates an imbalance in gameplay mechanics. It needs to be fixed beyond prerequisites and whatever slap-on-the-wrist nerf you can think of.
I concur. I recently tried out the shotguns, and the few kills I got with them were overshadowed by the ammounts of death I suffered because of REs. DUST should encourage many different playstyles, not just the most powerful ones. A shotgun or SMG that is specially designed for CQC shouldn't be weaker than a remote explosive.
I like the c4 explosives in Battlefield more. They are designed to take out tanks if you can get close to them, and you can ambush players with them. But it takes more planning to actually use them. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.07.15 22:19:00 -
[142] - Quote
Absol Evoxazon wrote:losing a gun fight? wtf is a gun fight i only know how to throw bombs
Bomberman bomberman does whatever a bomber can. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.15 22:27:00 -
[143] - Quote
Ion Crush wrote:Did they have a delay last build? i never used them myself but I think I remember someone talking about it during a game once.
No, last game they had a nasty way of "sympathetically detonate" if you dropped a few in the same spot. Usually as you were deploying them. They ought to bring that back. RE's should be area denial weapons. not anti tank ones. And the damage of the higher tier ones ARE too high. Theoretically 5 of those can do 12K damage in a single blast if grouped. |
counter logic
BetaMax.
42
|
Posted - 2012.07.15 22:37:00 -
[144] - Quote
Dewie Cheecham wrote:Ion Crush wrote:Did they have a delay last build? i never used them myself but I think I remember someone talking about it during a game once. No, last game they had a nasty way of "sympathetically detonate" if you dropped a few in the same spot. Usually as you were deploying them. They ought to bring that back. RE's should be area denial weapons. not anti tank ones. And the damage of the higher tier ones ARE too high. Theoretically 5 of those can do 12K damage in a single blast if grouped.
A surya/sagaris will easily have 14-15k hp....
Remote Explosives, should be for:
1. Objective defense
2. Area Denial
3. Ambushing groups of infantry
4. Anti-Tank
What it shouldn't be for:
Supplementing CQC weapons as it does now
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Absol Evoxazon
Hikahotaru
28
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Posted - 2012.07.15 22:40:00 -
[145] - Quote
i say take away all guns explosives and vehicles leave just knives. problem fixed. |
Absol Evoxazon
Hikahotaru
28
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Posted - 2012.07.15 22:42:00 -
[146] - Quote
Kira Lannister wrote:Absol Evoxazon wrote:losing a gun fight? wtf is a gun fight i only know how to throw bombs Bomberman bomberman does whatever a bomber can.
that was my favorite nintendo game evar! |
Arceus Evoxazon
Hikahotaru
119
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Posted - 2012.07.15 22:45:00 -
[147] - Quote
I wrote a little song about this. I put it on youtube.
Here's the link:
Here's a song about how I feel about Remote Explosives |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.15 22:46:00 -
[148] - Quote
Absol Evoxazon wrote:i say take away all guns explosives and vehicles leave just knives. problem fixed.
Thanks for all of the great idea you're throwing out to help fix the issues in this beta. |
Absol Evoxazon
Hikahotaru
28
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Posted - 2012.07.15 22:48:00 -
[149] - Quote
This thread currently: Click Here!
Trust me your going to need it when the Fleets start blowing up your expensive dropsuits and vehicles. |
Varys Targaryen
200
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Posted - 2012.07.15 22:49:00 -
[150] - Quote
Absol Evoxazon wrote:i say take away all guns explosives and vehicles leave just knives. problem fixed.
How about you state your case in a productive manner. All I got from that is that you don't think it's fair to nerf REs. But you have to keep in mind REs are not fair to shotguns, smgs and pistols. This game is hoping to have a "rock paper scissors" gameplay. But REs currently don't fit in this gameplay type. |
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