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RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 18:22:00 -
[241] - Quote
Longshot Ravenwood wrote:1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed.
doing something right.
With the abuse i have of this wonderful weapon, I would know a better way to nerf the RE without really requiring a nerf. The ones we have currently need to be advanced or prototype, with a larger prereq before demolitions can be trained.
Need to cost more after beta, like alot of stuff will.
lvl 1 varient and more varients in general need to be added.
No planting animation needed. or shorter distance.
Distance is dependent on alot of things. Suit's base speed (no sprint), Jumping, height from which it's thrown.
I jump from top of hills and toss a RE, and have gotten for sure over 15 meters in a toss. Probably closer to 20 but i cant be for sure. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 18:28:00 -
[242] - Quote
HD Sniper wrote:Shutter Fly wrote:^@HD Sniper (not going to clutter the thread with another big quote)
Just a note, you can throw REs while jumping and sometimes while doing a running jump (sometimes it's a bit inconsistent). If your sprint speed is high enough you can chuck them like Frisbees, but I see it as a reasonable benefit to using KCs. I'll have to check it out again but I've never been able to throw them while running and/or jumping. What's the furthest you've ever thrown one? (not trolling...asking). I've thrown them close to 10-12m, but keep in mind that you usually end up landing near the usual distance from the RE that you would have with a standing jump. I know I've been able to throw them much further by jumping from above, but I've never tried it in a situation that I was able to survive long enough to see the results.
You can't activate them during a running jump, only during a standard jump. |
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.17 18:31:00 -
[243] - Quote
RolyatDerTeufel wrote:Longshot Ravenwood wrote:1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed. doing something right. With the abuse i have of this wonderful weapon, I would know a better way to nerf the RE without really requiring a nerf. The ones we have currently need to be advanced or prototype, with a larger prereq before demolitions can be trained. Need to cost more after beta, like alot of stuff will. lvl 1 varient and more varients in general need to be added. No planting animation needed. or shorter distance. Distance is dependent on alot of things. Suit's base speed (no sprint), Jumping, height from which it's thrown. I jump from top of hills and toss a RE, and have gotten for sure over 15 meters in a toss. Probably closer to 20 but i cant be for sure.
So people are mad at people "jumping off of hills" to extend throwing distance? lol
Ok everyone walk around slowly, no jumping, no tactics, hell make the map flat so we can be SURE that something isn't OP. And if I die it's not me or my tactics, someting is OP. I don't know what but it's OP and it's owning me.
Got it.
/thread |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 18:39:00 -
[244] - Quote
HD Sniper wrote:
So people are mad at people "jumping off of hills" to extend throwing distance? lol
Ok everyone walk around slowly, no jumping, no tactics, hell make the map flat so we can be SURE that something isn't OP. And if I die it's not me or my tactics, someting is OP. I don't know what but it's OP and it's owning me.
Got it.
/thread
It's something i do when i can. and having only certain maps to play right now, i'm used to the movements most places.
But it's not the only QQ here, it's also about the strenght of the RE and blast radius. Which to me feels fine in current stats and use, for prototype equipment.
Make me spend more SP for it, and in turn orbital bombardments.
I didn't use RE till SILENTSAM told me to look at it's varients to find Cortex. blame him
or be like the rest of us and blame Orin the Freak |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 18:45:00 -
[245] - Quote
HD Sniper wrote:RolyatDerTeufel wrote:Longshot Ravenwood wrote:1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed. doing something right. With the abuse i have of this wonderful weapon, I would know a better way to nerf the RE without really requiring a nerf. The ones we have currently need to be advanced or prototype, with a larger prereq before demolitions can be trained. Need to cost more after beta, like alot of stuff will. lvl 1 varient and more varients in general need to be added. No planting animation needed. or shorter distance. Distance is dependent on alot of things. Suit's base speed (no sprint), Jumping, height from which it's thrown. I jump from top of hills and toss a RE, and have gotten for sure over 15 meters in a toss. Probably closer to 20 but i cant be for sure. So people are mad at people "jumping off of hills" to extend throwing distance? lol Ok everyone walk around slowly, no jumping, no tactics, hell make the map flat so we can be SURE that something isn't OP. And if I die it's not me or my tactics, someting is OP. I don't know what but it's OP and it's owning me. Got it. /thread
This isn't about jumping, its about the fact that they can be deployed and then instantly triggered. There needs to be some way of arming them, with a grenade its pulling out the clip with these there needs to be an arming time or a planting animation. Running around with live explosives that are triggered with the push of a button on your wrist would be the stupidest way to handle an explosive device.
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Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 18:55:00 -
[246] - Quote
STB-stlcarlos989 EV wrote: This isn't about jumping, its about the fact that they can be deployed and then instantly triggered. There needs to be some way of arming them, with a grenade its pulling out the clip with these there needs to be an arming time or a planting animation. Running around with live explosives that are triggered with the push of a button on your wrist would be the stupidest way to handle an explosive device.
To be fair, an assault rifle that spews out superheated plasma all over the user is the stupidest idea for a gun. Isn't that the point of the weapons in this game?
Also if we are going to be nitpicking these things, nobody said the explosives are armed before you deployed them. If they were, they would all explode as soon as you hit the button. The difference between armed and unarmed could be the flick of a switch or the press of a button. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 19:00:00 -
[247] - Quote
STB-stlcarlos989 EV wrote:
This isn't about jumping, its about the fact that they can be deployed and then instantly triggered. There needs to be some way of arming them, with a grenade its pulling out the clip with these there needs to be an arming time or a planting animation. Running around with live explosives that are triggered with the push of a button on your wrist would be the stupidest way to handle an explosive device.
The smartest way, cause it's how militaries will or probably have started to do it.
They don't respond instantly most times for me, i get the animation for pressing the button in mid air but it doesn't go off till i land the jump i took and most times doing that it goes through the ground to do nothing but small smoke puff from no where.
They can sometimes sure, but most of the suggestions from everyone make it either to long or want it to be only vehicle traps it seems, and then with vehicle traps it'll need a buff for that, creating more work then needed on this one item.
It's to easy to get to right now. |
Chew B0CCA
58
|
Posted - 2012.07.17 20:19:00 -
[248] - Quote
It usually takes at least a second or two for them to be detonated when I've used them. I usually have to press L1 a few times before they go off. The timing seems fine.
But out of curiosity: to the RE naysayers, how many times are you guys getting killed by RE's? When I play a heavy or assault, I don't get taken out by them that often. |
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.17 22:44:00 -
[249] - Quote
So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.17 22:50:00 -
[250] - Quote
HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P.
Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading... |
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STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 22:53:00 -
[251] - Quote
Abron Garr wrote:HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading...
+1 |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.17 23:15:00 -
[252] - Quote
Chew B0CCA wrote:It usually takes at least a second or two for them to be detonated when I've used them. I usually have to press L1 a few times before they go off. The timing seems fine.
But out of curiosity: to the RE naysayers, how many times are you guys getting killed by RE's? When I play a heavy or assault, I don't get taken out by them that often. I play Scout, and rarely get killed by them, but when I die to them, it's usually when I spawned on an objective mid-hack and half expected to be instakilled anyway.
I DO think there needs to be a slightly longer arming delay than the current build, though.
At present, it's too easy for RE people to accidentally splode themselves while running erratically. |
Varys Targaryen
200
|
Posted - 2012.07.17 23:41:00 -
[253] - Quote
Chew B0CCA wrote:It usually takes at least a second or two for them to be detonated when I've used them. I usually have to press L1 a few times before they go off. The timing seems fine.
But out of curiosity: to the RE naysayers, how many times are you guys getting killed by RE's? When I play a heavy or assault, I don't get taken out by them that often.
I haven't been killed by REs that many times since I mainly use assault rifles. It's only when i'm using my shotgun/assault build that I get killed more often. A clean kill with a shotgun against someone using REs as primaries requires me to attempt to sneak up and take him out before he plants his RE.
The moment he notices me, we are both f***ed. (Because i'll kill him but the RE will detonate anyway, or he will blow himself up along with me) |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 23:50:00 -
[254] - Quote
Varys Targaryen wrote:Chew B0CCA wrote:It usually takes at least a second or two for them to be detonated when I've used them. I usually have to press L1 a few times before they go off. The timing seems fine.
But out of curiosity: to the RE naysayers, how many times are you guys getting killed by RE's? When I play a heavy or assault, I don't get taken out by them that often. I haven't been killed by REs that many times since I mainly use assault rifles. It's only when i'm using my shotgun/assault build that I get killed more often. A clean kill with a shotgun against someone using REs as primaries requires me to attempt to sneak up and take him out before he plants his RE.The moment he notices me, we are both f***ed. (Because i'll kill him but the RE will detonate anyway, or he will blow himself up along with me)
smart man there |
Varys Targaryen
200
|
Posted - 2012.07.18 00:02:00 -
[255] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:Chew B0CCA wrote:It usually takes at least a second or two for them to be detonated when I've used them. I usually have to press L1 a few times before they go off. The timing seems fine.
But out of curiosity: to the RE naysayers, how many times are you guys getting killed by RE's? When I play a heavy or assault, I don't get taken out by them that often. I haven't been killed by REs that many times since I mainly use assault rifles. It's only when i'm using my shotgun/assault build that I get killed more often. A clean kill with a shotgun against someone using REs as primaries requires me to attempt to sneak up and take him out before he plants his RE.The moment he notices me, we are both f***ed. (Because i'll kill him but the RE will detonate anyway, or he will blow himself up along with me) smart man there
You can't ignore the last part of the post though. No weapon should be an instant, "I see you, you are dead no matter what happens to me". Especially against heavies. No weapon should be able to kill a protoheavy in less than a second. Even forge guns require a delay (charge up time).
With the damage and range REs get compared to other explosives, the user should sacrifice time and ease-of-use. Grenades are easy to use yet are not as powerful as REs. REs are more powerful than grenades yet they are nearly as easy to use. You just have to put up with pressing another button with a split-second delay. (who ever said their REs already have a 1-2 second timer is having input issues on their end or is full of crap) |
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.18 00:05:00 -
[256] - Quote
STB-stlcarlos989 EV wrote:Abron Garr wrote:HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading... +1
-1 All I read was a bunch of jibber jabber about not wanting to L2P and just run up on people not employing any tactics. This is not CoD please don't try to make it CoD. Just go play that instead.
Some of us like a deverse game that takes tactics and skill and is not all nerfed to hell so people can run around with reckless abandon.
Oh and there were some sensible posts trying to combat that mindless dribble.
Again, so REs are fine. Some just need to L2P. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.07.18 00:41:00 -
[257] - Quote
HD Sniper wrote:STB-stlcarlos989 EV wrote:Abron Garr wrote:HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading... +1 -1 All I read was a bunch of jibber jabber about not wanting to L2P and just run up on people not employing any tactics. This is not CoD please don't try to make it CoD. Just go play that instead. Some of us like a deverse game that takes tactics and skill and is not all nerfed to hell so people can run around with reckless abandon. Oh and there were some sensible posts trying to combat that mindless dribble. Again, so REs are fine. Some just need to L2P.
+1 Plant with a 1-2 second arming animation, remember the abuse in golden eye?!?!? |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.18 00:43:00 -
[258] - Quote
Kira Lannister wrote:HD Sniper wrote:STB-stlcarlos989 EV wrote:Abron Garr wrote:HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading... +1 -1 All I read was a bunch of jibber jabber about not wanting to L2P and just run up on people not employing any tactics. This is not CoD please don't try to make it CoD. Just go play that instead. Some of us like a deverse game that takes tactics and skill and is not all nerfed to hell so people can run around with reckless abandon. Oh and there were some sensible posts trying to combat that mindless dribble. Again, so REs are fine. Some just need to L2P. +1 Plant with a 1-2 second arming animation, remember the abuse in golden eye?!?!? Nope. Too busy dieing due to being shot in the face with guns to remember anything about remote mines.
A lot of the "this is broken fix it" is coming from the "FOR THE GLORY OF THE EMPIRE" sect of gaming. If you line up all of your toy soldiers in a row, it makes it much easier for us to knock them over. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.18 00:48:00 -
[259] - Quote
Varys Targaryen wrote:
You can't ignore the last part of the post though. No weapon should be an instant, "I see you, you are dead no matter what happens to me". Especially against heavies. No weapon should be able to kill a protoheavy in less than a second. Even forge guns require a delay (charge up time).
With the damage and range REs get compared to other explosives, the user should sacrifice time and ease-of-use. Grenades are easy to use yet are not as powerful as REs. REs are more powerful than grenades yet they are nearly as easy to use. You just have to put up with pressing another button with a split-second delay. (who ever said their REs already have a 1-2 second timer is having input issues on their end or is full of crap)
It has a delay, what don't you understand there?
The current delay seems fine. for prototype weapon.
QQ more about something that is obviously there to test it's use to determine the prereq and SP multiplier.
Do you really think CCP plans on having them like they are currently and just lvl 1, no reason to have a full demolitions skill?
I think the power is fine if it's the prototype one. it's a damn explosive. |
Varys Targaryen
200
|
Posted - 2012.07.18 01:49:00 -
[260] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
You can't ignore the last part of the post though. No weapon should be an instant, "I see you, you are dead no matter what happens to me". Especially against heavies. No weapon should be able to kill a protoheavy in less than a second. Even forge guns require a delay (charge up time).
With the damage and range REs get compared to other explosives, the user should sacrifice time and ease-of-use. Grenades are easy to use yet are not as powerful as REs. REs are more powerful than grenades yet they are nearly as easy to use. You just have to put up with pressing another button with a split-second delay. (who ever said their REs already have a 1-2 second timer is having input issues on their end or is full of crap)
It has a delay, what don't you understand there? The current delay seems fine. for prototype weapon. QQ more about something that is obviously there to test it's use to determine the prereq and SP multiplier. Do you really think CCP plans on having them like they are currently and just lvl 1, no reason to have a full demolitions skill? I think the power is fine if it's the prototype one. it's a damn explosive.
At this point, I feel like we should just copy/paste this entire thread again. This is the millionth time you guys have posted a retort that completely misses the point of my argument. You guys always ignore the important parts and never acknowledge the entire argument.
Maybe it's as simple as miscommunication, I don't know. So I'm going to spell out the important parts for you.
I know it has a delay. If you read my previous post you will see that I acknowledge that, very clearly. It's delay, as I stated, is short. You can place/detonate REs faster than you can use a grenade. You can place/detonate REs faster than someone who can shoot you twice with a shotgun. Then, to cut the time even shorter, you don't even have to detonate it yourself to make an RE go boom. This is a pure FPS mechanic issue. You cannot fix this FPS mechanic issue with an MMO style solution (higher prereqs/skill multiplier/weapon tier placement)
Try not to assume that you "know" what CCP's plans are. Unless they specifically tell us, none of us know. We are not supposed test this game in collaboration with what we "think" CCP wants. If we were, they will tell us specifically what they want. And sometimes, what they want, isn't what they always get. Even game developers can be surprised.
To summarize, I feel that these Standard REs should stay in the standard tier gear. As long as their power, range and control is offset by an increased (compared to grenades) requirement for pre-planning and coordination. Then, advanced and prototype REs could offer larger blast radius', AV variants, different side-grades; literally every single stat REs have is customizable and grounds for change, for creating new ways REs can be used.
But in order for this to happen, the broken FPS mechanic needs to be fixed (If you already forgot why this is a broken mechanic, please read the italicized paragraph). The solution? 1.5 second arming timer, then you would be free to throw your Frisbee of Death.
PS The important parts in this post that you should acknowledge are the parts where I say anything pertaining to "FPS Mechanics". If you have a retort against these arguments, I would be glad to hear it. If you are going to nit-pick at one single sentence, go troll elsewhere. |
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Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.18 02:04:00 -
[261] - Quote
Varys Targaryen wrote: I know it has a delay. If you read my previous post you will see that I acknowledge that, very clearly. It's delay, as I stated, is short. You can place/detonate REs faster than you can use a grenade. You can place/detonate REs faster than someone who can shoot you twice with a shotgun. Then, to cut the time even shorter, you don't even have to detonate it yourself to make an RE go boom. This is a pure FPS mechanic issue. You cannot fix this FPS mechanic issue with an MMO style solution (higher prereqs/skill multiplier/weapon tier placement)
I think I addressed most of these issues in an earlier post that I made:
Shutter Fly wrote:
Are you an SMG or Shotgun user? It is incredibly easy to dodge REs while in CQC, the blast radius is small enough that you can be completely out of the way before they hit the ground. I have only been killed by an RE in a CQC gunfight 2-3 times, and I use the Breach Shotgun exclusively. The difference is that I also use REs, and know exactly how to kill those that use them. There have been countless times that I've run into someone running in circles throwing REs and easily killed them with no harm to myself.
When I run up to a group of enemies while I'm carrying REs, their deaths are their own fault. In my main fitting, my sprint speed is 9.70m/s, but I have >250HP total. If you die, it is because you weren't aware of your surroundings. If you get blown up in a gunfight, it is because of one of three things: you didn't react quickly enough, you weren't paying attention to your surroundings, or you didn't kill me quickly enough (I die if someone thinks about breathing in my direction, not difficult). The reason people die is that they get so focused on shooting me that they somehow fail to notice that I'm not even carrying a gun, then they again fail to react when I obviously lob a bomb between their legs
To sum it up, almost all of these are non-issues. They aren't problems with REs, they are merely aspects and advantages of using them. I will concede that REs should merely disappear upon death, I didn't mention this issue in my previous post, but I agree that it is a major exploit. As for grenades, you don't have to switch to them and they can be thrown much farther than REs. The other points are addressed above, they are not overpowered in gunfights, players just don't handle the situation correctly. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.18 02:11:00 -
[262] - Quote
re's are fine, i rarely die from them, you need to pay attention to your surroundings.
the only nerf that i could see as acceptable it the amount you carry, but they need to do more damage to structures/vehicles |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.18 02:26:00 -
[263] - Quote
Shutter Fly wrote:Varys Targaryen wrote:I know it has a delay. If you read my previous post you will see that I acknowledge that, very clearly. It's delay, as I stated, is short. You can place/detonate REs faster than you can use a grenade. You can place/detonate REs faster than someone who can shoot you twice with a shotgun. Then, to cut the time even shorter, you don't even have to detonate it yourself to make an RE go boom. This is a pure FPS mechanic issue. You cannot fix this FPS mechanic issue with an MMO style solution (higher prereqs/skill multiplier/weapon tier placement) I think I addressed most of these issues in an earlier post that I made: Shutter Fly wrote:Are you an SMG or Shotgun user? It is incredibly easy to dodge REs while in CQC, the blast radius is small enough that you can be completely out of the way before they hit the ground. I have only been killed by an RE in a CQC gunfight 2-3 times, and I use the Breach Shotgun exclusively. The difference is that I also use REs, and know exactly how to kill those that use them. There have been countless times that I've run into someone running in circles throwing REs and easily killed them with no harm to myself.
When I run up to a group of enemies while I'm carrying REs, their deaths are their own fault. In my main fitting, my sprint speed is 9.70m/s, but I have >250HP total. If you die, it is because you weren't aware of your surroundings. If you get blown up in a gunfight, it is because of one of three things: you didn't react quickly enough, you weren't paying attention to your surroundings, or you didn't kill me quickly enough (I die if someone thinks about breathing in my direction, not difficult). The reason people die is that they get so focused on shooting me that they somehow fail to notice that I'm not even carrying a gun, then they again fail to react when I obviously lob a bomb between their legs To sum it up, almost all of these are non-issues. They aren't problems with REs, they are merely aspects and advantages of using them. I will concede that REs should merely disappear upon death, I didn't mention this issue in my previous post, but I agree that it is a major exploit. As for grenades, you don't have to switch to them and they can be thrown much farther than REs. The other points are addressed above, they are not overpowered in gunfights, players just don't handle the situation correctly. When I've died to REs that were actually used in combat, I've walked into CQC with the opponent as I'm turning a corner - it wasn't a lack of awareness on my part, and NO, the radius of the explosion WASN'T small enough to be "incredibly easy to dodge" when I had literally less than a second from seeing the target to being blown up. We both had the same amount of time to react, but it takes longer to kill your >250HP Scout with my AR or SMG than it takes you to kill my >250HP Scout with your RE, and the blast radius ISN'T small enough that it can be dodged effectively when you're that close.
And for grenades, you "don't have to switch to them" but you may as well have to with the delay between hitting the button and actually throwing, and the delay before you can shoot again afterwards. Grenades actually CAN be dodged effectively in CQC. Maybe you got them and REs confused in that part of your post? |
Varys Targaryen
200
|
Posted - 2012.07.18 02:49:00 -
[264] - Quote
Shutter Fly wrote:Varys Targaryen wrote: I know it has a delay. If you read my previous post you will see that I acknowledge that, very clearly. It's delay, as I stated, is short. You can place/detonate REs faster than you can use a grenade. You can place/detonate REs faster than someone who can shoot you twice with a shotgun. Then, to cut the time even shorter, you don't even have to detonate it yourself to make an RE go boom. This is a pure FPS mechanic issue. You cannot fix this FPS mechanic issue with an MMO style solution (higher prereqs/skill multiplier/weapon tier placement)
I think I addressed most of these issues in an earlier post that I made: Shutter Fly wrote:
Are you an SMG or Shotgun user? It is incredibly easy to dodge REs while in CQC, the blast radius is small enough that you can be completely out of the way before they hit the ground. I have only been killed by an RE in a CQC gunfight 2-3 times, and I use the Breach Shotgun exclusively. The difference is that I also use REs, and know exactly how to kill those that use them. There have been countless times that I've run into someone running in circles throwing REs and easily killed them with no harm to myself.
When I run up to a group of enemies while I'm carrying REs, their deaths are their own fault. In my main fitting, my sprint speed is 9.70m/s, but I have >250HP total. If you die, it is because you weren't aware of your surroundings. If you get blown up in a gunfight, it is because of one of three things: you didn't react quickly enough, you weren't paying attention to your surroundings, or you didn't kill me quickly enough (I die if someone thinks about breathing in my direction, not difficult). The reason people die is that they get so focused on shooting me that they somehow fail to notice that I'm not even carrying a gun, then they again fail to react when I obviously lob a bomb between their legs
To sum it up, almost all of these are non-issues. They aren't problems with REs, they are merely aspects and advantages of using them. I will concede that REs should merely disappear upon death, I didn't mention this issue in my previous post, but I agree that it is a major exploit. As for grenades, you don't have to switch to them and they can be thrown much farther than REs. The other points are addressed above, they are not overpowered in gunfights, players just don't handle the situation correctly.
Personal testimonials only serve as an "alarm" for issue. It's support, not proof. I feel there are a lot more people who dislike the way REs are being used. I used to believe that everybody was just being babies. I hardly got killed with them, because I used long range weapons and whenever I was in close, I was always just far away enough to escape. But EVERYBODY cried. So I heard. I listened. I got in close and understood what everybody has been talking about. Used REs myself, just to see what it was like. REs negate certain playstyles with little negative consequence. REs negate anti-infantry heavies, HMGs, SMGs, Non-breach shotguns. It's off balance. Heavies should be taken out with teamwork or a clever plan, not a last ditch effort.
You support the notion that it is "incredibly easy to dodge REs while in CQC" because you exclusively use the Breach Shotgun. A vast improvement of range and damage in exchange for ammo capacity and reload speed. You also probably run a scout or use sprint enhancers. That is the only fit that I could see standing a chance of winning a cqc fight, but only because of the instant one-shot power of the Breach Shotgun and the increase range that comes along with it. With you being at optimum breach range, calling it CQC is a bit of a stretch. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.18 03:01:00 -
[265] - Quote
remote explosives one hit kill
RE OHK
Rokh
I see people crying for a nerf.. of rocks
but it's like they don't even know. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.18 03:22:00 -
[266] - Quote
HD Sniper wrote:STB-stlcarlos989 EV wrote:Abron Garr wrote:HD Sniper wrote:So I think what we can gather from this thread is that REs are fine how they are. People just need to L2P. Actually I think we've established that REs need a change in either higher skill requirements or more complicated arming mechanics. No idea what thread you've been reading... +1 -1 All I read was a bunch of jibber jabber about not wanting to L2P and just run up on people not employing any tactics. This is not CoD please don't try to make it CoD. Just go play that instead. Some of us like a deverse game that takes tactics and skill and is not all nerfed to hell so people can run around with reckless abandon. Oh and there were some sensible posts trying to combat that mindless dribble. Again, so REs are fine. Some just need to L2P.
I get many kills with REs and I can count on one hand the number of times I've been killed by them. In fact, your name looks familiar, I've probably killed you with REs. But I can also shoot. I don't expect everyone to only use guns in Dust and there should be many different playstyles supported. My problem with RE is that it works better than grenades at the moment. Some of this has to do with poor grenade mechanics but I suspect it also has to do with how easy RE is to use. Two proposed changes both have merit. either increase the skill pre-reqs for RE or change their placement mechanic. I can live with one or the other.
I'd prefer a change that requires a user to "place" the RE like you place wall mines in Splinter Cell and other games. This would make them stick to vehicles, objectives and walls. They'd still kill multiple people, they'd still make heavies fly 30 feet in the air and they'd still make for lolzy kills. But they'd require more awareness and planning. I can also live with a higher skill requirement because it means a player has a larger investment into that playstyle.
One more thing...
Were you one of those on the forums screaming "L2P" when Swarm launcher abuse was brought up? In case you haven't noticed, this is a BETA. Our job is to point out perceived imbalances, either too weak or too strong, BEFORE the game goes live. You either roll with the punches and provide feedback or you entrench yourself into one playstyle and scream "L2P" which incidentally adds nothing to the conversation. I don't know if you're in the latter camp, but your posts seem to suggest it. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.18 03:24:00 -
[267] - Quote
STB-stlcarlos989 EV wrote:HD Sniper wrote:RolyatDerTeufel wrote:Longshot Ravenwood wrote:1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed. doing something right. With the abuse i have of this wonderful weapon, I would know a better way to nerf the RE without really requiring a nerf. The ones we have currently need to be advanced or prototype, with a larger prereq before demolitions can be trained. Need to cost more after beta, like alot of stuff will. lvl 1 varient and more varients in general need to be added. No planting animation needed. or shorter distance. Distance is dependent on alot of things. Suit's base speed (no sprint), Jumping, height from which it's thrown. I jump from top of hills and toss a RE, and have gotten for sure over 15 meters in a toss. Probably closer to 20 but i cant be for sure. So people are mad at people "jumping off of hills" to extend throwing distance? lol Ok everyone walk around slowly, no jumping, no tactics, hell make the map flat so we can be SURE that something isn't OP. And if I die it's not me or my tactics, someting is OP. I don't know what but it's OP and it's owning me. Got it. /thread This isn't about jumping, its about the fact that they can be deployed and then instantly triggered. There needs to be some way of arming them, with a grenade its pulling out the clip with these there needs to be an arming time or a planting animation. Running around with live explosives that are triggered with the push of a button on your wrist would be the stupidest way to handle an explosive device. I f you haven't noticed, the thread has evolved. It's not about just you anymore. It's everyone's concerns. Why do you think people are posting? Must they bend to only your issue? Thread change and you need to stop harping about the SAME issue and change too. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.07.18 03:46:00 -
[268] - Quote
Arming Animation, and Plant at feet. Or just make it a proxy mine, with less mines per load out. |
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CCP Frame
Royal Amarr Institute Amarr Empire
351
|
Posted - 2012.07.19 03:51:00 -
[269] - Quote
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. |
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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.19 03:53:00 -
[270] - 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 Whoah, only 2? That seems a bit excessive, but I -love- the sound of the arming time. The only reason I'd say only having 2 seems like an unnecessary nerf is due to their effectiveness against HAVs. That'll negatively impact one of my main means of killing them, namely getting together with another scout and laying a patch of 10 of them before luring the thing in and watching it crumble into ash. |
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