Pages: 1 2 3 4 5 6 7 8 9 10 11 12 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.15 04:29:00 -
[1] - Quote
No one who use remote explosives myself included can deny that they are broken. People start to lose a gun fight so they just jump hit R2-R1-L1 and problem solved. It is getting ridiculous but there is an easy fix and that is an activation time of say 2 seconds. Now a lot of people will get upset about it but if REs are your main way to kill people, then you have a problem. By adding an activation time REs will be used as they were intended to defend objectives or take out objects, not to use to throw at some one who is beating you in a gun fight.
For those that want to say I'm QQing, I use REs too I'm just offering a suggesting that will fix the current issue.
Edit: I'm not asking for a nerf the damage and radius are fine |
Ourors
Doomheim
130
|
Posted - 2012.07.15 04:31:00 -
[2] - Quote
some people will call you a whiner some people are objectively wrong about game balance, or want to appear more wise than others
remote explosives are broken in their current state, just deal with it and accept the nerf(s) |
Uncle AWOL Protheans
BetaMax.
38
|
Posted - 2012.07.15 04:31:00 -
[3] - Quote
he's right. the damage and radius of the remote explosives is fine, the only problem is the way people use them. they aren't supposed to be a " I win" button when you start losing. |
Ion Crush
Militaires-Sans-Frontieres
32
|
Posted - 2012.07.15 04:34:00 -
[4] - Quote
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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 04:34:00 -
[5] - Quote
I run around with my RE out. idk about you but i like the extra speed from carrying something small.
My primary is RE then knife then my AR.
It's how I play.
Also 2 seconds would be way to long. it's already got a good time imo. I can't say they always respond to my L1 pressing. and they sometimes go through the ground.
But as they are RE should be less damage, but advanced should be like the ones we have.
Cause the Cortex is a varient of RE, and thats the modules to call Bombardments.
and gg Last game ;) |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.15 04:36:00 -
[6] - Quote
RolyatDerTeufel wrote:I run around with my RE out. idk about you but i like the extra speed from carrying something small.
My primary is RE then knife then my AR.
It's how I play.
Also 2 seconds would be way to long. it's already got a good time imo. I can't say they always respond to my L1 pressing. and they sometimes go through the ground.
But as they are RE should be less damage, but advanced should be like the ones we have.
Cause the Cortex is a varient of RE, and thats the modules to call Bombardments.
and gg Last game ;)
lol I hate your RE style. |
Mock Five
Crux Special Tasks Group Gallente Federation
10
|
Posted - 2012.07.15 04:38:00 -
[7] - Quote
Could a possiable easy solution be a slower animation of throwing them or even better have a 2-6 second delay of when you can detonate it. This would stop the use of throwing them before death and it would also not really damage the blanace of the remote explosive. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 04:39:00 -
[8] - Quote
STB-stlcarlos989 EV wrote:lol I hate your RE style.
10.36 m/s running to where i need to go.
jumping to increase throw distance.
just awesome the stuff you learn |
Roccano1
152
|
Posted - 2012.07.15 04:39:00 -
[9] - Quote
RolyatDerTeufel wrote:I run around with my RE out. idk about you but i like the extra speed from carrying something small.
My primary is RE then knife then my AR.
It's how I play.
Also 2 seconds would be way to long. it's already got a good time imo. I can't say they always respond to my L1 pressing. and they sometimes go through the ground.
But as they are RE should be less damage, but advanced should be like the ones we have.
Cause the Cortex is a varient of RE, and thats the modules to call Bombardments.
and gg Last game ;)
Personally, thats not a way that the game needs to be played. They need to restrict RE's to a certain type of suit, like they did with the Swarms (I think, if not then they need to restrict swarms to heavies) RE's are cheap ways of getting kills and its really annoying when your in a firefight with someone, and either your kills are stolen by someone, or you get killed by someone using them.
I was in a game against you, and that was seriously the only way you were getting any kills on me, you tried with the rifle, as well as the knife, but since I was in a heavy suit, I think you just gave up and used a RE on me.
Its cheap, and they need to do something about it to prevent people from using the exploit any more. |
Genhawkk
Osmon Surveillance Caldari State
19
|
Posted - 2012.07.15 04:42:00 -
[10] - Quote
Someone made a really good suggestion in another thread...
When you deploy an Remote Explosive, they shoudl deploy at your feet! Not be thrown like a grenade....
That would help balance them in my eyes (opinion of coarse) |
|
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 04:45:00 -
[11] - Quote
They need to reduce the amount you can cary. I would also like them to reduce the throw distance. Not just because people are whipping them like grenades but the accuracy on placement is very poor. If they're going to go up in cost and able to carry less of them then you should be able to put them precisely where you want them. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 04:46:00 -
[12] - Quote
Roccano1 wrote: Personally, thats not a way that the game needs to be played. They need to restrict RE's to a certain type of suit, like they did with the Swarms (I think, if not then they need to restrict swarms to heavies) RE's are cheap ways of getting kills and its really annoying when your in a firefight with someone, and either your kills are stolen by someone, or you get killed by someone using them.
I was in a game against you, and that was seriously the only way you were getting any kills on me, you tried with the rifle, as well as the knife, but since I was in a heavy suit, I think you just gave up and used a RE on me.
Its cheap, and they need to do something about it to prevent people from using the exploit any more.
restrictions? No
It's how i want to play, fast and furious.
The RE at lvl 1 are OP sure, but they are RE that has a varient that is Cortex.
Heavies i don't waste AR ammo anymore. and Knife would be like all my stamina then my speed is worthless. I'm not going to waste 2 mags on a heavy with a basic AR |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 04:47:00 -
[13] - Quote
Ignatius Crumwald wrote:They need to reduce the amount you can cary. I would also like them to reduce the throw distance. Not just because people are whipping them like grenades but the accuracy on placement is very poor. If they're going to go up in cost and able to carry less of them then you should be able to put them precisely where you want them.
I only throw mine so far cause I jump and tose it.
but Lvl 1 is OP, make this current ones advanced prereq |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 04:51:00 -
[14] - Quote
No offense, but I believe the "fast and furious" gameplay itch should be scratched with grenades, not a pocket full of super nukes. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 04:54:00 -
[15] - Quote
Ignatius Crumwald wrote:No offense, but I believe the "fast and furious" gameplay itch should be scratched with grenades, not a pocket full of super nukes.
Grenades aren't useful.
But If they were lvl 4 prereq'd i'd be ok.
only lvl 1 is super OP, agree with that. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 04:59:00 -
[16] - Quote
Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one* |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 05:00:00 -
[17] - Quote
RolyatDerTeufel wrote:Ignatius Crumwald wrote:No offense, but I believe the "fast and furious" gameplay itch should be scratched with grenades, not a pocket full of super nukes. Grenades aren't useful. But If they were lvl 4 prereq'd i'd be ok. only lvl 1 is super OP, agree with that.
You shouldn't be able to throw and detonate a remote explosive faster than you can a grenade.
The damage alone on RE's dictate they have a LONGER arming time than a grenade.
In future updates I'm sure proxmines will be introduced, I don't think I should have to mention that I don't wish to see people running around throwing proxmines in the middle of a gun fight.
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 05:04:00 -
[18] - Quote
RolyatDerTeufel wrote:Ignatius Crumwald wrote:No offense, but I believe the "fast and furious" gameplay itch should be scratched with grenades, not a pocket full of super nukes. Grenades aren't useful. But If they were lvl 4 prereq'd i'd be ok. only lvl 1 is super OP, agree with that. I entirely agree with this though. They should be an advanced skill. Make people work for the ability to whip it like a trouser snake. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:04:00 -
[19] - Quote
Ignatius Crumwald wrote:RolyatDerTeufel wrote:Ignatius Crumwald wrote:No offense, but I believe the "fast and furious" gameplay itch should be scratched with grenades, not a pocket full of super nukes. Grenades aren't useful. But If they were lvl 4 prereq'd i'd be ok. only lvl 1 is super OP, agree with that. You shouldn't be able to throw and detonate a remote explosive faster than you can a grenade. The damage alone on RE's dictate they have a LONGER arming time than a grenade. In future updates I'm sure proxmines will be introduced, I don't think I should have to mention that I don't wish to see people running around throwing proxmines in the middle of a gun fight.
Ohh i'm sure someone will try it and find a way to do it.
You can't throw the RE anywhere close to as far as a grenade. And there is a time limit already that is short, but honestly they need to be higher lvl prereq for the strenght it has would make sense. I'm looking for a way to stay away from nerfing while still being in the context of having a demolitions skill that goes to 5. |
Roccano1
152
|
Posted - 2012.07.15 05:05:00 -
[20] - Quote
RolyatDerTeufel wrote:Roccano1 wrote: Personally, thats not a way that the game needs to be played. They need to restrict RE's to a certain type of suit, like they did with the Swarms (I think, if not then they need to restrict swarms to heavies) RE's are cheap ways of getting kills and its really annoying when your in a firefight with someone, and either your kills are stolen by someone, or you get killed by someone using them.
I was in a game against you, and that was seriously the only way you were getting any kills on me, you tried with the rifle, as well as the knife, but since I was in a heavy suit, I think you just gave up and used a RE on me.
Its cheap, and they need to do something about it to prevent people from using the exploit any more.
restrictions? No It's how i want to play, fast and furious.The RE at lvl 1 are OP sure, but they are RE that has a varient that is Cortex. Heavies i don't waste AR ammo anymore. and Knife would be like all my stamina then my speed is worthless. I'm not going to waste 2 mags on a heavy with a basic AR
It doesnt matter how YOU want to play, it matters how much of an issue this is to the rest of the people that play the game. You know, the whole "1000 is more important than a single person" thing. The fact that you NEED RE just to take out a heavy tells me one thing. Well, two actually.
1. You cant aim with the AR 2. You havent gotten your skills up with the AR
I have killed plenty of Heavies, proto and otherwise, with a militia AR with at most 1 and a half clips |
|
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 05:06:00 -
[21] - Quote
How about we nerf guns too? lets accept the nerfs too eh? yea didn't think so. If you get killed by a RE deal with it. If you get killed by a grenade deal with it. if you get killed by a super tank deal with it. I should be able to play how i want to play and not have to go by what the general public wants me to use. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.15 05:08:00 -
[22] - Quote
Absol Evoxazon wrote:How about we nerf guns too? lets accept the nerfs too eh? yea didn't think so. If you get killed by a RE deal with it. If you get killed by a grenade deal with it. if you get killed by a super tank deal with it. I dont think i should be able to play how i want to play and not have to go by what the general public wants me to use.
No RE nerf just an activation time. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 05:10:00 -
[23] - Quote
STB-stlcarlos989 EV wrote:Absol Evoxazon wrote:How about we nerf guns too? lets accept the nerfs too eh? yea didn't think so. If you get killed by a RE deal with it. If you get killed by a grenade deal with it. if you get killed by a super tank deal with it. I dont think i should be able to play how i want to play and not have to go by what the general public wants me to use. No RE nerf just an activation time. Just make them a higher requisite and boost the Skill Multiplier. That's a better solution. Make them a grenade type multiplier. |
Roccano1
152
|
Posted - 2012.07.15 05:13:00 -
[24] - Quote
Absol Evoxazon wrote:How about we nerf guns too? lets accept the nerfs too eh? yea didn't think so. If you get killed by a RE deal with it. If you get killed by a grenade deal with it. if you get killed by a super tank deal with it. I should be able to play how i want to play and not have to go by what the general public wants me to use.
I dont care about tanks, I can counter those with a forge gun.
What I CANT counter, is someone in a scout suit, or an assault suit, running around and tossing RE's at me that are one hit kills, even when im in a heavy suit.
Even a grenade isnt a ohko
Also, the fact that you "Want to play how you want to" no matter the cost to everyone else around you, is an extremely selfish way to play. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:13:00 -
[25] - Quote
Roccano1 wrote:
It doesnt matter how YOU want to play, it matters how much of an issue this is to the rest of the people that play the game. You know, the whole "1000 is more important than a single person" thing. The fact that you NEED RE just to take out a heavy tells me one thing. Well, two actually.
1. You cant aim with the AR 2. You havent gotten your skills up with the AR
I have killed plenty of Heavies, proto and otherwise, with a militia AR with at most 1 and a half clips
I can aim with AR and i only have lvl 4 AR op, lvl 5 weaponary I use AR a bit, but heavies eat ammo, why handicap myself by wasting that on them? Using more then a mag on someone isn't effective use of my ammo.
I never said i NEED RE to kill a heavy.
And you want to limit both RE and swarm to a certain class of dropsuits, that's limiting EVERYONE, some don't want to have a heavy suit to kill a tank that can easily destroy that suit cause of it's low speed.
@Absol, the CreoDron needs to be looked at for guns, but they are good for the rest.
I'd rather have the prereq changed then nerf or limit it to a certain suit. |
Roccano1
152
|
Posted - 2012.07.15 05:21:00 -
[26] - Quote
RolyatDerTeufel wrote:Roccano1 wrote:
It doesnt matter how YOU want to play, it matters how much of an issue this is to the rest of the people that play the game. You know, the whole "1000 is more important than a single person" thing. The fact that you NEED RE just to take out a heavy tells me one thing. Well, two actually.
1. You cant aim with the AR 2. You havent gotten your skills up with the AR
I have killed plenty of Heavies, proto and otherwise, with a militia AR with at most 1 and a half clips
I can aim with AR and i only have lvl 4 AR op, lvl 5 weaponary I use AR a bit, but heavies eat ammo, why handicap myself by wasting that on them? Using more then a mag on someone isn't effective use of my ammo. I never said i NEED RE to kill a heavy. And you want to limit both RE and swarm to a certain class of dropsuits, that's limiting EVERYONE, some don't want to have a heavy suit to kill a tank that can easily destroy that suit cause of it's low speed. @Absol, the CreoDron needs to be looked at for guns, but they are good for the rest. I'd rather have the prereq changed then nerf or limit it to a certain suit.
Well, to be honest, the fact that a scout suit can just run around with explosives that can take anything lower than a maxed out tank in one hit, is REALLY OP if you ask me, regardless of the level you need to run the RE itself.
"Some dont want to have a heavy suit to kill a tank"
Thats what Heavies are there for, they are there to be a damage sponge, while taking out the more highly armored targets.
When im running a heavy suit (A T1 heavy suit btw) I RARELY get killed by tanks within their first three volleys. Now, if I sti still and let them hit me, sure, they can kill me pretty quick, but even then it takes one or two hits to do so. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 05:29:00 -
[27] - Quote
Anyone defending RE's is probably a **** sympathizer. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 05:34:00 -
[28] - Quote
Roccano1 wrote:Absol Evoxazon wrote:How about we nerf guns too? lets accept the nerfs too eh? yea didn't think so. If you get killed by a RE deal with it. If you get killed by a grenade deal with it. if you get killed by a super tank deal with it. I should be able to play how i want to play and not have to go by what the general public wants me to use. I dont care about tanks, I can counter those with a forge gun. What I CANT counter, is someone in a scout suit, or an assault suit, running around and tossing RE's at me that are one hit kills, even when im in a heavy suit. Even a grenade isnt a ohko Also, the fact that you "Want to play how you want to" no matter the cost to everyone else around you, is an extremely selfish way to play. So, your asking everyone to change an entire culture of FPS Console players? The trans from Computer to Console = Cultural change too. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.15 05:34:00 -
[29] - Quote
RE's need to be plantable only. You should be stuck in a spot for 3/4-ish seconds while you plant and arm it at your feet, and then be able to detonate it. You are literally using a weapon that can one hit kill /anything/ and /everything/ in the game bar a decked out supertank, and it has next to zero risk or handicaps for the user.
Then of course you should be able to get skills to reduce the plant time by a second or so, but you should still be heavily hadicapped when using a one hit kill all weapon. |
Wynn80
43
|
Posted - 2012.07.15 05:34:00 -
[30] - Quote
Just remove the throw from them and only let them place on the ground or walls.
My last game the other team shoot all the ones I place on nodes so I switch my other support load out that doesn't have them..
So good news is the player base is look for them on the ground now. |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 05:35:00 -
[31] - Quote
Ignatius Crumwald wrote:Anyone defending RE's is probably a **** sympathizer. Yeah, we are.
Calm down and go back to Skirmish. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.15 05:35:00 -
[32] - Quote
SOCOM 4 C4 spam all over again tbh. |
Rugman91
Deep Space Republic
143
|
Posted - 2012.07.15 05:35:00 -
[33] - Quote
A longer deployment time sounds like bad idea to me. I think simply shorting the distance they can be tossed is best |
Equto Isu
Osmon Surveillance Caldari State
16
|
Posted - 2012.07.15 05:41:00 -
[34] - Quote
RE's are not designed as the better grenade and should not be used as such. RE's are Anti-Vehicle and Anti-Structure, and if in the wrong spot a good trap. However trying to say instant detonation, OHK, fast weapons are not overpowered or need changing other than requiring longer to acquire is just plain ridiculous.
This is currently bringing back the "care package" glitch from call of duty where people where people could use a care package and run at the speed of a car and OHK everyone with a knife and yet noone wanted it to change. Saying without it they can't play the game and they would quit. After it was fixed people still played the game and found different cheap tactics and glitches.Keep in mind that this is currently in beta, your KDR, ISK, SP, and current items are getting wiped before it goes live and this is designed to prevent issues such as the RE's from making it to release.
My personal Opinion, 1. Limit the number to 3 per slot maximum 2. Limit the range to just in front of the person either on a wall/floor or vehicle 3. Add an "arm" time of 3 seconds to prevent sticking on a wall and then blowing everyone up who might kill you.
Make RE's the traps of the game designed to take out people capturing objectives, walking through door ways, and going through the wrong opening. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:45:00 -
[35] - Quote
Roccano1 wrote:
Well, to be honest, the fact that a scout suit can just run around with explosives that can take anything lower than a maxed out tank in one hit, is REALLY OP if you ask me, regardless of the level you need to run the RE itself.
"Some dont want to have a heavy suit to kill a tank"
Thats what Heavies are there for, they are there to be a damage sponge, while taking out the more highly armored targets.
When im running a heavy suit (A T1 heavy suit btw) I RARELY get killed by tanks within their first three volleys. Now, if I sti still and let them hit me, sure, they can kill me pretty quick, but even then it takes one or two hits to do so.
I can't hit advanced tanks one hit with them
Using them on the suit of your choice is how dust should be played if you even want to use RE.
They do great for AV infantry, but most people don't want to limit to only heavies to use anti vehicle weapons. GIVE PEOPLE CHOICES is how i'd rather see dust, if they start making kit's that are pretty much premade cause of limits made BY DESIGN is a bad idea. It stops creative Fittings.
You must not use the Forge gun that charges up, i have AV friends that can't do anything cause of that. and I got a friend with proto swarm on a scout suit so he can try and survive. It's how people play.
You suggested limiting it to only certain suits. With that logic, lets give only scouts the ability to use speed modules.
about the shorter distance, it's already pretty short, it's like 5 meters standing still without it sliding.
I've just found a way to get passed it, cause of something that isn't OP, it's just smart. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:47:00 -
[36] - Quote
RE need a buff if you want them to go against tanks.
It takes over 10 for a upgraded tank, and they try to keep themselves alive, without their reps going it takes over 5. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 05:49:00 -
[37] - Quote
RolyatDerTeufel wrote:RE need a buff if you want them to go against tanks.
It takes over 10 for a upgraded tank, and they try to keep themselves alive, without their reps going it takes over 5.
Here's how I have to take out a Super Tank:
Run up to tank. Jump on tank. Remote, remote, remote, repeat. Remotes gone, pull out gun, look down fire. Ammo out, Nova Knife.
I feel like I'm in a crab battle half the time I fight Marauders. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 05:50:00 -
[38] - Quote
RolyatDerTeufel wrote:RE need a buff if you want them to go against tanks.
It takes over 10 for a upgraded tank, and they try to keep themselves alive, without their reps going it takes over 5.
We don't want them to go against tanks.
No one wants this.
No one. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:52:00 -
[39] - Quote
Arceus Evoxazon wrote:RolyatDerTeufel wrote:RE need a buff if you want them to go against tanks.
It takes over 10 for a upgraded tank, and they try to keep themselves alive, without their reps going it takes over 5. Here's how I have to take out a Super Tank: Run up to tank. Jump on tank. Remote, remote, remote, repeat. Remotes gone, pull out gun, look down fire. Ammo out, Nova Knife. I feel like I'm in a crab battle half the time I fight Marauders.
I try with all 5 and it doesn't take down shields from the shield tankers. 1 takes shield off of the armor tankers. but over 6 to kill their armor.
I've tryed it with a friend that is all HAV's. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 05:53:00 -
[40] - Quote
Ignatius Crumwald wrote:RolyatDerTeufel wrote:RE need a buff if you want them to go against tanks.
It takes over 10 for a upgraded tank, and they try to keep themselves alive, without their reps going it takes over 5. We don't want them to go against tanks. No one wants this. No one.
So an explosive shouldn't be used against tanks? |
|
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 05:58:00 -
[41] - Quote
What will the Swarm launchers, Forge guns, AV mines, and AV grenades be for then? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:01:00 -
[42] - Quote
Ignatius Crumwald wrote:What will the Swarm launchers, Forge guns, AV mines, and AV grenades be for then?
Same thing
AV mines? where are those?
so you want RE just for infantry? were you the one that said the proxymines will probably make it in at some point?
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:04:00 -
[43] - Quote
RolyatDerTeufel wrote:Ignatius Crumwald wrote:What will the Swarm launchers, Forge guns, AV mines, and AV grenades be for then? Same thing AV mines? where are those? so you want RE just for infantry? were you the one that said the proxymines will probably make it in at some point?
Goldeneye 64? Is that you? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:07:00 -
[44] - Quote
Arceus Evoxazon wrote:
Goldeneye 64? Is that you?
Nope, same PSN as my dust name |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.15 06:08:00 -
[45] - Quote
RolyatDerTeufel wrote:Arceus Evoxazon wrote:
Goldeneye 64? Is that you?
Nope, same PSN as my dust name
He's referencing the proxy mines from Goldeneye on the Nintendo 64....
License to kill only baby, first to 20! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:10:00 -
[46] - Quote
Daddrobit wrote:RolyatDerTeufel wrote:Arceus Evoxazon wrote:
Goldeneye 64? Is that you?
Nope, same PSN as my dust name He's referencing the proxy mines from Goldeneye on the Nintendo 64.... License to kill only baby, first to 20!
Ohh :P well, shut up daddrobit, you're never on TeamSpeak so i can tell it to you on voice |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.15 06:14:00 -
[47] - Quote
RolyatDerTeufel wrote:Daddrobit wrote:RolyatDerTeufel wrote:Arceus Evoxazon wrote:
Goldeneye 64? Is that you?
Nope, same PSN as my dust name He's referencing the proxy mines from Goldeneye on the Nintendo 64.... License to kill only baby, first to 20! Ohh :P well, shut up daddrobit, you're never on TeamSpeak so i can tell it to you on voice
I have no access to my comp in the game room. And I like to actually be able to use my nice headset to hear the game...
So nyahhhh |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:14:00 -
[48] - Quote
RolyatDerTeufel wrote:Arceus Evoxazon wrote:
Goldeneye 64? Is that you?
Nope, same PSN as my dust name I meant the proxy mines ... |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.15 06:18:00 -
[49] - Quote
As stated above, they can give it an arming time, and/or possibly look into a limit the number that a team can have out at any given time.
make them sticky, though, so they adhere to surfaces like walls, ceilings, and hulls of enemy vehicles (lol) |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:18:00 -
[50] - Quote
Arceus Evoxazon wrote: I meant the proxy mines ...
It's 2:15 am sorry :P
and Dadrobit, i can give you permissions to so you can listen to us for queuing up. But i have 2 headsets for PC and my PSN mic in, just not really used right now. |
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:20:00 -
[51] - Quote
Minmatar Slave 74136 wrote:As stated above, they can give it an arming time, and/or possibly look into a limit the number that a team can have out at any given time.
make them sticky, though, so they adhere to surfaces like walls, ceilings, and hulls of enemy vehicles (lol)
Limit on how many the entire team can have? that's a little nuts to be honest.
but the sticky is only needed for vehicles.
also, a sticky varient would be a great idea. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.15 06:23:00 -
[52] - Quote
RolyatDerTeufel wrote:Arceus Evoxazon wrote: I meant the proxy mines ...
It's 2:15 am sorry :P and Dadrobit, i can give you permissions to so you can listen to us for queuing up. But i have 2 headsets for PC and my PSN mic in, just not really used right now.
Nonono, I have the access on TS to be in chat and all that jazz, it's just that my computer is in one room and my Playstation is in another. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:23:00 -
[53] - Quote
Daddrobit wrote:RolyatDerTeufel wrote:Arceus Evoxazon wrote: I meant the proxy mines ...
It's 2:15 am sorry :P and Dadrobit, i can give you permissions to so you can listen to us for queuing up. But i have 2 headsets for PC and my PSN mic in, just not really used right now. Nonono, I have the access on TS to be in chat and all that jazz, it's just that my computer is in one room and my Playstation is in another.
ahhhh, nub.
get a longer cord :P lol |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.15 06:26:00 -
[54] - Quote
RolyatDerTeufel wrote:Daddrobit wrote:RolyatDerTeufel wrote:Arceus Evoxazon wrote: I meant the proxy mines ...
It's 2:15 am sorry :P and Dadrobit, i can give you permissions to so you can listen to us for queuing up. But i have 2 headsets for PC and my PSN mic in, just not really used right now. Nonono, I have the access on TS to be in chat and all that jazz, it's just that my computer is in one room and my Playstation is in another. ahhhh, nub. get a longer cord :P lol
It's two rooms and a hallway apart, about 60 feet. My turtle beach has something like 18 feet. Not gonna work. |
Varys Targaryen
200
|
Posted - 2012.07.15 06:29:00 -
[55] - Quote
It seems that this discussion has changed into whether or not RE should be able to be used like they are now (while still applying some kind of nerf). I feel like RE should be used for trapping. Using RE as makeshift grenades for gun fights should be kept to a minimum.
Why do I think that?
It's because of the enormous blast radius and damage these things put out. And these are only the standard kind! Clearly RE are meant to be versatile between vehicles and infantry, but they are not supposed to work better than grenades in a firefight or better than a forge gun. It's equipment. Used to aid objective defense and compliment AV roles. Being able to used REs like super giga grenades, in my opinion, is cheap, frustrating and it just looks/feels lame. You can still troll unsuspecting people or if you're really good/lucky they may become useful in a firefight after they're fixed. But in it's current state, REs are the new swarm launchers. It's the instant "I win" button. So how do we fix this?
Proposed solutions
When you throw a RE, you should have to "turn on" or arm the explosive before you place it. Arming the RE could take about as long as it takes to reload an AR or scrambler pistol (Arming speed sounds like it could be a skill/module/RE variant). There could be an animation you pressing codes and buttons and whatnot. |
Chew B0CCA
58
|
Posted - 2012.07.15 06:30:00 -
[56] - Quote
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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:32:00 -
[57] - Quote
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. +1 |
Varys Targaryen
200
|
Posted - 2012.07.15 06:34:00 -
[58] - Quote
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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 06:37:00 -
[59] - Quote
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.
make it a lvl 4 prereq and the lvl 5 be the cortex.
I have no problem spending SP to get those.
I said before i've ever used them that a lvl 1 prereq is crazy for them
but to be honest they have to be looking at how much they are used to find the SP multiplier for them and the cortex.
|
GIZMO2606
80
|
Posted - 2012.07.15 06:38:00 -
[60] - Quote
Normally I would troll this post to no end but I'll give my legit opinion before I start the troll
The game is meant for you to have full customization of all characters and classes you want. Meaning why add limits and restrictions? I mean if you limit RE or the Swarm Launcher to a Heavy Dropsuit, you might as well add classes like Battlefield has. It's ********. If you're getting owned by RE go QQ on the Feedback and Request but if you're suggesting that you limit a item to a certain Dropsuit than just suggest that they add classes like Battlefield...
|
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:41:00 -
[61] - Quote
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. Yeah. I was on a Skirmish Map and an RE blast From US Communications Ambush blew me. It's got such a huge blast radius! They shouldn't be able to do that! |
Varys Targaryen
200
|
Posted - 2012.07.15 06:41:00 -
[62] - Quote
RolyatDerTeufel 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. make it a lvl 4 prereq and the lvl 5 be the cortex. I have no problem spending SP to get those. I said before i've ever used them that a lvl 1 prereq is crazy for them but to be honest they have to be looking at how much they are used to find the SP multiplier for them and the cortex. Prerequisites are not the problem. that is only going to delay when people start using them. The issue is how they are being used. Not when will they be able to be used. The only reason a level 1 prereq for the current REs sounds insane is because the mechanics for using them is off balance. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 06:44:00 -
[63] - Quote
Arceus Evoxazon 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. Yeah. I was on a Skirmish Map and an RE blast From US Communications Ambush blew me. It's got such a huge blast radius! They shouldn't be able to do that!
wow lmfao XD
i think i heard that all the way to guildwars |
Chew B0CCA
58
|
Posted - 2012.07.15 06:45:00 -
[64] - Quote
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. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:49:00 -
[65] - Quote
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 am ALL FOR jacking up the Req SP cost or even the Multiplier. This seems valid to me. Like keep suggest, I think the Multiplier should the same as Grenadier. |
SBRONZO
Sanmatar Kelkoons Minmatar Republic
1
|
Posted - 2012.07.15 06:51:00 -
[66] - Quote
imho RE should done more damage to "material" like turret and vehicle and should done less damage to player |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:54:00 -
[67] - Quote
SBRONZO wrote:imho RE should done more damage to "material" like turret and vehicle and should done less damage to player So, I can tear through Armor Plates but not a Dropsuit? |
Chew B0CCA
58
|
Posted - 2012.07.15 06:56:00 -
[68] - Quote
Arceus Evoxazon wrote:SBRONZO wrote:imho RE should done more damage to "material" like turret and vehicle and should done less damage to player So, I can tear through Armor Plates but not a Dropsuit?
+1 |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 06:57:00 -
[69] - Quote
so my question is if people are getting this butt hurt about RE, are they going to get butt hurt when orbital strikes start raining down from fleets above. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 06:59:00 -
[70] - Quote
Absol Evoxazon wrote:so my question is if people are getting this butt hurt about RE, are they going to get butt hurt when orbital strikes start raining down from fleets above. +1 Brother. +1 |
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:00:00 -
[71] - Quote
Arceus Evoxazon wrote:Absol Evoxazon wrote:so my question is if people are getting this butt hurt about RE, are they going to get butt hurt when orbital strikes start raining down from fleets above. +1 Brother. +1
Cortex is the varient of the RE we have. :P
look at the info on RE's.
Cortex? It's the modules of Orbital Bombardments |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 07:03:00 -
[72] - Quote
RolyatDerTeufel wrote:Arceus Evoxazon wrote:Absol Evoxazon wrote:so my question is if people are getting this butt hurt about RE, are they going to get butt hurt when orbital strikes start raining down from fleets above. +1 Brother. +1 Cortex is the varient of the RE we have. :P look at the info on RE's. Cortex? It's the modules of Orbital Bombardments
I like the sound of fleets raining hot energy of death down from above. :) |
Cresentblaze
Zumari Force Projection Caldari State
3
|
Posted - 2012.07.15 07:15:00 -
[73] - Quote
STB-stlcarlos989 EV wrote: People start to lose a gun fight so they just jump hit R2-R1-L1 and problem solved. It is getting ridiculous
Roccano1 wrote:RE's are cheap ways of getting kills and its really annoying when your in a firefight with someone, and either your kills are stolen by someone, or you get killed by someone using them.
Its cheap, and they need to do something about it to prevent people from using the exploit any more.
OMFG..... Thank.....You!! these two comments made my day, I thought I was the only one who thought this was getting annoying. There have been countless of times where ive gotten killed by players doing this because they are losing a fire fight, now im afraid to pursue an enemy now because I fear that there is just a RE waiting for me to walk by I hope the DEVS fix this problem
|
Varys Targaryen
200
|
Posted - 2012.07.15 07:19:00 -
[74] - Quote
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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:21:00 -
[75] - Quote
Varys Targaryen wrote:
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.
They have a short deploy timer
Most times i try to do it right after i throw it but it doesn't work till a another press of the button.
If it could be instant-detonated I'd have alot more suicides
I normally jump away after i toss it so when i land i know it can be detonated without haveing to press twice |
Varys Targaryen
200
|
Posted - 2012.07.15 07:25:00 -
[76] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
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.
They have a short deploy timer Most times i try to do it right after i throw it but it doesn't work till a another press of the button. If it could be instant-detonated I'd have alot more suicides I normally jump away after i toss it so when i land i know it can be detonated without haveing to press twice
They have a very short deployment time and a very short detonation timer. Add the two times together and it's still a very short amount of time. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:29:00 -
[77] - Quote
Varys Targaryen wrote:RolyatDerTeufel wrote:Varys Targaryen wrote:
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.
They have a short deploy timer Most times i try to do it right after i throw it but it doesn't work till a another press of the button. If it could be instant-detonated I'd have alot more suicides I normally jump away after i toss it so when i land i know it can be detonated without haveing to press twice They have a very short deployment time and a very short detonation timer. Add the two times together and it's still a very short amount of time.
it's fast combat most times. you can't slow it down so much that they are completely useless to everything. |
Varys Targaryen
200
|
Posted - 2012.07.15 07:35:00 -
[78] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:RolyatDerTeufel wrote:Varys Targaryen wrote:
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.
They have a short deploy timer Most times i try to do it right after i throw it but it doesn't work till a another press of the button. If it could be instant-detonated I'd have alot more suicides I normally jump away after i toss it so when i land i know it can be detonated without haveing to press twice They have a very short deployment time and a very short detonation timer. Add the two times together and it's still a very short amount of time. it's fast combat most times. you can't slow it down so much that they are completely useless to everything. There will have to be some balancing, yes. It can't take an eternity to use them but it can't be near instant. REs are not supposed to replace primary weapons. Which is what people are doing for easy kills. It IS easy to kill people with these things. I don't think it was any mistake that they are a 1lvl item. That is not broken. What IS broken is how they are being used. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:40:00 -
[79] - Quote
Varys Targaryen wrote:
REs are not supposed to replace primary weapons. .
Where is it said for that?
As far as i'm informed, CCP has said you can take it anyway you want it.
I've made a request for an equipable knife so i don't need to carry a gun to make the fit valid.
Cause I'm one of those idiots that like to take the game a TOTALLY different way.
But again, no one's ever said what can and cannot be your mainly used weapon. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 07:44:00 -
[80] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
REs are not supposed to replace primary weapons. .
Where is it said for that? As far as i'm informed, CCP has said you can take it anyway you want it. I've made a request for an equipable knife so i don't need to carry a gun to make the fit valid. Cause I'm one of those idiots that like to take the game a TOTALLY different way. But again, no one's ever said what can and cannot be your mainly used weapon.
agreed if i want to knife somebody or blow somebody up instead of using an assualt rifle let me be blow them up and then knife them. I mean i get annoyed when somebody crushes me with a drop ship but you dont see me on the forum QQ+¡ng about dropships being CHEAP and UNFAIR and UNBALANCED. |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 07:45:00 -
[81] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
REs are not supposed to replace primary weapons. .
Where is it said for that? As far as i'm informed, CCP has said you can take it anyway you want it. I've made a request for an equipable knife so i don't need to carry a gun to make the fit valid. Cause I'm one of those idiots that like to take the game a TOTALLY different way. But again, no one's ever said what can and cannot be your mainly used weapon.
I agree. I like being the oddball. I like hearing people go:
"Did he just jump on top that dropship???" |
Varys Targaryen
200
|
Posted - 2012.07.15 07:46:00 -
[82] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
REs are not supposed to replace primary weapons. .
Where is it said for that? As far as i'm informed, CCP has said you can take it anyway you want it. I've made a request for an equipable knife so i don't need to carry a gun to make the fit valid. Cause I'm one of those idiots that like to take the game a TOTALLY different way. But again, no one's ever said what can and cannot be your mainly used weapon.
Well, I'm all for it. Play how you want to play. You are right, I was wrong to say "REs are not supposed to replace primary weapons". And an equipable knife would be awesome. But I still feel that the combination of stats and ease-of-use makes the RE, in it's current state, OP. Either their stats need to change or the way they can be used needs to change.
I vote for changing the way they are used. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 07:53:00 -
[83] - Quote
Varys Targaryen wrote:RolyatDerTeufel wrote:Varys Targaryen wrote:
REs are not supposed to replace primary weapons. .
Where is it said for that? As far as i'm informed, CCP has said you can take it anyway you want it. I've made a request for an equipable knife so i don't need to carry a gun to make the fit valid. Cause I'm one of those idiots that like to take the game a TOTALLY different way. But again, no one's ever said what can and cannot be your mainly used weapon. Well, I'm all for it. Play how you want to play. You are right, I was wrong to say "REs are not supposed to replace primary weapons". And an equipable knife would be awesome. But I still feel that the combination of stats and ease-of-use makes the RE, in it's current state, OP. Either their stats need to change or the way they can be used needs to change. I vote for changing the way they are used.
Wouldn't that be impeding on people's rights? "Help Help! I'm being opressed!" |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:55:00 -
[84] - Quote
Quote:People will find ways to do it anyways.
I'd rather have more dedication to them for the power they have.
No stat changes. No Timer increase.
Just higher prereq. (lvl 4) Maybe even higher SP multiplier.
It's a skill to also have a Cortex to orbital strike. It should be a bit higher anyways.
This is all that really needs to be done.
and have a level 1 weaker varient, that can have their so much wanted timer increase.
You nerf it or increase the timer they'll be useless to do anything.
and You can't trap a tank with them really anyways. Most tanks have WAY to much EHP to be killed by someone with 10 RE, let alone someone with only 5.
I've used all 10 on a tank before and it's survived. I'd suggest a buff on vehicle damage on the lvl 4 ones we seem to have.
Also, no timer increase
or stationary planting. That'll just make people stay away from them, cause of the ease snipers will have to stop you from ever planting a single one on a road to trap a vehicle. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 07:56:00 -
[85] - Quote
Arceus Evoxazon wrote:
I agree. I like being the oddball. I like hearing people go:
"Did he just jump on top that dropship???"
I just did that earlier in a game. I jumped from a tower to dampen on to the top of an enemy dropship(militia) placed RE and jumped off as I killed 3 people in the thing
Felt like a badass lol |
Varys Targaryen
200
|
Posted - 2012.07.15 08:17:00 -
[86] - Quote
RolyatDerTeufel wrote:Varys Targaryen wrote:
Well, I'm all for it. Play how you want to play. You are right, I was wrong to say "REs are not supposed to replace primary weapons". And an equipable knife would be awesome. But I still feel that the combination of stats and ease-of-use makes the RE, in it's current state, OP. Either their stats need to change or the way they can be used needs to change.
I vote for changing the way they are used.
People will find ways to do it anyways. I'd rather have more dedication to them for the power they have. No stat changes. No Timer increase. Just higher prereq. lvl 4 Maybe even higher SP multiplier. It's a skill to also have a Cortex to orbital strike. It should be a bit higher anyways. I agree that there should be a huge skill multiplier (like x4 at least). But that doesn't fix the problem. No one is doubting anyone's dedication to using RE the way they are being used currently. It will only delay what is happening now. Then a couple weeks after launch, we'll be back in the same place as we are right now. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 08:41:00 -
[87] - Quote
You know what the biggest problem is?
Not enough cowbell. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.07.15 09:16:00 -
[88] - Quote
Another RE thread come and gone.
I say wait for a more true build before we hit everything with the nerf hammer! No ff, no grouping, free vehicles, one map, bad draw distances and spawning. All these need to be addressed then we can start with the QQing over OP weapons.
I've seen plenty of players learning to watch for RE users, they stay away and actually have to aim instead of running straight up to me. Why are you running at me any ways? Keep your distance learn to aim and be patient for another build and use what wwe have any way you can.
Give REs a rest and find another weapon or object to bash for a lil. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.15 09:28:00 -
[89] - Quote
Belzeebub Santana wrote:Another RE thread come and gone. I say wait for a more true build before we hit everything with the nerf hammer! No ff, no grouping, free vehicles, one map, bad draw distances and spawning. All these need to be addressed then we can start with the QQing over OP weapons. I've seen plenty of players learning to watch for RE users, they stay away and actually have to aim instead of running straight up to me. Why are you running at me any ways? Keep your distance learn to aim and be patient for another build and use what wwe have any way you can. Give REs a rest and find another weapon or object to bash for a lil.
The issue isn't avoiding RE users, the issue is beating someone in a gun fight and before the enemy dies they throw an RE at your feet and even if you kill them the RE still triggers and you die. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 09:38:00 -
[90] - Quote
STB-stlcarlos989 EV wrote:Belzeebub Santana wrote:Another RE thread come and gone. I say wait for a more true build before we hit everything with the nerf hammer! No ff, no grouping, free vehicles, one map, bad draw distances and spawning. All these need to be addressed then we can start with the QQing over OP weapons. I've seen plenty of players learning to watch for RE users, they stay away and actually have to aim instead of running straight up to me. Why are you running at me any ways? Keep your distance learn to aim and be patient for another build and use what wwe have any way you can. Give REs a rest and find another weapon or object to bash for a lil. The issue isn't avoiding RE users, the issue is beating someone in a gun fight and before the enemy dies they throw an RE at your feet and even if you kill them the RE still triggers and you die. Correction. It just because you put us down. It triggers when we suicide. The bomb are heart rate connected. |
|
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 10:05:00 -
[91] - Quote
I don't think they should just poof disappear when you die, but they shouldn't go off when you suicide, either. They should just stay put till you set them off with a 2-3 placement limit like with nanohives..
Though that needs to be the final version of things once they square away the disappearing model and add explosive detecting sensor modules into the game. |
Taz-666
RestlessSpirits
14
|
Posted - 2012.07.15 10:44:00 -
[92] - Quote
As things are now I feel that REs do need a timer to prevent them being used as granades.
Next build should reduce the martydom effect as you'll have to wait 8 secs before you can hit suicide
If RE's remain as is then we should have RE jammers available so that the current cheap tactics can be avoided. I would happily give up a H spot to watch these RE spammers go click,click, OH SH*T........ |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 11:11:00 -
[93] - Quote
Taz-666 wrote:As things are now I feel that REs do need a timer to prevent them being used as granades.
Next build should reduce the martydom effect as you'll have to wait 8 secs before you can hit suicide
If RE's remain as is then we should have RE jammers available so that the current cheap tactics can be avoided. I would happily give up a H spot to watch these RE spammers go click,click, OH SH*T........ So ... you want a Timed mine instead of a remote mine?
That's not even a change in tactic. That's a whole change of item. |
Southern1Cross
Villore Sec Ops Gallente Federation
10
|
Posted - 2012.07.15 11:17:00 -
[94] - Quote
please for the love of gaming DONT nerf the REs if you nerf the RE then nerf the railguns nerf the missiles nerf the snipers nerf the NERFER nerfedy nerf nerf NOBODY WANTS ANYTHING NERFED!! if anything i vote for a 2 sec delay from deploying to beeing able to destruct
|
Taz-666
RestlessSpirits
14
|
Posted - 2012.07.15 11:18:00 -
[95] - Quote
Sorry I should have specified an arming timer |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 11:24:00 -
[96] - Quote
You know, I'm going to love seeing the thread "Nerf RE Activation Time" if they do this, because everyone is going to be all upset because they walk around a corner and get bombed by some guy who set a trap, instead of having the ability to kill them when they can see them.
Be careful what you wish for. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 11:26:00 -
[97] - Quote
i would happily see gun jams in this game if they mess with RE. JUST saying :P |
KryptixX
Imperfects Negative-Feedback
321
|
Posted - 2012.07.15 11:30:00 -
[98] - Quote
STB-stlcarlos989 EV wrote:No one who use remote explosives myself included can deny that they are broken. People start to lose a gun fight so they just jump hit R2-R1-L1 and problem solved. It is getting ridiculous but there is an easy fix and that is an activation time of say 2 seconds. Now a lot of people will get upset about it but if REs are your main way to kill people, then you have a problem. By adding an activation time REs will be used as they were intended to defend objectives or take out objects, not to use to throw at some one who is beating you in a gun fight.
For those that want to say I'm QQing, I use REs too I'm just offering a suggesting that will fix the current issue.
Edit: I'm not asking for a nerf the damage and radius are fine
+1
there could always be a skill to decrease the time to set the explosive. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 11:39:00 -
[99] - Quote
there could always be a skill to reduce the chance of your gun jamming during a firefight.
-99 get |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.07.15 11:52:00 -
[100] - Quote
Arceus Evoxazon wrote:You know, I'm going to love seeing the thread "Nerf RE Activation Time" if they do this, because everyone is going to be all upset because they walk around a corner and get bombed by some guy who set a trap, instead of having the ability to kill them when they can see them.
Be careful what you wish for.
I would be fine with that, it would reward quick thinking and tactics. What is extremely ridiculous is that my enemy can place an RE at my feet and explode it before I have the slightest chance to run away, and even if I kill them before they can set it off, it goes off anyways when they die and I STILL can't get away fast enough. |
|
BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.15 12:01:00 -
[101] - Quote
How to fix Remote Explosives you say ?
make them like my old friend the SL only to kill HLV - drop-ships and there you fixed it ! |
Scrote Schroder
The Southern Legion
34
|
Posted - 2012.07.15 12:04:00 -
[102] - Quote
Encharrion wrote:Arceus Evoxazon wrote:You know, I'm going to love seeing the thread "Nerf RE Activation Time" if they do this, because everyone is going to be all upset because they walk around a corner and get bombed by some guy who set a trap, instead of having the ability to kill them when they can see them.
Be careful what you wish for. I would be fine with that, it would reward quick thinking and tactics. What is extremely ridiculous is that my enemy can place an RE at my feet and explode it before I have the slightest chance to run away, and even if I kill them before they can set it off, it goes off anyways when they die and I STILL can't get away fast enough.
... but why didn't you throw your RE first?
I vote leave as is - RE is integral to the job I perform on the battlefield.
Heres some spoilers for ruining a RE guys day.
Shoot from a distance thats not in arms reach. Take note of football sized objects laying on the ground and avoid them. When assaulting the general area of an objective do not run straight to the terminal like a moth to a flame, scout the immediate area first for hiding enemies - RE has an area of activation, from what I can gather its the distance of the circle on your mini-map - so about ~30-50 metres. Try taking support when capping objectives instead of being a solo Hero. When actually hacking an objective clear the terminal area first with either your own RE or a grenade When you nail a guy and suspect he has used RE - shoot his body to make sure he is dead, his RE will detonate immediately.
Part of the Remote Explosives description from in-game:
Quote:The F/41 series of remote explosives are among the most powerful manually triggered demolitions devices available in New Eden. Each unit is reliable and effective, using a mix of three volatile materials to produce a yield high enough to penetrate layered armor, shatter reinforced structures, and decimate infantry units
And here are some challenges of using RE:
Throwing a RE down by the edge of a building and it completely disappears into thin air. Then having an enemy run around the corner and shotgunning you in the face. Throwing a RE down and it randomly detonates in your face, killing you. Spending about 6 - 8 seconds planting 5 charges in the middle of the road, hiding, having a marauder park on top of them and still not die when detonating. Clearly introducing lower damage or longer charge time will not help here. |
Runny Stool
Algintal Core Gallente Federation
52
|
Posted - 2012.07.15 12:12:00 -
[103] - Quote
I've noticed an increase in the amount of deaths I suffer due to RE this weekend as opposed to last. Seems to be gaining in popularity. Thing is, I've never seen one, other than the HUD icon for friendlies. Is there a bug with the model?
Also, way OP... a day one merc can take down a Proto suit with one hit. Yeah, don't nerf the RE you guys, it's working fine. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.07.15 12:18:00 -
[104] - Quote
STB-stlcarlos989 EV wrote:No one who use remote explosives myself included can deny that they are broken. People start to lose a gun fight so they just jump hit R2-R1-L1 and problem solved. It is getting ridiculous but there is an easy fix and that is an activation time of say 2 seconds. Now a lot of people will get upset about it but if REs are your main way to kill people, then you have a problem. By adding an activation time REs will be used as they were intended to defend objectives or take out objects, not to use to throw at some one who is beating you in a gun fight.
For those that want to say I'm QQing, I use REs too I'm just offering a suggesting that will fix the current issue.
Edit: I'm not asking for a nerf the damage and radius are fine
Not alot of ppl actually do that when losing a gun fight mainly because of distance or they are already dead
The problem as i see it is scouts who just run around looking to do this and dont even use ther gun
Also being able to hit the button while you are dead and suicide is up on your screen is annoying |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 12:19:00 -
[105] - Quote
Runny Stool wrote:I've noticed an increase in the amount of deaths I suffer due to RE this weekend as opposed to last. Seems to be gaining in popularity. Thing is, I've never seen one, other than the HUD icon for friendlies. Is there a bug with the model? Also, way OP... a day one merc can take down a Proto suit with one hit. Yeah, don't nerf the RE you guys, it's working fine.
yeup glad u get to waste ur hard earned creds by a cheap and effective tool of war. :D |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 12:28:00 -
[106] - Quote
What did you say? I'll have you know I'm an elite member of the Dust 514 Elite Mercenary group. I have over 10,000,000 Kills on my record and I was chosen as MVP of the Century by CCP himself! I'm a Level 6 EVERYTHING, with 5 slots on every suit. I've done more Black Ops then there are players on this game and I know people. I could make one headset request and have them Remote Explosive you're whole home! I have the resources of the entire EVE Orbital Bombardment at my disposal! My tracking system is good enough to see you on [US] Communications ambush from [EU] Plateau Skirmish. The next time you say something against Remote Explosives, I'll kill you. I'll kill you dead. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.15 12:28:00 -
[107] - Quote
Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one*
lol? All you need is Demo I. You use them the same way I use them...to get cheap kills. RE are over the top at the moment and need some sort of placement requirement so I can't just throw them like we do now. But, they should stick to a target so that if I manage to get behind a tank and plant all my REs, they'll stick to the tank and blow it up. |
Scrote Schroder
The Southern Legion
34
|
Posted - 2012.07.15 12:48:00 -
[108] - Quote
Abron Garr wrote:Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one* lol? All you need is Demo I. You use them the same way I use them...to get cheap kills. RE are over the top at the moment and need some sort of placement requirement so I can't just throw them like we do now. But, they should stick to a target so that if I manage to get behind a tank and plant all my REs, they'll stick to the tank and blow it up.
RE are over the top at the moment? - and you describe the fix as a mechanic that would allow your team to cover a friendly dropship with RE (Say 2 to 3 guys co-ordinating - 10 + charges) and one shot anything on the field, besides the enemy MCC.
So instead of people losing their 50,000 isk infantry fits and QQing they can lose their 250,000 isk vehicle fits.
Well I like it. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.15 12:52:00 -
[109] - Quote
Scrote Schroder wrote:Abron Garr wrote:Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one* lol? All you need is Demo I. You use them the same way I use them...to get cheap kills. RE are over the top at the moment and need some sort of placement requirement so I can't just throw them like we do now. But, they should stick to a target so that if I manage to get behind a tank and plant all my REs, they'll stick to the tank and blow it up. RE are over the top at the moment? - and you describe the fix as a mechanic that would allow your team to cover a friendly dropship with RE (Say 8 to 10 guys co-ordinating) and one shot anything on the field, besides the enemy MCC. So instead of people losing their 50,000 isk infantry fits and QQing they can lose their 250,000 isk vehicle fits. Well I like it.
As much as I love that idea....CCP could make it so that REs only stick to enemy or neutral ( walls, floor, objectives) targets to prevent the Allahu Akbar Airline you described. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 12:58:00 -
[110] - Quote
Abron Garr wrote:Scrote Schroder wrote:Abron Garr wrote:Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one* lol? All you need is Demo I. You use them the same way I use them...to get cheap kills. RE are over the top at the moment and need some sort of placement requirement so I can't just throw them like we do now. But, they should stick to a target so that if I manage to get behind a tank and plant all my REs, they'll stick to the tank and blow it up. RE are over the top at the moment? - and you describe the fix as a mechanic that would allow your team to cover a friendly dropship with RE (Say 8 to 10 guys co-ordinating) and one shot anything on the field, besides the enemy MCC. So instead of people losing their 50,000 isk infantry fits and QQing they can lose their 250,000 isk vehicle fits. Well I like it. As much as I love that idea....CCP could make it so that REs only stick to enemy or neutral ( walls, floor, objectives) targets to prevent the Allahu Akbar Airline you described.
They don't stick to vehicles now, but I STILL get them to stay on top when I jump on the tank and toss it. |
|
Scrote Schroder
The Southern Legion
34
|
Posted - 2012.07.15 12:59:00 -
[111] - Quote
So... plant charges on enemy vehicle, then hack it?
I feel so sorry for CCP Devs, all this complication for you guys. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.15 14:10:00 -
[112] - Quote
Scrote Schroder wrote:So... plant charges on enemy vehicle, then hack it?
I feel so sorry for CCP Devs, all this complication for you guys.
AFAIK you can't hack an enemy vehicle while they're still in it. It's just easier to blow it up. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.15 14:11:00 -
[113] - Quote
Arceus Evoxazon wrote:Abron Garr wrote:Scrote Schroder wrote:Abron Garr wrote:Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one* lol? All you need is Demo I. You use them the same way I use them...to get cheap kills. RE are over the top at the moment and need some sort of placement requirement so I can't just throw them like we do now. But, they should stick to a target so that if I manage to get behind a tank and plant all my REs, they'll stick to the tank and blow it up. RE are over the top at the moment? - and you describe the fix as a mechanic that would allow your team to cover a friendly dropship with RE (Say 8 to 10 guys co-ordinating) and one shot anything on the field, besides the enemy MCC. So instead of people losing their 50,000 isk infantry fits and QQing they can lose their 250,000 isk vehicle fits. Well I like it. As much as I love that idea....CCP could make it so that REs only stick to enemy or neutral ( walls, floor, objectives) targets to prevent the Allahu Akbar Airline you described. They don't stick to vehicles now, but I STILL get them to stay on top when I jump on the tank and toss it.
Can you jump on top of a dropship?
|
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.15 14:52:00 -
[114] - Quote
I want REs to be used as traps, to defend objectives, or take out enemy structures. I don't want to limit how people play but I believe CCP did not intend for them to used as a suicide tacit at the end of a losing battle. In the OP my suggestion was a 2 second activation time or to be more clear an arming time with could be reduced through leveling up a skill. If people want to have some sort of martyrdom tacit it should be an a high powered module. Also If someone has REs equipped in a suit with only ONE equipment slot it seems a bit of selfish, because you could be using something to help you team. Yes Nanite injectors are useless now and I expect to see them a lot more next patch, but you could bring nanohives to help out your team rather than something to get kills. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.07.15 17:31:00 -
[115] - Quote
easy fix :
A). make it a 2 lv skill (one for regular, one for advanced), set at 1.25mil SP & 2.5 SP (that way it will take time to get and wont have people running around doing OHK with them early on)
B). CANNOT throw them, only place at your feet
C). Only get 2, same as any other grenade |
Varys Targaryen
200
|
Posted - 2012.07.15 17:59:00 -
[116] - Quote
So rereading through this thread, I found that anyone in favor of letting people use the RE the way they are being used currently completely avoid talking about the problem. Which is the instant kill radius RE users have and how easily they can achieve a kill.
Being careful won't fix this. During the glorious Swarm Launcher days, that would be like saying, "well just be careful, be a sniper and take them out from far away. What's the big deal?" Yes, we know being careful and clearing an area is important. Everybody should be doing that anyway. But that doesn't fix the problem ---Read last sentence of first paragraph---
Increasing the skill multiplier won't fix this (though I am still in favor for doing that). All this does is makes getting advanced and prototype REs harder since lvl 1 and 2 can be purchased with about 200,000 skill points. Once people get enough skill points to unlock standard REs we will be having the same problem we are having today. This is so, because this "solution" you guys keep supporting completely ignores the problem ---Read last sentence of first paragraph---
Using REs in a firefight shouldn't be easy and noobish. Yet they are.
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 18:21:00 -
[117] - Quote
Quote:People will find ways to do it anyways.
I'd rather have more dedication to them for the power they have.
No stat changes. No Timer increase.
Just higher prereq. (lvl 4) Maybe even higher SP multiplier.
It's a skill to also have a Cortex to orbital strike. It should be a bit higher anyways.
This is all that really needs to be done.
and have a level 1 weaker varient, that can have their so much wanted timer increase.
You nerf it or increase the timer they'll be useless to do anything.
and You can't trap a tank with them really anyways. Most tanks have WAY to much EHP to be killed by someone with 10 RE, let alone someone with only 5.
I've used all 10 on a tank before and it's survived. I'd suggest a buff on vehicle damage on the lvl 4 ones we seem to have.
Also, no timer increase
or stationary planting. That'll just make people stay away from them, cause of the ease snipers will have to stop you from ever planting a single one on a road to trap a vehicle. |
Jack McReady
46
|
Posted - 2012.07.15 18:25:00 -
[118] - Quote
interesting, I rarley die to RE cause I am not stupid and dont let myself bait into one. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.15 18:28:00 -
[119] - Quote
Varys Targaryen wrote:Which is the instant kill radius RE users have and how easily they can achieve a kill.
The kill radius is bugged to all hell, tbh. It's not constant for any of them
Decrease it for the weaker lvl ones. Keep it the same for the advanced and prototype.
Make some varients for smaller radius but more damage. Make large radius and little less damage.
Most times a smart oppontent will make me use 2 or 3 of them for one kill. sure it's easy many times.
but it's an explosive. from the future. Made to kill. Vehicles or people. dependant on the user.
They are obviously looking at them. They are a lvl 1 i win button, sure. but they are currently fun and should be advanced lvl. |
Mike Gunnzito
111
|
Posted - 2012.07.15 18:45:00 -
[120] - Quote
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. |
|
Chew B0CCA
58
|
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.
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
|
Average Joe81
57
|
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
|
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
|
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
|
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
|
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
|
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.
|
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
|
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
|
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
|
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. |
|
Bresker Veyne
Algintal Core Gallente Federation
152
|
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
|
Absol Evoxazon
Hikahotaru
28
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 22:51:00 -
[151] - Quote
Varys Targaryen wrote: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.
Obviously, you've never played Extreme Rock-Paper-Scissors |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 22:54:00 -
[152] - Quote
Varys Targaryen wrote: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.
and why good sir do I need to play by Rock paper scissors? while i am using RE im consistently gettting killed by CQC weapons such as smgs and shotguns because i have light armor and no GUN in my hand if they have just a little range on me i die once they hit me, so i see NO PROBLEM whats so ever. |
Bhal Jhor
Subdreddit Test Alliance Please Ignore
23
|
Posted - 2012.07.15 23:10:00 -
[153] - Quote
removing them from the game entirely would also fix them. Just saying. |
Varys Targaryen
200
|
Posted - 2012.07.15 23:14:00 -
[154] - Quote
Absol Evoxazon wrote:Varys Targaryen wrote: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. and why good sir do I need to play by Rock paper scissors? while i am using RE im consistently gettting killed by CQC weapons such as smgs and shotguns because i have light armor and no GUN in my hand if they have just a little range on me i die once they hit me, so i see NO PROBLEM whats so ever.
You need to reread this entire thread. You keep ignoring the issue. No one is accusing anybody of going 40-0 using nothing but RE. Yeah, you guys die a lot and because you can't fight back at medium/long range, my creodron always prevails. I don't doubt that anyone with a little range will kill a person holding explosives in his hand. No one is saying so.
As I've stated before, many times, the issue is the inescapable killzone RE users have that make CQC nearly obsolete. And i'm sure the times you've been killed by CQC it was because A) They snuck up on you and tore through your light armor. Or B) They killed you, but not before you tossed out an RE and killed them in the process. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 23:20:00 -
[155] - Quote
Varys Targaryen wrote:Absol Evoxazon wrote:Varys Targaryen wrote: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. and why good sir do I need to play by Rock paper scissors? while i am using RE im consistently gettting killed by CQC weapons such as smgs and shotguns because i have light armor and no GUN in my hand if they have just a little range on me i die once they hit me, so i see NO PROBLEM whats so ever. You need to reread this entire thread. You keep ignoring the issue. No one is accusing anybody of going 40-0 using nothing but RE. Yeah, you guys die a lot and because you can't fight back at medium/long range, my creodron always prevails. I don't doubt that anyone with a little range will kill a person holding explosives in his hand. No one is saying so. As I've stated before, many times, the issue is the inescapable killzone RE users have that make CQC nearly obsolete. And i'm sure the times you've been killed by CQC it was because A) They snuck up on you and tore through your light armor. Or B) They killed you, but not before you tossed out an RE and killed them in the process. Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper. |
Majin Vejeta
Osmon Surveillance Caldari State
13
|
Posted - 2012.07.15 23:21:00 -
[156] - Quote
I like the "adding an arming time" suggestion. Also, how about adding an explosive's resistance skill? That way there's a solid counter to, while keeping RE's useful. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.15 23:25:00 -
[157] - Quote
Majin Vejeta wrote:I like the "adding an arming time" suggestion. Also, how about adding an explosive's resistance skill? That way there's a solid counter to, while keeping RE's useful.
actually the explosive resistance is the first solid suggestion that makes any sense to me. +1
anyways its supposed to be a future war zone and if I am not mistaken wars are supposed to be won period. Granted this isn't 100% REAL but the objective is still to win no matter what. |
Varys Targaryen
200
|
Posted - 2012.07.15 23:25:00 -
[158] - Quote
Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat
Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.15 23:43:00 -
[159] - Quote
Seems fairly easy to fix. Remove their ability to be thrown, and make them have a flashing red light on them or something. Everything in the game is a gray-brown mishmash, so spotting them is pretty tough. Otherwise, letting people throw them like grenades (just not quite as far) kind of makes a joke out of grenades.
Make them something you can only directly place on surfaces and make them easier to spot when placed and they'll be more more reasonable. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 23:50:00 -
[160] - Quote
Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical:
When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd.
Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact.
Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets?
Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that functions? Just because people complain? So I shouldn't kill people because they get upset?
Rethink your argument before you question mine. |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 23:52:00 -
[161] - Quote
Fivetimes Infinity wrote:Seems fairly easy to fix. Remove their ability to be thrown, and make them have a flashing red light on them or something. Everything in the game is a gray-brown mishmash, so spotting them is pretty tough. Otherwise, letting people throw them like grenades (just not quite as far) kind of makes a joke out of grenades.
Make them something you can only directly place on surfaces and make them easier to spot when placed and they'll be more more reasonable. So I want to make my remote explosive (Which I plant to blow someone up without them knowing) a flashing beacon of justice?
Yeah, that seems legit. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.16 00:00:00 -
[162] - Quote
Arceus Evoxazon wrote:Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical: When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd. Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact. Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets? Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that functions? Just because people complain? So I shouldn't kill people because they get upset? Rethink your argument before you question mine.
I agree with you about those issues, there are a lot of issues and they need to be addressed so the game is better on release. I agree that there needs to be realistic magazine management and dropships need to take way more damage from attempts to crush people, and REs also need to be addressed. No one is trying just to single out REs this thread happens to be about REs but there are also threads about the issues you listed. |
Varys Targaryen
200
|
Posted - 2012.07.16 00:11:00 -
[163] - Quote
Arceus Evoxazon wrote:Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical: When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd. Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact. Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets? Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that function? Just because people complain? So I shouldn't kill people because they get upset? Rethink your argument before you question mine.
First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm.
My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down.
In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down?
Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because you're a creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle.
A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. REs need change and I don't understand how anyone can deny it.
I hope that you will see this too. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.16 00:16:00 -
[164] - Quote
Varys Targaryen wrote:Arceus Evoxazon wrote:Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical: When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd. Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact. Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets? Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that function? Just because people complain? So I shouldn't kill people because they get upset? Rethink your argument before you question mine. First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm. My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down. In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down? Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because your creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle. A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. REs need change and I don't understand how anyone can deny it. I hope that you will see this too.
+1
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 00:18:00 -
[165] - Quote
Varys Targaryen wrote:Arceus Evoxazon wrote:Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical: When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd. Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact. Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets? Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that function? Just because people complain? So I shouldn't kill people because they get upset? Rethink your argument before you question mine. First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm. My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down. In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down? Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because your creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle. A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. I hope that you will see this too. I agree with you on one point and that is that the beta needs work. It is filled with gitches.
But in the meantime, I am showing the worst possible thing someone can do with an RE. If that doesn't catch a Dev's attention, I don't know what will. Maybe if I complained more.
But let's face. I'm not here to get into a fight. I'm standing my side. Whether you or anyone else thinks I am wrong, at least I can say, my opinion never changed and I will stand for what I believe in.
Also, you are making an opinion based on 3 Maps, all of which, mind you, are considered "extremely small' by CCP. I'm sure once the maps are expanded and we have a much broader field of operations, even in their current format, the RE may become obsolete. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 00:19:00 -
[166] - Quote
break out the lube, its hammer time. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
45
|
Posted - 2012.07.16 00:22:00 -
[167] - Quote
RolyatDerTeufel wrote:Roccano1 wrote: Personally, thats not a way that the game needs to be played. They need to restrict RE's to a certain type of suit, like they did with the Swarms (I think, if not then they need to restrict swarms to heavies) RE's are cheap ways of getting kills and its really annoying when your in a firefight with someone, and either your kills are stolen by someone, or you get killed by someone using them.
I was in a game against you, and that was seriously the only way you were getting any kills on me, you tried with the rifle, as well as the knife, but since I was in a heavy suit, I think you just gave up and used a RE on me.
Its cheap, and they need to do something about it to prevent people from using the exploit any more.
restrictions? No It's how i want to play, fast and furious. The RE at lvl 1 are OP sure, but they are RE that has a varient that is Cortex. Heavies i don't waste AR ammo anymore. and Knife would be like all my stamina then my speed is worthless. I'm not going to waste 2 mags on a heavy with a basic AR
That's not playing fast and furious, it's using an item that should be a placement item as a grenade to get easy kills. The RE should be used to take out installations or vehicles that come down the wrong road, not as something a guy can throw down and instakill their opponent. I take out heavies with my AR all day long, I don't need to use RE to get kills for me. If you can't then you need to work on it instead of getting easy kills. One solution would be to seriously knock down the amount of SP you can get from killing infantry with them. Then all the people running around with RE in an infantry heavy match would not make near as much SP and therefor make them think of other ways they can play the game. |
Varys Targaryen
200
|
Posted - 2012.07.16 00:24:00 -
[168] - Quote
Arceus Evoxazon wrote: I agree with you on one point and that is that the beta needs work. It is filled with gitches.
But in the meantime, I am showing the worst possible thing someone can do with an RE. If that doesn't catch a Dev's attention, I don't know what will. Maybe if I complained more.
But let's face. I'm not here to get into a fight. I'm standing my side. Whether you or anyone else thinks I am wrong, at least I can say, my opinion never changed and I will stand for what I believe in.
Also, you are making an opinion based on 3 Maps, all of which, mind you, are considered "extremely small' by CCP. I'm sure once the maps are expanded and we have a much broader field of operations, even in their current format, the RE may become obsolete.
Well, then I think we have said all that can be said about the matter at hand and will just have to agree to disagree.
And I just want to be clear, I don't have a problem with you or anything against you
p.s. thanks for the good debate. It's been a while.
/thread |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 00:27:00 -
[169] - Quote
Varys Targaryen wrote:Arceus Evoxazon wrote: I agree with you on one point and that is that the beta needs work. It is filled with gitches.
But in the meantime, I am showing the worst possible thing someone can do with an RE. If that doesn't catch a Dev's attention, I don't know what will. Maybe if I complained more.
But let's face. I'm not here to get into a fight. I'm standing my side. Whether you or anyone else thinks I am wrong, at least I can say, my opinion never changed and I will stand for what I believe in.
Also, you are making an opinion based on 3 Maps, all of which, mind you, are considered "extremely small' by CCP. I'm sure once the maps are expanded and we have a much broader field of operations, even in their current format, the RE may become obsolete.
Well, then I think we have said all that can be said about the matter at hand and will just have to agree to disagree. And I just want to be clear, I don't have a problem with you or anything against you p.s. thanks for the good debate. It's been a while. /thread No problem. We're always here to lend an open mind. |
Chew B0CCA
58
|
Posted - 2012.07.16 03:00:00 -
[170] - Quote
Varys Targaryen wrote:Arceus Evoxazon wrote:Varys Targaryen wrote:Arceus Evoxazon wrote: Aren't explosives supposed to explode? Have you seen an explosion before? It's usually not the size of a candy wrapper.
wat Reread some of my posts before you post. I clearly state that I don't have an issue with the blast radius or damage. It's the deploy and detonate mechanic that needs work. I should have said that in my last post. Maybe I should copy/paste a disclaimer for all who do not read before posting. So I can't chuck a large block of explosives, because they are remote mines and I shouldn't be able to do that? So you're telling me that if I go to war, I should lay my explosive down instead of chucking it into a group of enemies because it's a remote mine and not a grenade. Ok, let's get realistic here since you really want to get technical: When you reload a clip, why are you not losing bullets? Why, when you get back to that clip, are the bullets magically refilled? You obviously didn't have time to refill your magazine mid-fire fight, so that should be nerf'd. Why can I use my dropship as a battering ram? It's a ship. Not a Ram, yet for some ODD reason, I can take down other ships just by slamming into them. Oh, that's also no counting the part where they don't explode on impact. Hey, how about we address the issue with skills. Why does the same gun I've been using all game suddenly get stronger when I up a skill? The gun didn't change. Am I a magician, injecting my magic into the magazine chamber and blessing the bullets? Are you seriously suggesting that we dumb the game down because someone found a legitimate tactic that function? Just because people complain? So I shouldn't kill people because they get upset? Rethink your argument before you question mine. First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm. My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down. In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down? Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because you're a creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle. A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. REs need change and I don't understand how anyone can deny it. I hope that you will see this too.
Well, if I'm being honest, all the anti-RE people have failed to move me with their arguments as well. All I hear is "I get killed when you use RE's and it angers me. Stop killing me with those things that aren't guns. I know there are probably things I could do to get killed by RE's less, but I just want to rush at people and shoot them without fear of dying. I should never ever die from RE's."
I, of course, stand by all my arguments if go you back and look at them. Obviously you stand by yours. I think your arguments are a lot of huffing and puffing, and you feel the same about mine. I don't think we're going to change each other's minds.
All I know is that I play with RE's in certain dropsuits, and I play against them in certain drop suits. I haven't found them to be a problem on either side. Killing RE users isn't that hard, and my other build is a heavy machine gun. I will say this again, they don't have a gun activated when using them. It's really easy to shoot them, especially because most of the RE users have light armor. Even a heavy machine gun or Sub can stay far enough back to be effective against a RE user. To beat them, you don't have to get close enough to them for them to be able to use RE's. Really. I do it all the time.
I haven't heard one anti-RE argument in this entire thread that sound battlefield tactics couldn't fix.
RE's are fine, but I understand that we disagree and I probably won't be changing your mind anytime soon. We'll just have to agree to disagree. |
|
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.07.16 03:12:00 -
[171] - Quote
Varys Targaryen wrote:
First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm.
My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down.
In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down?
Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because you're a creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle.
A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. REs need change and I don't understand how anyone can deny it.
I hope that you will see this too.
Excellent post!
Using REs as grenades does not seem right. RE wh00res misusing them 5 times per suit in this way may be pissy about losing this ability, but it really is only fair. As Varys says, setting up a tactical killzone with pre-planted RE charges is perfectly reasonable. Flinging a pack of RE at a lumbering heavy and detonating it for an instakill is not. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 03:36:00 -
[172] - Quote
Gyrnius wrote:Varys Targaryen wrote:
First off it's a video game. No one is making this to be real life, obviously. So don't get too silly with your sarcasm.
My argument is that RE currently do not fit within the gameplay styles of this build. No one is trying to dumb the game down.
In fact, wouldn't taking the time to place what few REs you have require planning and coordination? How is that dumbing the game down?
Since this video game is not real life and you are limited to what the developers allow you to do, we have this thing called balance. Your "tactic" is the result of a mechanical imbalance between weapons. Which is why people are getting upset. Not because you're a super cool troll Not because you're a creative genius who revolutionized the way REs are used But because betas are f***ing frustrating to play. There are tons of imbalances and random crap that needs work. Spawns, dropships, REs, nanite injectors, hmg and a whole bunch of others need work. REs is just one piece of the puzzle.
A lot of people agree and have given very sound arguments as to why REs need this change. You've failed to move me with your arguments because they seem to compose of, and i'm paraphrasing here, "But I wanna do what I wanna do!!!!" Which is why you and others like you constantly avoid the issues we point out. I have read, and reread all that there is to say about this. If you go back to a couple of weeks ago, you will have found me saying the exact opposite. I used to say the same things, "Just be careful man, pay attention". But upon further pondering, I've found that REs do not fit within the mechanics of the game. REs need change and I don't understand how anyone can deny it.
I hope that you will see this too.
Excellent post! Using REs as grenades does not seem right. RE wh00res misusing them 5 times per suit in this way may be pissy about losing this ability, but it really is only fair. As Varys says, setting up a tactical killzone with pre-planted RE charges is perfectly reasonable. Flinging a pack of RE at a lumbering heavy and detonating it for an instakill is not. Sir,
This fight is over. We've agree'd to disagree. Stop sticking your spoon in the toaster. |
Relyt R
Sinq Laison Gendarmes Gallente Federation
56
|
Posted - 2012.07.16 04:35:00 -
[173] - Quote
if anything i think REs need a buff. i can't aim a gun, so i have to use cheap instakill grenades whenever i feel threatened, but occasionally i'm still killed in CQC, though i always get revenge on my killer (haha, noob). I think their range should be buffed to 500 m explosion radius like it says, damage should be enough to kill a plated surya, and i should have immunity to the blast. I also think they should be able to be thrown from A to C on the current map, and should have a system that shows me their flight trajectory for better aiming. This is the only logical thing, as the cortex is a variant of REs. /sarcasm |
Wynn80
43
|
Posted - 2012.07.16 04:45:00 -
[174] - Quote
Came up a few times tonight on voice chat and most people would be fine with the throw remove to balance them. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 05:57:00 -
[175] - Quote
Relyt R wrote:if anything i think REs need a buff. i can't aim a gun, so i have to use cheap instakill grenades whenever i feel threatened, but occasionally i'm still killed in CQC, though i always get revenge on my killer (haha, noob). I think their range should be buffed to 500 m explosion radius like it says, damage should be enough to kill a plated surya, and i should have immunity to the blast. I also think they should be able to be thrown from A to C on the current map, and should have a system that shows me their flight trajectory for better aiming. This is the only logical thing, as the cortex is a variant of REs. /sarcasm
DEAL WITH IT.
less pew pew moar boom boom |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 05:58:00 -
[176] - Quote
This whole argument remind me of this:
Even if you don't understand EVE, you will still get this.
What people who complain about RE sound like. |
King Snuggler
Villore Sec Ops Gallente Federation
9
|
Posted - 2012.07.16 06:06:00 -
[177] - Quote
Arceus Evoxazon wrote:Hey guys. Ever heard of a game called Call of Duty? I think they have a similar issue. Maybe we should nerf them too.
Just an idea.
Maybe we should nerf the sticky grenades in Halo?
How about we nerf assault rifle?
Just because it's not a gun doesn't mean, it isn't legitimate. It's a tactic like anything else. It has weaknesses, it has strengths.
Let's all calm down and stop acting like a bunch of Codfish.
*BTW, as a Firefly, I agree. They are broken, but I have to invest very heavily in my skills to make an effective build that I wont die with every time I throw one*
Just like in EVE everything is useful to a point and can be countered, even a Hulk (Exhumer Class-Mining Ship) can be fitted to fight mainstream combat ships. A prime example of a Hulk in skilled players hands... EVE Online-Hulk PVP
And I agree I'm tired of the nerf threads the starting RE is OP and it will be toned down, with all these threads on nerf this and that , if they catered to every single thread and changed , nerfed, removed I don't think we would be playing DUST anymore just a sci-fi COD which plenty don't want to play. |
King Snuggler
Villore Sec Ops Gallente Federation
9
|
Posted - 2012.07.16 06:09:00 -
[178] - Quote
How dare you !!! You stole my video from another thread....
And tbh this is the perfect video to show DUST players who are new to the EVE universe, this is what happens when whiners in a game are given the chance to speak or rage. |
Angavu Vulgaris
Tronhadar Free Guard Minmatar Republic
4
|
Posted - 2012.07.16 06:33:00 -
[179] - Quote
Just add a placement animation to Remote Explosives.
Detonation time should still be near instant.
REs should be something that takes planning.
or
Just make them the same throw distance as other placeables.... Increase damage a ton too.
Then, you can even add variations.
Anti-infantry one with larger effective splash range/shrapnel
and a high explosive one. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.07.16 07:38:00 -
[180] - Quote
People stop with the nerf hammer! This isnt a full release, there are still many things to be fixed ie: spawn, buddy system, draw range, free vehicles, no ff and one map.
So please be a little more patient and try to adapt. I have seen many players staying out of RE range and why are you rushing me with an AR? Keep your distance and use that FPS skill your so proud of boasting about! People using REs look like they are ready for a karate match, easy to recognize.
All OP threads need to wait till more updates are available!
Thx,
B (>^.^)< |
|
Varys Targaryen
200
|
Posted - 2012.07.16 07:47:00 -
[181] - Quote
I thought me and that one pokemon guy killed this thread. Like seriously severed it's head.
How is this thread still alive? |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 08:24:00 -
[182] - Quote
I thought so too but apparently ppl still want to stir the pot |
Relyt R
Sinq Laison Gendarmes Gallente Federation
56
|
Posted - 2012.07.16 09:36:00 -
[183] - Quote
my bad, i was still reading if from 2 days ago |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.07.16 09:42:00 -
[184] - Quote
*yawn* *drinks some coffee*
What's up? Oh. I usually just start backing up and shooting at the person tossing REs... or I shoot the RE he is tossing while he's still close enough for it to kill him. What's wrong with REs again?
Personally, I feel they are working as intended. |
Varys Targaryen
200
|
Posted - 2012.07.16 10:33:00 -
[185] - Quote
Absol Evoxazon wrote:I thought so too but apparently ppl still want to stir the pot Fo sho |
Revelations 514
Royal Uhlans Amarr Empire
38
|
Posted - 2012.07.16 17:23:00 -
[186] - Quote
I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.07.16 19:14:00 -
[187] - Quote
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? |
GOLD LEAD3R
Seituoda Taskforce Command Caldari State
22
|
Posted - 2012.07.16 19:32:00 -
[188] - Quote
I hardly use RE's. Mostly play as a straight up assault guy, using my AR, or a heavy using my HMG. From someone who doesn't use them, I don't think they're a problem. I may get killed by 1 a match, but usually no more than that (2 at most), and I go up against RE guys all the time.
Some people are complaining about them being set off after death. Not a problem. You all know you can keep shooting someone after they die to permanantly kill them, right? And if you do that (it's like an extra spurt from your gun, so it takes a spit second) they won't be able to detonate the RE. Yahtzee.
The other thing I think people are forgetting is that when friendly fire arrives, guys won't be able to just throw a RE in the middle of a firefight with everybody.
I've read through this entire thread, and nobody has mentioned anything I haven't been able to solve. RE's aren't that much of a problem. A nuisance, maybe, but not a problem. Play smarter. Too much "nerf this, nerf that" going on around these boards. People need to grow up.
You will get killed at some point in the game, and it won't be fun. That's part of it. |
Alexei Darkbloom
Royal Uhlans Amarr Empire
17
|
Posted - 2012.07.16 20:07:00 -
[189] - 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. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.07.16 20:44:00 -
[190] - Quote
Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion.
Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word;
"Remote".
Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away.
Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed. |
|
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.07.16 20:46:00 -
[191] - Quote
To appease those who want a fast paced explosive; add a sticky grenade. Thrown faster and straighter than locus or AV nades, stick to enemies, but can't be thrown as far and only kill those who are almost standing right on top of it or attached to it. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 21:46:00 -
[192] - Quote
J'Jor Da'Wg wrote:Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word; "Remote". Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away. Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed.
how about you stop being butt hurt by getting killed by a box and deal with it. sounds like another AR user getting upset that he cant beat an RE user. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.16 21:57:00 -
[193] - Quote
If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.07.16 22:03:00 -
[194] - Quote
Absol Evoxazon wrote:J'Jor Da'Wg wrote:Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word; "Remote". Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away. Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed. how about you stop being butt hurt by getting killed by a box and deal with it. sounds like another AR user getting upset that he cant beat an RE user.
Coming from someone who abuses RE in cqc. Of course you will try and defend it. It doesn't matter because its going to get nerfed. Nice fail troll though. RE is broken and if you deny it you are obviously a troll and an idiot. |
Chew B0CCA
58
|
Posted - 2012.07.16 22:22:00 -
[195] - Quote
J'Jor Da'Wg wrote:Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word; "Remote". Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away. Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed.
I'll repost for Gold Leader since he did such a wonderful job of summing it up:
Some people are complaining about them being set off after death. Not a problem. You all know you can keep shooting someone after they die to permanantly kill them, right? And if you do that (it's like an extra spurt from your gun, so it takes a spit second) they won't be able to detonate the RE. Yahtzee.
|
Chew B0CCA
58
|
Posted - 2012.07.16 22:23:00 -
[196] - Quote
Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them.
+1 |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 22:28:00 -
[197] - Quote
Crimson MoonV wrote:Absol Evoxazon wrote:J'Jor Da'Wg wrote:Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word; "Remote". Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away. Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed. how about you stop being butt hurt by getting killed by a box and deal with it. sounds like another AR user getting upset that he cant beat an RE user. Coming from someone who abuses RE in cqc. Of course you will try and defend it. It doesn't matter because its going to get nerfed. Nice fail troll though. RE is broken and if you deny it you are obviously a troll and an idiot.
Yeup i guees im a fail troll and idiot. Im so sorrry for being fails! I guess i should blow myself up with a op box because people cant handle them |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.07.16 22:32:00 -
[198] - Quote
Absol Evoxazon wrote:Crimson MoonV wrote:Absol Evoxazon wrote:J'Jor Da'Wg wrote:Revelations 514 wrote:I think making them sticky and having an arming time is a good idea actually. The arming time keeps them being used for intended purposes, trapping/ambush. The sticky negates the arming time when vehicles are concerned, (so they don't just move off of them).
I don't think 1 or 2 RE's should be able to drop a tank. They shouldn't be used as being able to add on AV capabilities. They should be used to accentuate AV capabilities, or support other people in an AV role. IMO I think it should take almost your full loadout of RE's to just take out a dropship, and two to take down a heavy.
Just my opinion. Remote explosives are being used as grenades, not for demolitions and traps. Remote explosives have one key word; "Remote". Currently, the detonation of REs are anything but remote from their user. Most times they are less than 15m away. Get rid of the ridiculous automatic death explosions, add an arming/lock on sequence, I would say 5 seconds would do. And does friendly fire on Remote explosives need buffed? It seems to be the new Swarm Launcher to me; fire at your feet and walk away unscathed. how about you stop being butt hurt by getting killed by a box and deal with it. sounds like another AR user getting upset that he cant beat an RE user. Coming from someone who abuses RE in cqc. Of course you will try and defend it. It doesn't matter because its going to get nerfed. Nice fail troll though. RE is broken and if you deny it you are obviously a troll and an idiot. Yeup i guees im a fail troll and idiot. Im so sorrry for being fails! I guess i should blow myself up with a op box because people cant handle them
Your forgiven this time. Next time you won't be so lucky. Oh and next time you throw RE at me in cqc don't miss. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 22:34:00 -
[199] - Quote
Now for srs business guise. How about we stop bitching about Re's before the actual game comes out with all the skills and the different maps and the mechanic called frendly fire. Im sure if ccp feels something really needs to be done about RE they will when they release the full game. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.16 22:38:00 -
[200] - Quote
Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them.
Sounds like you loving camping in CoD, so go back to CoD if you want to camp.
If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight. |
|
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.07.16 22:39:00 -
[201] - Quote
Absol Evoxazon wrote:Now for srs business guise. How about we stop bitching about Re's before the actual game comes out with all the skills and the different maps and the mechanic called frendly fire. Im sure if ccp feels something really needs to be done about RE they will when they release the full game.
I'm sure they will. I'm still going laugh at the jokers that are going to abuse it in cqc.(you) Those were the same scrubs that were using swarm launchers 24/7 last build. Get good. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 22:43:00 -
[202] - Quote
STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight.
actually there was this cool dude who shot my re explosive with a shotty and blew me up i laughed pretty hard cuz i got sent flying and he didn't have a scratch on him. I love shotgun users :) (not being sarcastic btw shotguns are pretty nice). |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.16 22:46:00 -
[203] - Quote
Absol Evoxazon wrote:STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight. actually there was this cool dude who shot my re explosive with a shotty and blew me up i laughed pretty hard cuz i got sent flying and he didn't have a scratch on him. I love shotgun users :) (not being sarcastic btw shotguns are pretty nice).
Thats easier to do for players who shoot at center of mass, but players who shoot at the head don't have that luxury. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.16 22:47:00 -
[204] - Quote
Absol Evoxazon wrote:
actually there was this cool dude who shot my re explosive with a shotty and blew me up i laughed pretty hard cuz i got sent flying and he didn't have a scratch on him. I love shotgun users :) (not being sarcastic btw shotguns are pretty nice).
I had someone shoot it when i was up on the roof above A and it instant killed me.
sure i was pissed, but i couldn't help but to laugh my ass off. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.16 22:48:00 -
[205] - Quote
Crimson MoonV wrote:Absol Evoxazon wrote:Now for srs business guise. How about we stop bitching about Re's before the actual game comes out with all the skills and the different maps and the mechanic called frendly fire. Im sure if ccp feels something really needs to be done about RE they will when they release the full game. I'm sure they will. I'm still going laugh at the jokers that are going to abuse it in cqc.(you) Those were the same scrubs that were using swarm launchers 24/7 last build. Get good.
oh your still there, hi buddy :)
yeup its a shame i abuse it because people cant seem to stop chasing me when im going after tanks. Here's a tip don't chase me and you wont get blown up unless ur in a tank. And btw I am drop dead sexy good. mhmmmmmm yea baby |
Maken Tosch
263
|
Posted - 2012.07.16 22:53:00 -
[206] - Quote
As someone has pointed out, what seems broken to you could be balanced to others. I don't see a problem with the remote explosives for the following reasons:
1. They sometimes explode prematurely. If you're lucky, you come out alive with barely half armor (insta-dead if you're in a scout suit). I had this happen to me on several occasions. Be careful on how you throw them... they explode too early if you throw them the wrong way.
2. You have no control as to which remote explosive you activate. Rumors are going around that they explode in the order you place them. But my game play experience has taught me that such a rumor is baseless as they all explode (assuming you planted more than one of them) in unison. This means that if I place an explosive on objectives A, B, and C and someone tries to hack A, I can activate the explosives to kill that hacker, but that means another hacker can come in without fear of getting killed the same way. Which brings me to my next point.
3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
4. Let's not forget the threat of a skilled sniper who can one-shot-kill a explosives runner in a scout suit.
5. They can be spotted by other players. It appears that other players have adapted to this technique of planting explosives near the objectives by simple shooting at the explosives before hacking. Sometimes, a grenade that strayed too close or a tank shooting too close can easily trigger the explosives and thus clear a way for people to go through safely.
6. Apparently, their blast radius is not that wide at all. I have tossed several explosives nearby my opponents, but they were just a foot too far for the explosive to work.
7. You can't throw them very far. I can't even throw an RE over a ledge if my life depended on it. They just keep going towards the floor where I stand even when looking up.
As you can see, they are not overpowered in any way. People just so happen to use them in ways that outside their operational design. In Eve Online, an Iteron Mark V (an industrial hauling ship) is able to shoot down a mission-fitted Megathron (a battleship) while fitted with only one energy neutralizer and one small blaster vs. the Megathron's large guns. Then there is the Orca (an industrial command ship) that can face off against a battleship if done properly at the hands of an experienced pilot. Then there is the battleships that can be used as a mining vessel. Then there is the Myrmidon (a Gallente battlecruiser that mainly armor tanks) that can be fitted with just energy neuts and hull tank with reinforced bulkheads.
These are clear-cut examples of tools/ships being used outside of their operational design, which is inevitable no matter what CCP does.
I know what some of you are going to say. "But Maken, you're talking about Eve Online. This is Dust. A different game."
That may be true, but DUST is built by CCP which is the same company that made Eve. According to CCP, Dust's purpose is to expand on Eve's universe. It can operate on its own just like Eve, but it will be operating under Eve's server. But that's besides the point.
Let's also no forget that some DUST mercs have also discovered how to properly fit a tank on a dropship and turn it into something that does live up to its name. A ship that drops. Then there are the LAVs being used to just simply run people over. Wouldn't you run over your opponent if he just so happens to be walking in front of you? And let's also not forget that I have used the dropship for the sole purpose of abandoning it mid-flight by jumping out of the pilot seat and falling down with my inertia cancelers once I'm over my target objective. Never mind the poor souls who just spawned in the dropship just to die in a crash as I bailed out. If I time it right, the dropship could do enough damage to a nearby installation as it crashes into it. And don't get me started on a mercs I have spotted wearing a heavy suit armed only with an assault rifle thinking that their poor excuse for an alternative-assault suit could be of any use. |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.07.16 22:56:00 -
[207] - Quote
I noticed others besides myself keeping distance lately.. it's becoming kinda obvious when someones trying to bait me to chase them into their RE's.. I do the same thing with the mass driver i try to bait ppl to come to me while I wait around a corner.. pretty funny when i meet up face to face with an RE'er we both start back peddling as we both executed a defensive tactict it just ended in a standoff so we went about our ways without killing each other. i hate to see anything get nerfed but I suppose it could use one.. it's changing the way we play but that's not a complaint.
I do feel sorry for the shotgunners tho, but for an AR, RE's are not too bad- they seem to strafe less than some with a normal weapon and they often make the mistake of trying to frontal charge an AR. Sometimes they're an easy kill from range. |
Maken Tosch
263
|
Posted - 2012.07.16 23:03:00 -
[208] - Quote
TEBOW BAGGINS wrote:I noticed others besides myself keeping distance lately.. it's becoming kinda obvious when someones trying to bait me to chase them into their RE's.. I do the same thing with the mass driver i try to bait ppl to come to me while I wait around a corner.. pretty funny when i meet up face to face with an RE'er we both start back peddling as we both executed a defensive tactict it just ended in a standoff so we went about our ways without killing each other. i hate to see anything get nerfed but I suppose it could use one.. it's changing the way we play but that's not a complaint.
I do feel sorry for the shotgunners tho, but for an AR, RE's are not too bad- they seem to strafe less than some with a normal weapon and they often make the mistake of trying to frontal charge an AR. Sometimes they're an easy kill from range.
Sounds like a good example of players adapting and figuring out counters when they face someone using a tool that is outside its operational design. |
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.07.16 23:07:00 -
[209] - Quote
Maken Tosch wrote: 3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
Holy CRAP they can be restocked? Not even grenades can be flung around widdershins for instakills 5 times then be restocked. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 23:34:00 -
[210] - Quote
To the EVE player:
I only have a few adjustments to your statements. I've noticed that the remotes sometimes do explode in order. I'm not sure if this is a glitch or if this is an alternate mechanic.
Tossing the remotes over a ledge is possible, but you have to learn how. It's tough and requires both speed and elevation.
That's about it.
I've always felt that just because your supposed to use it a certain way, doesn't mean you have to. It's fulfilling to find an item people don't use and then turn it into something worthy of hatred and admiration. There is nothing like saying "Holy ****. I just broke the game! Hey Bro, check this out!" |
|
Juda Macabee
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2012.07.16 23:42:00 -
[211] - Quote
Genhawkk wrote:Someone made a really good suggestion in another thread...
When you deploy an Remote Explosive, they shoudl deploy at your feet! Not be thrown like a grenade....
That would help balance them in my eyes (opinion of coarse)
This sounds good and maybe limit re to 2 to 3 that can be used like hand gernades
Maybe have a skill tree thats high to get the desired affect that is in this build ,re prof 1 ,re prof 2 |
Juda Macabee
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2012.07.16 23:48:00 -
[212] - Quote
Gyrnius wrote:Maken Tosch wrote: 3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
Holy CRAP they can be restocked? Not even grenades can be flung around widdershins for instakills 5 times then be restocked.
Yes Grenades can be restocked also at the Supply Depot ,but not with nanohive |
Mitchman 514
36
|
Posted - 2012.07.16 23:52:00 -
[213] - Quote
Gyrnius wrote:Maken Tosch wrote: 3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
Holy CRAP they can be restocked? Not even grenades can be flung around widdershins for instakills 5 times then be restocked. Grenades can be restocked at those stocking stations. Just select the same fitting as you're using and you get it fully restocked.
|
Juda Macabee
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2012.07.16 23:53:00 -
[214] - Quote
Maken Tosch wrote:As someone has pointed out, what seems broken to you could be balanced to others. I don't see a problem with the remote explosives for the following reasons:
1. They sometimes explode prematurely. If you're lucky, you come out alive with barely half armor (insta-dead if you're in a scout suit). I had this happen to me on several occasions. Be careful on how you throw them... they explode too early if you throw them the wrong way.
2. You have no control as to which remote explosive you activate. Rumors are going around that they explode in the order you place them. But my game play experience has taught me that such a rumor is baseless as they all explode (assuming you planted more than one of them) in unison. This means that if I place an explosive on objectives A, B, and C and someone tries to hack A, I can activate the explosives to kill that hacker, but that means another hacker can come in without fear of getting killed the same way. Which brings me to my next point.
3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
4. Let's not forget the threat of a skilled sniper who can one-shot-kill a explosives runner in a scout suit.
5. They can be spotted by other players. It appears that other players have adapted to this technique of planting explosives near the objectives by simple shooting at the explosives before hacking. Sometimes, a grenade that strayed too close or a tank shooting too close can easily trigger the explosives and thus clear a way for people to go through safely.
6. Apparently, their blast radius is not that wide at all. I have tossed several explosives nearby my opponents, but they were just a foot too far for the explosive to work.
7. You can't throw them very far. I can't even throw an RE over a ledge if my life depended on it. They just keep going towards the floor where I stand even when looking up.
As you can see, they are not overpowered in any way. People just so happen to use them in ways that outside their operational design. In Eve Online, an Iteron Mark V (an industrial hauling ship) is able to shoot down a mission-fitted Megathron (a battleship) while fitted with only one energy neutralizer and one small blaster vs. the Megathron's large guns. Then there is the Orca (an industrial command ship) that can face off against a battleship if done properly at the hands of an experienced pilot. Then there is the battleships that can be used as a mining vessel. Then there is the Myrmidon (a Gallente battlecruiser that mainly armor tanks) that can be fitted with just energy neuts and hull tank with reinforced bulkheads.
These are clear-cut examples of tools/ships being used outside of their operational design, which is inevitable no matter what CCP does.
I know what some of you are going to say. "But Maken, you're talking about Eve Online. This is Dust. A different game."
That may be true, but DUST is built by CCP which is the same company that made Eve. According to CCP, Dust's purpose is to expand on Eve's universe. It can operate on its own just like Eve, but it will be operating under Eve's server. But that's besides the point.
Let's also no forget that some DUST mercs have also discovered how to properly fit a tank on a dropship and turn it into something that does live up to its name. A ship that drops. Then there are the LAVs being used to just simply run people over. Wouldn't you run over your opponent if he just so happens to be walking in front of you? And let's also not forget that I have used the dropship for the sole purpose of abandoning it mid-flight by jumping out of the pilot seat and falling down with my inertia cancelers once I'm over my target objective. Never mind the poor souls who just spawned in the dropship just to die in a crash as I bailed out. If I time it right, the dropship could do enough damage to a nearby installation as it crashes into it. And don't get me started on a mercs I have spotted wearing a heavy suit armed only with an assault rifle thinking that their poor excuse for an alternative-assault suit could be of any use.
Good Points |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.16 23:57:00 -
[215] - Quote
Juda Macabee wrote:Maken Tosch wrote:As someone has pointed out, what seems broken to you could be balanced to others. I don't see a problem with the remote explosives for the following reasons:
1. They sometimes explode prematurely. If you're lucky, you come out alive with barely half armor (insta-dead if you're in a scout suit). I had this happen to me on several occasions. Be careful on how you throw them... they explode too early if you throw them the wrong way.
2. You have no control as to which remote explosive you activate. Rumors are going around that they explode in the order you place them. But my game play experience has taught me that such a rumor is baseless as they all explode (assuming you planted more than one of them) in unison. This means that if I place an explosive on objectives A, B, and C and someone tries to hack A, I can activate the explosives to kill that hacker, but that means another hacker can come in without fear of getting killed the same way. Which brings me to my next point.
3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
4. Let's not forget the threat of a skilled sniper who can one-shot-kill a explosives runner in a scout suit.
5. They can be spotted by other players. It appears that other players have adapted to this technique of planting explosives near the objectives by simple shooting at the explosives before hacking. Sometimes, a grenade that strayed too close or a tank shooting too close can easily trigger the explosives and thus clear a way for people to go through safely.
6. Apparently, their blast radius is not that wide at all. I have tossed several explosives nearby my opponents, but they were just a foot too far for the explosive to work.
7. You can't throw them very far. I can't even throw an RE over a ledge if my life depended on it. They just keep going towards the floor where I stand even when looking up.
As you can see, they are not overpowered in any way. People just so happen to use them in ways that outside their operational design. In Eve Online, an Iteron Mark V (an industrial hauling ship) is able to shoot down a mission-fitted Megathron (a battleship) while fitted with only one energy neutralizer and one small blaster vs. the Megathron's large guns. Then there is the Orca (an industrial command ship) that can face off against a battleship if done properly at the hands of an experienced pilot. Then there is the battleships that can be used as a mining vessel. Then there is the Myrmidon (a Gallente battlecruiser that mainly armor tanks) that can be fitted with just energy neuts and hull tank with reinforced bulkheads.
These are clear-cut examples of tools/ships being used outside of their operational design, which is inevitable no matter what CCP does.
I know what some of you are going to say. "But Maken, you're talking about Eve Online. This is Dust. A different game."
That may be true, but DUST is built by CCP which is the same company that made Eve. According to CCP, Dust's purpose is to expand on Eve's universe. It can operate on its own just like Eve, but it will be operating under Eve's server. But that's besides the point.
Let's also no forget that some DUST mercs have also discovered how to properly fit a tank on a dropship and turn it into something that does live up to its name. A ship that drops. Then there are the LAVs being used to just simply run people over. Wouldn't you run over your opponent if he just so happens to be walking in front of you? And let's also not forget that I have used the dropship for the sole purpose of abandoning it mid-flight by jumping out of the pilot seat and falling down with my inertia cancelers once I'm over my target objective. Never mind the poor souls who just spawned in the dropship just to die in a crash as I bailed out. If I time it right, the dropship could do enough damage to a nearby installation as it crashes into it. And don't get me started on a mercs I have spotted wearing a heavy suit armed only with an assault rifle thinking that their poor excuse for an alternative-assault suit could be of any use. Good Points Great Points |
Chew B0CCA
58
|
Posted - 2012.07.17 00:08:00 -
[216] - Quote
Arceus Evoxazon wrote:Juda Macabee wrote:Maken Tosch wrote:As someone has pointed out, what seems broken to you could be balanced to others. I don't see a problem with the remote explosives for the following reasons:
1. They sometimes explode prematurely. If you're lucky, you come out alive with barely half armor (insta-dead if you're in a scout suit). I had this happen to me on several occasions. Be careful on how you throw them... they explode too early if you throw them the wrong way.
2. You have no control as to which remote explosive you activate. Rumors are going around that they explode in the order you place them. But my game play experience has taught me that such a rumor is baseless as they all explode (assuming you planted more than one of them) in unison. This means that if I place an explosive on objectives A, B, and C and someone tries to hack A, I can activate the explosives to kill that hacker, but that means another hacker can come in without fear of getting killed the same way. Which brings me to my next point.
3. I have to restock them once I run out. But if the enemy decides to destroy the supply depots, then I am S.O.L. and then forced to get myself killed just to restock. By the time I'm ready to plant more explosives, the objectives will have already been overrun.
4. Let's not forget the threat of a skilled sniper who can one-shot-kill a explosives runner in a scout suit.
5. They can be spotted by other players. It appears that other players have adapted to this technique of planting explosives near the objectives by simple shooting at the explosives before hacking. Sometimes, a grenade that strayed too close or a tank shooting too close can easily trigger the explosives and thus clear a way for people to go through safely.
6. Apparently, their blast radius is not that wide at all. I have tossed several explosives nearby my opponents, but they were just a foot too far for the explosive to work.
7. You can't throw them very far. I can't even throw an RE over a ledge if my life depended on it. They just keep going towards the floor where I stand even when looking up.
As you can see, they are not overpowered in any way. People just so happen to use them in ways that outside their operational design. In Eve Online, an Iteron Mark V (an industrial hauling ship) is able to shoot down a mission-fitted Megathron (a battleship) while fitted with only one energy neutralizer and one small blaster vs. the Megathron's large guns. Then there is the Orca (an industrial command ship) that can face off against a battleship if done properly at the hands of an experienced pilot. Then there is the battleships that can be used as a mining vessel. Then there is the Myrmidon (a Gallente battlecruiser that mainly armor tanks) that can be fitted with just energy neuts and hull tank with reinforced bulkheads.
These are clear-cut examples of tools/ships being used outside of their operational design, which is inevitable no matter what CCP does.
I know what some of you are going to say. "But Maken, you're talking about Eve Online. This is Dust. A different game."
That may be true, but DUST is built by CCP which is the same company that made Eve. According to CCP, Dust's purpose is to expand on Eve's universe. It can operate on its own just like Eve, but it will be operating under Eve's server. But that's besides the point.
Let's also no forget that some DUST mercs have also discovered how to properly fit a tank on a dropship and turn it into something that does live up to its name. A ship that drops. Then there are the LAVs being used to just simply run people over. Wouldn't you run over your opponent if he just so happens to be walking in front of you? And let's also not forget that I have used the dropship for the sole purpose of abandoning it mid-flight by jumping out of the pilot seat and falling down with my inertia cancelers once I'm over my target objective. Never mind the poor souls who just spawned in the dropship just to die in a crash as I bailed out. If I time it right, the dropship could do enough damage to a nearby installation as it crashes into it. And don't get me started on a mercs I have spotted wearing a heavy suit armed only with an assault rifle thinking that their poor excuse for an alternative-assault suit could be of any use. Good Points Great Points
Flawless Points.
|
TabbieKat
72
|
Posted - 2012.07.17 00:12:00 -
[217] - Quote
Well as the game sits for Ambush and Skirmish matches RE's are abused and exploited. But we all have to take into account that random PVP matches are not the entire game but also the PVE side of the game that they will be adding as stated on one of CCP's video's and also the fact that we will be hired by EVE players to take down or protect planets for them.
Also from what I have read, we are receiving an increased amount of SP to test beta functions. I think we are getting four times the normal amount so it will take four times as long for these people to get where they are now. The good thing about them being used the way they are is people are learning to avoid them and the people that have called themselves "Fireflies" are being killed on site before they can use their RE's.
I like how people are voicing their opinions both for and against fixes to the RE's and I am sure CCP will implement some of these, but again keep in mind the random PVP matches are only a very small part of the game and while they balance it they need to keep in mind how "fixing" any item in the game will effect the other parts of the game that are not out yet. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.17 01:07:00 -
[218] - Quote
First! |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.17 01:26:00 -
[219] - Quote
STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight.
Actually on the contrary, I don't like staying still in shooters. Sitting anywhere allows the enemy to eventually learn/track your position, when you are constantly moving you become unpredictable and are able to accomplish more than to cautiously wait for one point to finally become obtained. Hacking a point, arming an RE, running to the next point, seeing the point you just hacked blinking because the enemy is attempting to take it back, blowing the charge, and then by that time you are at the next hack point... the enemy is heading towards the point you were just at & believes you are still there because you blew the charge while the point you are going to is left (hopefully) unprotected; but if not assuming there is not a heavy there you easily have the speed (as a scout with catalyzers) to ambush somebody & unload the clip from your smg before they are able to fully react, you then hack that point, set the charge & finally either return to the point you had previously hacked to ensure it is protected until full claim by your team or move on to the next point to rinse & repeat. As I said, I hate staying still, its dangerous, & leaves me open to being flanked or caught in a position I could have avoided if i had just continued to move ducking & weaving in & out of cover. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 01:36:00 -
[220] - Quote
Dante Daedrik wrote:STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight. Actually on the contrary, I don't like staying still in shooters. Sitting anywhere allows the enemy to eventually learn/track your position, when you are constantly moving you become unpredictable and are able to accomplish more than to cautiously wait for one point to finally become obtained. Hacking a point, arming an RE, running to the next point, seeing the point you just hacked blinking because the enemy is attempting to take it back, blowing the charge, and then by that time you are at the next hack point... the enemy is heading towards the point you were just at & believes you are still there because you blew the charge while the point you are going to is left (hopefully) unprotected; but if not assuming there is not a heavy there you easily have the speed (as a scout with catalyzers) to ambush somebody & unload the clip from you smg before they are able to fully react, you then hack that point, set the charge & finally either return to the point you had previously hacked to ensure it is protected until full claim by your team or move on to the next point to rinse & repeat. As I said, I hate staying still, its dangerous, & leaves me open to being flanked or caught in a position I could have avoided if i had just continued to move ducking & weaving in & out of cover.
Well said, the way you describe using REs is what I believe the CCP intended for them. If you go back to the OP you'll see that I was talking about a solution to the current abuse where players throw them in desperation when losing a gun fight. The reason its an issue is because of how quickly REs can be thrown and detonated, there is no issue with the damage or radius. Some have mentioned the low requirements to use them and that should also be addressed. |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.17 01:46:00 -
[221] - Quote
STB-stlcarlos989 EV wrote:Dante Daedrik wrote:STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight. Actually on the contrary, I don't like staying still in shooters. Sitting anywhere allows the enemy to eventually learn/track your position, when you are constantly moving you become unpredictable and are able to accomplish more than to cautiously wait for one point to finally become obtained. Hacking a point, arming an RE, running to the next point, seeing the point you just hacked blinking because the enemy is attempting to take it back, blowing the charge, and then by that time you are at the next hack point... the enemy is heading towards the point you were just at & believes you are still there because you blew the charge while the point you are going to is left (hopefully) unprotected; but if not assuming there is not a heavy there you easily have the speed (as a scout with catalyzers) to ambush somebody & unload the clip from you smg before they are able to fully react, you then hack that point, set the charge & finally either return to the point you had previously hacked to ensure it is protected until full claim by your team or move on to the next point to rinse & repeat. As I said, I hate staying still, its dangerous, & leaves me open to being flanked or caught in a position I could have avoided if i had just continued to move ducking & weaving in & out of cover. Well said, the way you describe using REs is what I believe the CCP intended for them. If you go back to the OP you'll see that I was talking about a solution to the current abuse where players throw them in desperation when losing a gun fight. The reason its an issue is because of how quickly REs can be thrown and detonated, there is no issue with the damage or radius. Some have mentioned the low requirements to use them and that should also be addressed. If you know about CCP, then you'd know that is not how they design games at all. They let you figure them out.
You do know most of EVE is player run, right? Devs don't do much because the players do most of the regulating. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 02:22:00 -
[222] - Quote
Arceus Evoxazon wrote:STB-stlcarlos989 EV wrote:Dante Daedrik wrote:STB-stlcarlos989 EV wrote:Dante Daedrik wrote:If anything the RE's should be encouraging people to play the way intended. Dust isnt about rushing people, playing chicken with bullets/AR's. Its about tactical maneuvering like flanking, ambush, covering fire and other such uses. RE's are great for vehicles when you have no opportunity to obtain an AV weapon on the field other than dieing and holding down control points when someone is trying to re-hack while you are getting out of dodge (especially a poorly defended Scout that acts as point man). Including going up against a Heavy, pretty intimidating when all you have is a submachine that is like bb's to them. Sounds like you loving camping in CoD, so go back to CoD if you want to camp. If you use CQC weapons you have no choice but to get in close, Is a guy who uses an SMG or shotgun not supposed to have a chance at killing someone who just throws an RE as soon as he gets close because he can instantly throw and detonate them. They could still be used as traps with an arming time, but an arming time would prevent people from just using them in the MIDDLE of a CQC gun fight. Actually on the contrary, I don't like staying still in shooters. Sitting anywhere allows the enemy to eventually learn/track your position, when you are constantly moving you become unpredictable and are able to accomplish more than to cautiously wait for one point to finally become obtained. Hacking a point, arming an RE, running to the next point, seeing the point you just hacked blinking because the enemy is attempting to take it back, blowing the charge, and then by that time you are at the next hack point... the enemy is heading towards the point you were just at & believes you are still there because you blew the charge while the point you are going to is left (hopefully) unprotected; but if not assuming there is not a heavy there you easily have the speed (as a scout with catalyzers) to ambush somebody & unload the clip from you smg before they are able to fully react, you then hack that point, set the charge & finally either return to the point you had previously hacked to ensure it is protected until full claim by your team or move on to the next point to rinse & repeat. As I said, I hate staying still, its dangerous, & leaves me open to being flanked or caught in a position I could have avoided if i had just continued to move ducking & weaving in & out of cover. Well said, the way you describe using REs is what I believe the CCP intended for them. If you go back to the OP you'll see that I was talking about a solution to the current abuse where players throw them in desperation when losing a gun fight. The reason its an issue is because of how quickly REs can be thrown and detonated, there is no issue with the damage or radius. Some have mentioned the low requirements to use them and that should also be addressed. If you know about CCP, then you'd know that is not how they design games at all. They let you figure them out. You do know most of EVE is player run, right? Devs don't do much because the players do most of the regulating.
Yeah they give players tools to make their own stories, but they give them these tools with a certain idea for their use. They intended swarm launchers to be anti-vehicle and last patch they were not, so CCP adjusted the tool they gave us. This patch its the same with REs at least in my opinion. I believe they are meant to be used tactically and not as a desperation easy button. So I have a hunch that they will adjust this tool, as well as many others during this beta run to insure they are used for their intended purpose. I never played EVE so I could be wrong but I don't think CCP is going to give players hammers so they can use them to cut 2x4s to size.
For those that may be confused that was a metaphor. |
GAGAH-BOY Brazil
4
|
Posted - 2012.07.17 03:44:00 -
[223] - Quote
They should add an animation of the mercenary planting the C4 on the ground! |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.17 05:47:00 -
[224] - Quote
GAGAH-BOY Brazil wrote:They should add an animation of the mercenary planting the C4 on the ground!
BASICALLY THIS IS WHAT EVERYONE SEEMS TO WANT |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.17 07:15:00 -
[225] - Quote
1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.17 08:29:00 -
[226] - Quote
Good nite folks |
Wraith 2cu
Doomheim
14
|
Posted - 2012.07.17 14:28:00 -
[227] - Quote
Funny how since I started using RE, I don't get killed by enemy RE anymore, you learn the tactics very quickly.
Damage and radius is fine, and yes an RE user can be killed by his own RE if standing too close when triggering.
RE can take out a militia tank and a 2nd tier tank using all 5, but not a 3rd tier tank. and to get those 5 on that 2nd tier it has to be a stupid driver, or one that's oblivious of whats happening on the field around him.
Some saying that it should take 2 RE's to kill someone??? you're kidding right, how many does it take to blow a tank after that?
In some cases it does take 2 RE to kill someone, you lure them behind a container and throw one RE on each end, just in case you might have a "smart, greedy kill wh....", though there are few of those ones, usually you basic greedy kill wh.... .
RE's Stick on tanks??? No, if you are in a higher position than the vehicle and throw the RE and it lands on the vehicle, that may be considered as a "stick". If you throw the RE and miss the vehicle and the vehicle keeps moving, then you may also call it a "stick" (in the mud) because now those RE are pretty much useless.
With RE you can't run head on and attack, that is basically death for the RE user. You must flank or come up behind an opponent and use the element of surprise.
Best surprises are for those camping snipers, sneak up behind lay an RE down, move away, and trigger the wristpad. Those light armour guys really give name to those Dragon"Fly" suits, they get some hieght.
Delay for RE, you lay throw it down, move away, wait for the "fool" who chases an RE user (c'mon a guy that's not shooting at you and you're not suspiscious??) press R1 (your character raises his right hand, presses the left wristpad, then RE's explode) takes about a second or little more, and that's if they go off correctly.
I say learn and adapt, like i said in the begining, I haven't been killed by RE in ages.
|
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 16:07:00 -
[228] - Quote
Wraith 2cu wrote:Funny how since I started using RE, I don't get killed by enemy RE anymore, you learn the tactics very quickly.
Damage and radius is fine, and yes an RE user can be killed by his own RE if standing too close when triggering.
RE can take out a militia tank and a 2nd tier tank using all 5, but not a 3rd tier tank. and to get those 5 on that 2nd tier it has to be a stupid driver, or one that's oblivious of whats happening on the field around him.
Some saying that it should take 2 RE's to kill someone??? you're kidding right, how many does it take to blow a tank after that?
In some cases it does take 2 RE to kill someone, you lure them behind a container and throw one RE on each end, just in case you might have a "smart, greedy kill wh....", though there are few of those ones, usually you basic greedy kill wh.... .
RE's Stick on tanks??? No, if you are in a higher position than the vehicle and throw the RE and it lands on the vehicle, that may be considered as a "stick". If you throw the RE and miss the vehicle and the vehicle keeps moving, then you may also call it a "stick" (in the mud) because now those RE are pretty much useless.
With RE you can't run head on and attack, that is basically death for the RE user. You must flank or come up behind an opponent and use the element of surprise.
Best surprises are for those camping snipers, sneak up behind lay an RE down, move away, and trigger the wristpad. Those light armour guys really give name to those Dragon"Fly" suits, they get some hieght.
Delay for RE, you lay throw it down, move away, wait for the "fool" who chases an RE user (c'mon a guy that's not shooting at you and you're not suspiscious??) press R1 (your character raises his right hand, presses the left wristpad, then RE's explode) takes about a second or little more, and that's if they go off correctly.
I say learn and adapt, like i said in the begining, I haven't been killed by RE in ages.
Funny how people will post without reading the OP. |
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.17 17:02:00 -
[229] - Quote
Leave REs alone! They are as they should be. It's called tactics. If your such a badass with ARs then don't try to jump a guy who's within throwing range of REs. The only reason you could agree with the OP is that you get owned by them and aren't smart enough or are unwilling to adjust YOUR gameplay. It's not like they can be thrown 20+ feet. I see people throwing them down and I stay calm and back up while firing...problem sloved. Or toss a nade at their feet it will cause them to suicide...problem solved.
They are BALLANCED for both the attacker and defender.
Please don't get mad when someones tactical advantage gets the better of you, just get smarter. This is how true warriors are built. People who LEARN from their mistakes, make adjustments, and become better, smarter warriors because of it.
Please don't fall into the same mindset as most of the FPS console crowds. "Nerf it it owns me". Please don't water this gmae down to BF and or CoD.
Please keep it fast paced, keep my mind working, keep me on edge. Don't let this turn into another FPS sleeper.
I can play CoD drunk and have a 2.00 KDR. It's weak sauce.
This game as is keeps me on my toes, makes me wanna play another match, then another, and another. It is a challenge. I love to see what tactics I will have to fight against in the next match.
What I learn from each maps changes what I put my SPs into. My character evolves WITH the game, with the players involved and the tactics they employ. This will give the game LOGEVITY.
In other FPSs, before long a "standard" loadout becomes known and everyone runs around with the same guns/perks. BORING!
Rise above this mentality people! Rise and fight what you hate with tactics, not calls for nerfs. Make them think twice about using their tactics. Make THEM fear YOU! Not the other way around.
|
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 17:14:00 -
[230] - Quote
HD Sniper wrote:Leave REs alone! They are as they should be. It's called tactics. If your such a badass with ARs then don't try to jump a guy who's within throwing range of REs. The only reason you could agree with the OP is that you get owned by them and aren't smart enough or are unwilling to adjust YOUR gameplay. It's not like they can be thrown 20+ feet. I see people throwing them down and I stay calm and back up while firing...problem sloved. Or toss a nade at their feet it will cause them to suicide...problem solved.
They are BALLANCED for both the attacker and defender.
Please don't get mad when someones tactical advantage gets the better of you, just get smarter. This is how true warriors are built. People who LEARN from their mistakes, make adjustments, and become better, smarter warriors because of it.
Please don't fall into the same mindset as most of the FPS console crowds. "Nerf it it owns me". Please don't water this gmae down to BF and or CoD.
Please keep it fast paced, keep my mind working, keep me on edge. Don't let this turn into another FPS sleeper.
I can play CoD drunk and have a 2.00 KDR. It's weak sauce.
This game as is keeps me on my toes, makes me wanna play another match, then another, and another. It is a challenge. I love to see what tactics I will have to fight against in the next match.
What I learn from each maps changes what I put my SPs into. My character evolves WITH the game, with the players involved and the tactics they employ. This will give the game LOGEVITY.
In other FPSs, before long a "standard" loadout becomes known and everyone runs around with the same guns/perks. BORING!
Rise above this mentality people! Rise and fight what you hate with tactics, not calls for nerfs. Make them think twice about using their tactics. Make THEM fear YOU! Not the other way around.
So what about an SMG or shotgun user? You have to get in close with those weapons and as I stated in the OP the issue isn't the REs damage, radius, or adjusting your tactics. The Issue is the fact that they can be deployed and triggered so quickly that in a CQC situation (which can't be avoided with SMG or Shotgun) Someone losing a gunfight can just throw them in desperation and even if they are killed they can still trigger them. So if you play with CQC weapons and someone does this cheap suicide tactic you can't even get away. The fact that they can be triggered after death along with how quickly they can deployed and triggered, makes them broken.
Look this is a beta and there are many issues, and in order for these issues to be resolved before launch CCP needs our feedback, this isn't about QQing, its about fixing what is broken. |
|
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.17 17:26:00 -
[231] - Quote
HD Sniper wrote:Leave REs alone! They are as they should be. It's called tactics. If your such a badass with ARs then don't try to jump a guy who's within throwing range of REs. The only reason you could agree with the OP is that you get owned by them and aren't smart enough or are unwilling to adjust YOUR gameplay. It's not like they can be thrown 20+ feet. I see people throwing them down and I stay calm and back up while firing...problem sloved. Or toss a nade at their feet it will cause them to suicide...problem solved.
They are BALLANCED for both the attacker and defender.
Please don't get mad when someones tactical advantage gets the better of you, just get smarter. This is how true warriors are built. People who LEARN from their mistakes, make adjustments, and become better, smarter warriors because of it.
Please don't fall into the same mindset as most of the FPS console crowds. "Nerf it it owns me". Please don't water this gmae down to BF and or CoD.
Please keep it fast paced, keep my mind working, keep me on edge. Don't let this turn into another FPS sleeper.
I can play CoD drunk and have a 2.00 KDR. It's weak sauce.
This game as is keeps me on my toes, makes me wanna play another match, then another, and another. It is a challenge. I love to see what tactics I will have to fight against in the next match.
What I learn from each maps changes what I put my SPs into. My character evolves WITH the game, with the players involved and the tactics they employ. This will give the game LOGEVITY.
In other FPSs, before long a "standard" loadout becomes known and everyone runs around with the same guns/perks. BORING!
Rise above this mentality people! Rise and fight what you hate with tactics, not calls for nerfs. Make them think twice about using their tactics. Make THEM fear YOU! Not the other way around.
I get tons of kills with REs, manage to avoid other REs, and I still think they need to change the planting mechanic. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.07.17 17:28:00 -
[232] - Quote
oh for the love of god they are not I win buttons. they are nice but i rarly get killed by them. open your eyes people if you run into them its your bad.
this is yet another thread of people complaining because some one found a way of playing that isnt straight gun game.
there is a 2+ second lag to get those things out, you can see them going out if you are paying attention. I have dodged more then ive been killed by. and the ones Ive been killed by I saw them being deployed but was to focused on killing my opponent to think of dodging.
thats my bad |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 17:33:00 -
[233] - Quote
fred orpaul wrote:oh for the love of god they are not I win buttons. they are nice but i rarly get killed by them. open your eyes people if you run into them its your bad.
this is yet another thread of people complaining because some one found a way of playing that isnt straight gun game.
there is a 2+ second lag to get those things out, you can see them going out if you are paying attention. I have dodged more then ive been killed by. and the ones Ive been killed by I saw them being deployed but was to focused on killing my opponent to think of dodging.
thats my bad
So are you saying that mercenaries would run around with what is essentially C4 that is always armed? That is just stupid, it should have to be armed before they can trigger it. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.17 17:33:00 -
[234] - Quote
I'D PREFER A MECHANIC SIMILAR TO HOW WALL MINES ARE PLACED IN SPLINTER CELL |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 17:57:00 -
[235] - Quote
STB-stlcarlos989 EV wrote:
So what about an SMG or shotgun user? You have to get in close with those weapons and as I stated in the OP the issue isn't the REs damage, radius, or adjusting your tactics. The Issue is the fact that they can be deployed and triggered so quickly that in a CQC situation (which can't be avoided with SMG or Shotgun) Someone losing a gunfight can just throw them in desperation and even if they are killed they can still trigger them. So if you play with CQC weapons and someone does this cheap suicide tactic you can't even get away. The fact that they can be triggered after death along with how quickly they can deployed and triggered, makes them broken.
Look this is a beta and there are many issues, and in order for these issues to be resolved before launch CCP needs our feedback, this isn't about QQing, its about fixing what is broken.
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
I understand that some people truly feel that REs are broken and this is not about QQing. The problem isn't functionality, it is availability. The ability to use REs in their current state should require LV5 Demolitions with x4-5 multiplier, that would greatly cut down on the REs and limit them to those who specifically want to specialize in them. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 17:57:00 -
[236] - Quote
Longshot Ravenwood wrote:1st step -- take Remote Explosives away from RolyatDerTeufel 2nd step -- fixed.
I gotta be doing something right.
I'll make an update to my feed back thread for CCP on scout abuse misuse and a moose
I just typed it up but i clicked preview and no preview just a redo of quoting you... then my draft was over written as i clicked to try and post it again...
It was long... might rage quit forums for an hour or so..
i'll post it here once i get it up. |
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.17 18:06:00 -
[237] - Quote
STB-stlcarlos989 EV wrote:HD Sniper wrote:Leave REs alone! They are as they should be. It's called tactics. If your such a badass with ARs then don't try to jump a guy who's within throwing range of REs. The only reason you could agree with the OP is that you get owned by them and aren't smart enough or are unwilling to adjust YOUR gameplay. It's not like they can be thrown 20+ feet. I see people throwing them down and I stay calm and back up while firing...problem sloved. Or toss a nade at their feet it will cause them to suicide...problem solved.
They are BALLANCED for both the attacker and defender.
Please don't get mad when someones tactical advantage gets the better of you, just get smarter. This is how true warriors are built. People who LEARN from their mistakes, make adjustments, and become better, smarter warriors because of it.
Please don't fall into the same mindset as most of the FPS console crowds. "Nerf it it owns me". Please don't water this gmae down to BF and or CoD.
Please keep it fast paced, keep my mind working, keep me on edge. Don't let this turn into another FPS sleeper.
I can play CoD drunk and have a 2.00 KDR. It's weak sauce.
This game as is keeps me on my toes, makes me wanna play another match, then another, and another. It is a challenge. I love to see what tactics I will have to fight against in the next match.
What I learn from each maps changes what I put my SPs into. My character evolves WITH the game, with the players involved and the tactics they employ. This will give the game LOGEVITY.
In other FPSs, before long a "standard" loadout becomes known and everyone runs around with the same guns/perks. BORING!
Rise above this mentality people! Rise and fight what you hate with tactics, not calls for nerfs. Make them think twice about using their tactics. Make THEM fear YOU! Not the other way around.
So what about an SMG or shotgun user? You have to get in close with those weapons and as I stated in the OP the issue isn't the REs damage, radius, or adjusting your tactics. The Issue is the fact that they can be deployed and triggered so quickly that in a CQC situation (which can't be avoided with SMG or Shotgun) Someone losing a gunfight can just throw them in desperation and even if they are killed they can still trigger them. So if you play with CQC weapons and someone does this cheap suicide tactic you can't even get away. The fact that they can be triggered after death along with how quickly they can deployed and triggered, makes them broken. Look this is a beta and there are many issues, and in order for these issues to be resolved before launch CCP needs our feedback, this isn't about QQing, its about fixing what is broken.
If your an smg or shotgun user then you need to figure out your own tactic to deal with it. Why do the game makers have to make a game that fits YOUR playstyle? This is what keeps the game fresh. Guess what each encounter will be different. Not like CoD or BF where you can predict the outcome of any given encounter because everything is nerfed and even.
You realize REs cannot be thrown while running or jumping. You have to be walking. If you can't shoot a walking target then YOU have issues.
People just get mad when the other player "baits" them. If you fall for it then it's YOUR problem. Play smarter. Then can only throw 5 MAX so dance around corners untill your in a safe spot then blast them. Don't cry when you run headlong for and enemy in a low armor scout dropsuit with your Heavy Machine gun and get blown up cause YOU weren't paying attention.
This is just a complaining thread.
Again a call for those level headed people to rise above this childish mindset. Get smarter, use tactics. Become better than your opposition.
Don't cry foul and ask for NATO rounds. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 18:14:00 -
[238] - Quote
^@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. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.17 18:15:00 -
[239] - Quote
HD Sniper wrote:STB-stlcarlos989 EV wrote:HD Sniper wrote:Leave REs alone! They are as they should be. It's called tactics. If your such a badass with ARs then don't try to jump a guy who's within throwing range of REs. The only reason you could agree with the OP is that you get owned by them and aren't smart enough or are unwilling to adjust YOUR gameplay. It's not like they can be thrown 20+ feet. I see people throwing them down and I stay calm and back up while firing...problem sloved. Or toss a nade at their feet it will cause them to suicide...problem solved.
They are BALLANCED for both the attacker and defender.
Please don't get mad when someones tactical advantage gets the better of you, just get smarter. This is how true warriors are built. People who LEARN from their mistakes, make adjustments, and become better, smarter warriors because of it.
Please don't fall into the same mindset as most of the FPS console crowds. "Nerf it it owns me". Please don't water this gmae down to BF and or CoD.
Please keep it fast paced, keep my mind working, keep me on edge. Don't let this turn into another FPS sleeper.
I can play CoD drunk and have a 2.00 KDR. It's weak sauce.
This game as is keeps me on my toes, makes me wanna play another match, then another, and another. It is a challenge. I love to see what tactics I will have to fight against in the next match.
What I learn from each maps changes what I put my SPs into. My character evolves WITH the game, with the players involved and the tactics they employ. This will give the game LOGEVITY.
In other FPSs, before long a "standard" loadout becomes known and everyone runs around with the same guns/perks. BORING!
Rise above this mentality people! Rise and fight what you hate with tactics, not calls for nerfs. Make them think twice about using their tactics. Make THEM fear YOU! Not the other way around.
So what about an SMG or shotgun user? You have to get in close with those weapons and as I stated in the OP the issue isn't the REs damage, radius, or adjusting your tactics. The Issue is the fact that they can be deployed and triggered so quickly that in a CQC situation (which can't be avoided with SMG or Shotgun) Someone losing a gunfight can just throw them in desperation and even if they are killed they can still trigger them. So if you play with CQC weapons and someone does this cheap suicide tactic you can't even get away. The fact that they can be triggered after death along with how quickly they can deployed and triggered, makes them broken. Look this is a beta and there are many issues, and in order for these issues to be resolved before launch CCP needs our feedback, this isn't about QQing, its about fixing what is broken. If your an smg or shotgun user then you need to figure out your own tactic to deal with it. Why do the game makers have to make a game that fits YOUR playstyle? This is what keeps the game fresh. Guess what each encounter will be different. Not like CoD or BF where you can predict the outcome of any given encounter because everything is nerfed and even. You realize REs cannot be thrown while running or jumping. You have to be walking. If you can't shoot a walking target then YOU have issues. People just get mad when the other player "baits" them. If you fall for it then it's YOUR problem. Play smarter. Then can only throw 5 MAX so dance around corners untill your in a safe spot then blast them. Don't cry when you run headlong for and enemy in a low armor scout dropsuit with your Heavy Machine gun and get blown up cause YOU weren't paying attention. This is just a complaining thread. Again a call for those level headed people to rise above this childish mindset. Get smarter, use tactics. Become better than your opposition. Don't cry foul and ask for NATO rounds.
False they can be thrown when jumping, most players jump to add distance.
|
HD Sniper
Algintal Core Gallente Federation
8
|
Posted - 2012.07.17 18:21:00 -
[240] - Quote
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). |
|
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.
|
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... |
|
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. |
|
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
|
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. |
|
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. |
|
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. |
|
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". |
|
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. |
|
Chew B0CCA
58
|
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. |
|
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.07.19 06:30:00 -
[301] - 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.
that's 2 for the basic one right? and 4 for the prototype remote mines? maybe a 3.5 or 4 second timer on that if you max out your skills? |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.19 06:32:00 -
[302] - Quote
Mobius Wyvern 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 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.
Wait... I have never had a Remo do any significant damage against a HAV they barely scrath thier shields. |
Southern1Cross
Villore Sec Ops Gallente Federation
10
|
Posted - 2012.07.19 10:32:00 -
[303] - Quote
so is the RE more potent? example. (2 RE= 5 previous REs explosive power?) , 2 REs at original damage pretty mutch makes it useless against HAVs , other than that an arming time and lower throw distance are great ideas |
Mike Gunnzito
111
|
Posted - 2012.07.19 11:09:00 -
[304] - Quote
Problem is, that CCP just made the same mistake that most developers make.
They OVERnerf something. I agreed with those that said the RE needed to be toned down, but this is rediculous.
As others said: 5sec arm time... stupid. 2-3sec is all that was needed. Lowering the throw distance... perfect. Lowering the carry count to 2, I'm ok with... but as others said, if they were only marginally effective as an AV weapon before, they're crap now, as two will only blow militia vehicles.
All CCP needed to do is lower the throw distance, and pick 1 of the other two nerf options. (but the 5sec arm time thing is too long, 2-3 sec would be perfect)
Edit: You can even keep the 5sec arm time, but then keep the throw distance as it currently is. HOWEVER, the RE should be made to "stick" to vehicles that they are thrown on. This will allow: 1. for the RE not to be used as a substitute for grenades because of the arm time. 2. for the RE to keep it's AV properties, since you can toss them on tanks as they drive by(by keeping the current throw distance). Arm time makes no difference, since they would stick to tank. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.19 11:39:00 -
[305] - Quote
About RE:
What is currenty okay: - Both suicide detonation and post-bleedout detonation are ok. There was a price and tactic cannot be repeated (in one spawn anyway). - Objective and doorway trapping ok. - Sneak behing RE killing ok. - Ability to kill (some) tanks is very needed.
What are problems on this issue: - RE >> Grenade. That should NOT be the case. There are several reasons contributing to this, most notably the next two - Area if effect. That makes it so deadly vs infantry targets and near-impossible to evade. - Too quick combo of: fast weapon switch from AR to RE, RE sliding so quickly away from user, user detonation RE. The whole thing takes 1-2 sec. - Too many RE's carried BUT that cannot be reduced without boosting anti-vehicle power.
Notes: - Different kind on problem: RE being a bit too weak on tanks, this should be taken into account not to make that gameplay element worse. Someone disliked RE's antivehicle role on the reason of forge guns existence, but there should be more options. RE's AV usage is real hard and risky work. - RE needs some throw distance vs tanks. - Adding training time does nothing to solve the issue.
SUGGESTIONS: A) Decrease blast radius. Increase anti-material damage.
B) Increase time to change from weapon to RE, NOT time to deploy each RE separately. (in order to make anti-infantry RE users vulnerable with out gun and taking their ability to use RE as instagrenade away. In order to keep RE viable vs vehicles which do move really fast)
I sincerely urge CCP to remove RE's role as grenade replacement WHILE keeping anti-vehicle usability at least on same level!!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.07.19 11:49:00 -
[306] - 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.
I totally understand why the arming time is long
Its because of the latest craze, scout running around not using guns but RE instead to kill ppl
|
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2012.07.19 12:31:00 -
[307] - Quote
I like the nerf. Also, a lot of people seem to forget that many others carry a hell of a lot of REs in the relevant slots (IE have ten or more explosives). These same people will just be limited to 4 or 6, depending on insanity.
At any rate, I like both the arming time and the lowered distance (though I don't think it should have any distance beyond "dropped at feet").
My only concern with the arming time is how it might affect the booby trapping of objectives. I don't know if a hack lasts for five seconds or ten. Kinda significant. |
Alexei Darkbloom
Royal Uhlans Amarr Empire
17
|
Posted - 2012.07.19 15:07:00 -
[308] - 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. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.19 15:13:00 -
[309] - Quote
Alexei Darkbloom 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. 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.
This is a Beta, they over nerfed them like they did the HMG so we can try and find a balance before the game goes live. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 15:29:00 -
[310] - Quote
Varys Targaryen wrote: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)
game is supposed to be massive, 13v13 isnt massive infact it's only the 3rd biggest shooter on ps3
no hardcore ps3 players want a game focused on soley vehicles, there will be no player base if vehicles arent changed, hell there are only a few hundred playing the beta now.
look at every ps3 exclusive, not 1 is based around vehicles. Maybe they should do a bit more research when marketing and targeting a demographic and they would see games like battlefield sell better on xbox.
if the vehicle quota stays the same, which it should and player count increase to 24v24 or 32v32 then there would be some balance to this game as far as infantry vs vehicles are concerned |
|
Lavender Fields
65
|
Posted - 2012.07.19 16:03:00 -
[311] - Quote
PDIGGY22 wrote:Varys Targaryen wrote: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) game is supposed to be massive, 13v13 isnt massive infact it's only the 3rd biggest shooter on ps3 no hardcore ps3 players want a game focused on soley vehicles, there will be no player base if vehicles arent changed, hell there are only a few hundred playing the beta now. look at every ps3 exclusive, not 1 is based around vehicles. Maybe they should do a bit more research when marketing and targeting a demographic and they would see games like battlefield sell better on xbox. if the vehicle quota stays the same, which it should and player count increase to 24v24 or 32v32 then there would be some balance to this game as far as infantry vs vehicles are concerned
There will be balance as far as vehicles are concerned when the player market goes live and the game is integrated with EVE Online.
Also, you are not the spokesperson of the "hardcore PS3 gaming community." Don't act like it.
|
Chew B0CCA
58
|
Posted - 2012.07.19 16:19:00 -
[312] - Quote
Alexei Darkbloom 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. 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.
This ^ |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.19 16:43:00 -
[313] - Quote
PDIGGY22 wrote:no hardcore ps3 players want a game focused on soley vehicles
look at every ps3 exclusive, not 1 is based around vehicles. Battle Tanks. Motorstorm. Twisted Metal. Wipeout.
I'm pretty sure those games are based around vehicles.
And while it's not an exclusive, Ace Combat: Assault Horizon sold MUCH better on PS3, and is also about vehicles. |
GOLD LEAD3R
Seituoda Taskforce Command Caldari State
22
|
Posted - 2012.07.19 18:59:00 -
[314] - Quote
Alexei Darkbloom 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. 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.
Completely agree. Please don't nerf the entire game, CCP. |
Adun Red
Brutor Vanguard Minmatar Republic
57
|
Posted - 2012.07.19 19:32:00 -
[315] - 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.
OH my goodness. THANK YOU! |
Solarisjock
Seituoda Taskforce Command Caldari State
19
|
Posted - 2012.07.19 19:37:00 -
[316] - Quote
I just hope they keep the same damage to number ratio, which would actually start making them decent at anti vehicle use. as it is it was a one shot kill on any infantry, so making the damage 2.5 times as great wouldn't change that, but a vehicle sure would notice when 2 go off right next to it |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 19:40:00 -
[317] - Quote
Garrett Blacknova wrote:PDIGGY22 wrote:no hardcore ps3 players want a game focused on soley vehicles
look at every ps3 exclusive, not 1 is based around vehicles. Battle Tanks. Motorstorm. Twisted Metal. Wipeout. I'm pretty sure those games are based around vehicles. And while it's not an exclusive, Ace Combat: Assault Horizon sold MUCH better on PS3, and is also about vehicles.
you included games that are vehicle only with no option for infantry, wow your dumb.
and twisted metal failed hard, nice try. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.19 19:41:00 -
[318] - Quote
Lavender Fields wrote:PDIGGY22 wrote:Varys Targaryen wrote: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) game is supposed to be massive, 13v13 isnt massive infact it's only the 3rd biggest shooter on ps3 no hardcore ps3 players want a game focused on soley vehicles, there will be no player base if vehicles arent changed, hell there are only a few hundred playing the beta now. look at every ps3 exclusive, not 1 is based around vehicles. Maybe they should do a bit more research when marketing and targeting a demographic and they would see games like battlefield sell better on xbox. if the vehicle quota stays the same, which it should and player count increase to 24v24 or 32v32 then there would be some balance to this game as far as infantry vs vehicles are concerned There will be balance as far as vehicles are concerned when the player market goes live and the game is integrated with EVE Online. Also, you are not the spokesperson of the "hardcore PS3 gaming community." Don't act like it.
and you are? |
Moejoe Omnipotent
66
|
Posted - 2012.07.19 20:22:00 -
[319] - 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.
This is great. I'm not sure how much people could carry originally but anything above 2 for an invisible instant-kill explosive weapon is ridiculous (in fact even 2 is probably too much). If people really want more than that then the damage and range should be significantly nerfed. |
Sephoran Griffith
Sanmatar Kelkoons Minmatar Republic
96
|
Posted - 2012.07.19 20:26:00 -
[320] - Quote
Longshot Ravenwood 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. Well there's a difference. Now we'll only have people complaining about them being used to booby trap objectives Intended use for the win |
|
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.19 20:38:00 -
[321] - Quote
So with this nerf if i actually manage to kill somebody or a tank and they complain on the forums for another nerf, they should be publicly flogged right?
Anyways looks like i gotta adjust my re-av grenade build now and maybe carry a forge gun or something. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.19 20:59:00 -
[322] - Quote
Absol Evoxazon wrote:So with this nerf if i actually manage to kill somebody or a tank and they complain on the forums for another nerf, they should be publicly flogged right?
Anyways looks like i gotta adjust my re-av grenade build now and maybe carry a forge gun or something.
Prototype swarm launcher with Weaponry V and 3 complex damage mods will do ~2930 damage per shot. |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.19 21:11:00 -
[323] - Quote
STB-stlcarlos989 EV wrote:Absol Evoxazon wrote:So with this nerf if i actually manage to kill somebody or a tank and they complain on the forums for another nerf, they should be publicly flogged right?
Anyways looks like i gotta adjust my re-av grenade build now and maybe carry a forge gun or something. Prototype swarm launcher with Weaponry V and 3 complex damage mods will do ~2930 damage per shot.
Ill look into it. Thnx |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.20 09:05:00 -
[324] - Quote
Wow -.-; i cant use a scout suit to carry hw sigh i was afraid of this. Guess ima go play some ac v. Thanks devs why dont u just make pure classes like bf 3 then oh wait you already are.
/cod in space ftw |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.20 09:08:00 -
[325] - Quote
Absol Evoxazon wrote:Wow -.-; i cant use a scout suit to carry hw sigh i was afraid of this. Guess ima go play some ac v. Thanks devs why dont u just make pure classes like bf 3 then oh wait you already are.
/cod in space ftw
You don't see the balance issues of a scout with a forge gun... Seriously? |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.07.20 09:15:00 -
[326] - Quote
Xocoyol Zaraoul wrote:Absol Evoxazon wrote:Wow -.-; i cant use a scout suit to carry hw sigh i was afraid of this. Guess ima go play some ac v. Thanks devs why dont u just make pure classes like bf 3 then oh wait you already are.
/cod in space ftw You don't see the balance issues of a scout with a forge gun... Seriously?
I dont see a balance sagris spam either but w.e ill just be a run of the mill ar user. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.20 09:17:00 -
[327] - Quote
Have fun with that. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2012.07.20 12:28:00 -
[328] - Quote
ya know you kiddies and your tears for all the OP weapons is only OP when it comes to TDM and objective TDM (which is really what we are all playing) if your cries for nerfing everything happens when the next build and other game modes drop you do realize none of you will have anything to take out these tanks, turrets/turrents (lolz), or other big objective based objects that need to be taken down. the current nerfing that your cries have achieved will make the option for a stealthy anti-vehicle merc IMPOSSIBLE especially ones with a good fitting with the stats that are going on.
what they really need is to just be tweaked in the splash damage radius and or detination timing. keep its potancy the way it is and the number a person carries the same. the ppl using it for stat padding by killing unable-to-move fresh spawns is silly. the only way to combat that without making them totally worthless is to throw in some sort of temporary spawn invincibility timer for maybe 2-4 seconds should be enough to combat that.
if the RE's are made worthless then we need another sort of ANTI-VEHICLE weapon maybe like a mine of some sort that could be picked up after placed similar to bf3. if theres nothing to replace its roll no matter how much the community cries for blood then ya have the swarm launcher (which how it is really needs tweaking ) sorta reliable and a forge gun, something else needs to level the playing field.
thats it for my soapbox just remember kiddies that these 2 modes are not the COMPLETE GAME nerfing everything your better off finding a friend nearby who plays dust and peg him with your controller because thats going to be the only way your going to stop a vehicle kill spree.
|
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.20 12:30:00 -
[329] - Quote
Because the best way to get your point across and have people agree with you is refer to them in a derogatory manner... |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2012.07.20 12:42:00 -
[330] - Quote
Xocoyol Zaraoul wrote:Because the best way to get your point across and have people agree with you is refer to them in a derogatory manner...
sometimes **** needs to be said without pulling those punches....people are stupid that way |
|
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.20 14:06:00 -
[331] - Quote
Kaeralli Sturmovos wrote:sometimes **** needs to be said without pulling those punches....people are stupid that way
Actually it makes people not take what you're saying seriously, as you come across as immature and highly emotional. |
Peter Hanther
Dead Six Initiative
39
|
Posted - 2012.07.20 14:47:00 -
[332] - 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.
Excellent. Just what I wanted.
Now it fulfills the purpose of setting up traps rather than being Grenade 10.0 |
Peter Hanther
Dead Six Initiative
39
|
Posted - 2012.07.20 14:48:00 -
[333] - Quote
Kaeralli Sturmovos wrote:ya know you kiddies and your tears for all the OP weapons is only OP when it comes to TDM and objective TDM (which is really what we are all playing) if your cries for nerfing everything happens when the next build and other game modes drop you do realize none of you will have anything to take out these tanks, turrets/turrents (lolz), or other big objective based objects that need to be taken down. the current nerfing that your cries have achieved will make the option for a stealthy anti-vehicle merc IMPOSSIBLE especially ones with a good fitting with the stats that are going on.
what they really need is to just be tweaked in the splash damage radius and or detination timing. keep its potancy the way it is and the number a person carries the same. the ppl using it for stat padding by killing unable-to-move fresh spawns is silly. the only way to combat that without making them totally worthless is to throw in some sort of temporary spawn invincibility timer for maybe 2-4 seconds should be enough to combat that.
if the RE's are made worthless then we need another sort of ANTI-VEHICLE weapon maybe like a mine of some sort that could be picked up after placed similar to bf3. if theres nothing to replace its roll no matter how much the community cries for blood then ya have the swarm launcher (which how it is really needs tweaking ) sorta reliable and a forge gun, something else needs to level the playing field.
thats it for my soapbox just remember kiddies that these 2 modes are not the COMPLETE GAME nerfing everything your better off finding a friend nearby who plays dust and peg him with your controller because thats going to be the only way your going to stop a vehicle kill spree.
The new AV grenades will probably be better for that since they got a massive adjustment in the next build as well.
THey home in on vehicles once close enough. you could even use them effectively on dropships from the sound of dev comments
|
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2012.07.20 14:54:00 -
[334] - Quote
Fivetimes Infinity wrote:Kaeralli Sturmovos wrote:sometimes **** needs to be said without pulling those punches....people are stupid that way Actually it makes people not take what you're saying seriously, as you come across as immature and highly emotional.
TBH thats been 70% of the crying in the forums since ive started playing the beta... maybe its the immature and emotional kids that are getting to me.
i just dont want dust to fail due to a small handful of kids who cry they got their ass handed to them over and over again by a different style player or someone who is far better then them. i actually stay out of the forums because the only way i tollerate reading half of the dribble is with a nice icey glass of captain morgan. when i see a bug i post it in my thread but other than that i stay out of general unless a corp member brings something up thats it.
but stupid attracts sometimes |
Peter Hanther
Dead Six Initiative
39
|
Posted - 2012.07.20 16:19:00 -
[335] - Quote
Kaeralli Sturmovos wrote:Fivetimes Infinity wrote:Kaeralli Sturmovos wrote:sometimes **** needs to be said without pulling those punches....people are stupid that way Actually it makes people not take what you're saying seriously, as you come across as immature and highly emotional. TBH thats been 70% of the crying in the forums since ive started playing the beta... maybe its the immature and emotional kids that are getting to me. i just dont want dust to fail due to a small handful of kids who cry they got their ass handed to them over and over again by a different style player or someone who is far better then them. i actually stay out of the forums because the only way i tollerate reading half of the dribble is with a nice icey glass of captain morgan. when i see a bug i post it in my thread but other than that i stay out of general unless a corp member brings something up thats it. but stupid attracts sometimes the thing is, wehter over powered or not, the people using the nerfed weapon will say the same exact arguments. so Its very difficult to sort through. |
General PWNhammer
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2012.07.21 01:03:00 -
[336] - Quote
Peter Hanther wrote:Kaeralli Sturmovos wrote:Fivetimes Infinity wrote:Kaeralli Sturmovos wrote:sometimes **** needs to be said without pulling those punches....people are stupid that way Actually it makes people not take what you're saying seriously, as you come across as immature and highly emotional. TBH thats been 70% of the crying in the forums since ive started playing the beta... maybe its the immature and emotional kids that are getting to me. i just dont want dust to fail due to a small handful of kids who cry they got their ass handed to them over and over again by a different style player or someone who is far better then them. i actually stay out of the forums because the only way i tollerate reading half of the dribble is with a nice icey glass of captain morgan. when i see a bug i post it in my thread but other than that i stay out of general unless a corp member brings something up thats it. but stupid attracts sometimes the thing is, wehter over powered or not, the people using the nerfed weapon will say the same exact arguments. so Its very difficult to sort through.
yeah.... *sigh*
theres a great few who play this beta like its finished product and then theres us who know these are just pub matches and one of the lesser modes we will accumulate our time in. its just that its been a trending thing where when a new game comes out, one person is a superstar with said device, now everyone flocks to that weapon/vehicle/suit/etc. its really a never ending battle. some of those same ppl fight both sides on nerfing/buffing OP/UP items |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.21 01:39:00 -
[337] - Quote
Absol Evoxazon wrote:Wow -.-; i cant use a scout suit to carry hw sigh i was afraid of this. Guess ima go play some ac v. Thanks devs why dont u just make pure classes like bf 3 then oh wait you already are.
/cod in space ftw ...because CoD was class-based?
I never realised that.
But no, this doesn't make the game class-based. I can shield tank my Scout, or even make it a hybrid shield/armour tank if I'm VERY careful about the weapon and equipment fittings. I can speed buff my Heavy and maybe grab a stamina buff to really take advantage of that extra speed.
Look at the vehicles. Some weapons can only be fitted on HAVs, others can also be mounted on Dropships and LAVs as well. Problem? No, because it makes sense that you need the larger frame and more supporting strength to hold the weapon, and the extra weight allows for better balance while firing (hence why Railguns on anything but a tank are pretty useless even though you CAN do it).
If you want an AV Scout, bring a Swarm Launcher. Or wait for more weapons the Scout CAN carry. We don't have everything yet, there's more to come. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.21 11:54:00 -
[338] - 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.
Hmm not too sure if I am completely in favor of this variant but the Arming Time is okay I guess. But what does bother me is that unless the skill for accessing them in question increases the capacity of how many explosives you can carry or there are better explosives then the damage might not be so good against tanks and so forth.
Slightly off topic but, speaking as a guy who had his HMG tweaked, it's rough yes but extremes like this help make the game better when they find it has become too much of a nerf and perhaps there will be ways to get around those obstacles. I did with my HMG. Took some doing but I made the damn thing decent. Not perfect and I hope for a tweak to the overheating but I can deal with it. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2012.07.21 14:17:00 -
[339] - Quote
Peter Hanther wrote:Kaeralli Sturmovos wrote:ya know you kiddies and your tears for all the OP weapons is only OP when it comes to TDM and objective TDM (which is really what we are all playing) if your cries for nerfing everything happens when the next build and other game modes drop you do realize none of you will have anything to take out these tanks, turrets/turrents (lolz), or other big objective based objects that need to be taken down. the current nerfing that your cries have achieved will make the option for a stealthy anti-vehicle merc IMPOSSIBLE especially ones with a good fitting with the stats that are going on.
what they really need is to just be tweaked in the splash damage radius and or detination timing. keep its potancy the way it is and the number a person carries the same. the ppl using it for stat padding by killing unable-to-move fresh spawns is silly. the only way to combat that without making them totally worthless is to throw in some sort of temporary spawn invincibility timer for maybe 2-4 seconds should be enough to combat that.
if the RE's are made worthless then we need another sort of ANTI-VEHICLE weapon maybe like a mine of some sort that could be picked up after placed similar to bf3. if theres nothing to replace its roll no matter how much the community cries for blood then ya have the swarm launcher (which how it is really needs tweaking ) sorta reliable and a forge gun, something else needs to level the playing field.
thats it for my soapbox just remember kiddies that these 2 modes are not the COMPLETE GAME nerfing everything your better off finding a friend nearby who plays dust and peg him with your controller because thats going to be the only way your going to stop a vehicle kill spree.
The new AV grenades will probably be better for that since they got a massive adjustment in the next build as well. THey home in on vehicles once close enough. you could even use them effectively on dropships from the sound of dev comments
i do find it hard to see a much dramatic buff to AV in reference to a nicely fitted tank/dropship when some of the reps start off no less than 1second after damage is inflicted. which is a problem that now i need a bit more to kill some tanks with more than just a forge gun. :( but we will see. we just need one of the more main modes so that all these nerfs/buffs wont be in vain. |
Cyprus Storm
Seituoda Taskforce Command Caldari State
10
|
Posted - 2012.07.21 16:38:00 -
[340] - Quote
5 seconds and only 2 re? you sir destroyed the RE :( how can you for instance take out a tank with it.. |
|
Adun Red
Brutor Vanguard Minmatar Republic
57
|
Posted - 2012.07.21 16:41:00 -
[341] - Quote
This fix can not come soon enough IMO. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.21 16:42:00 -
[342] - Quote
Yeah, between this, static spawns, and militia dropships, I am really looking forward to some big changes with the next build. |
TabbieKat
72
|
Posted - 2012.07.22 12:04:00 -
[343] - Quote
well a couple points that people are forgetting. they are adding more weapons and such. people that run in light armor can replace that insta grenade use of the Remote Explosives with Anti Personnel Mines. Tank got you down, Anti Tank Mines. Maybe they will add more Remote Explosives. one that is quick like it is now but less damage and or less blast radius. also i would like to point out, it really is not a nurf until the game is live. the point of beta is to find what they figure will cause problems now and adjust and get rid of stuff. yes i know a lot of people are mad about this but in the long run there will be more stuff for you to kill people with. |
Exterminatus In Extremis
Black Thorne Militia
8
|
Posted - 2012.07.22 21:30:00 -
[344] - Quote
There's possibly a simple fix I haven't noticed anyone else mention yet.
Make them sticky shaped charges, detonating to sticky side and only detonates once stuck. If it lands on the ground, it explodes into the ground doing nothing to anyone. If it lands on the side of a vehicle or installation, it explodes into the vehicle or installation.
Bam, job done, RE now used for killing vehicles and installations. |
EVICER
63
|
Posted - 2012.07.22 21:54:00 -
[345] - Quote
My 2 cents dont nerf the damage or the radius.Youll be wishing you had them the next time you take on a madruggar or sigarus.The exploding after death though...yeah not so much.They should not persist after death either.So if you die they disappear.There should be an animation one c4 charge then have to switch to the clacker the (remote detonator)then press the button.
If your wondering why no one is playing Ambush this is why.Nothing more lame than a scout wearing "militia" doing this.Should also change the distance at which you can throw it.
For those who dont agree your setting a charge.Not throwing a grenade.
I have no problem with you setting it on objectives.Blowing up turrets.Mining roads with it.Defending areas like a mine field.
People always do this have to take something and just mess it up for everyone else.Cant play the game normally have to resort to some gimmick.Anybody who thinks otherwise is just resorting to cheese..Im sure CCP didnt want to make "hagi-backpack" game.
Solution to this problem will be a meter like a hack where you have to place the item on something or drop it where you stand,like I said before it shouldn't persist after death it should disappear like a nanohive. |
ZYXEX JARVIS
Bragian Order Amarr Empire
0
|
Posted - 2012.09.21 00:35:00 -
[346] - Quote
Abron Garr 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. 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. with the new delay the tank would be out of range before you could detonate it any way. tanks r running out of control and theres not a thing an infanrty solider can do. unless u want to spend another million skill points to buy the new lock av gernades. i would rather deal with the noobs throwing re's the no way to take out a tank. in the first trailer u showd re's take out a tank , i have maxed out re and there a complete waste. why do u not recieve anything for purchasing highier level re's?
|
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.21 00:49:00 -
[347] - Quote
You're a dildo for bumping a thread from July. |
Roy Ventus
Foxhound Corporation
172
|
Posted - 2012.09.21 02:32:00 -
[348] - Quote
Maybe the RDs should be distinguishable when on ground? Sort of like how you don't walk over a mine when you see it? This would make it so they are used more strategically against players and vehicles. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.21 02:39:00 -
[349] - Quote
Roy Ventus wrote:Maybe the RDs should be distinguishable when on ground? Sort of like how you don't walk over a mine when you see it? This would make it so they are used more strategically against players and vehicles.
we learned to see RE's from the last build when they were borked. now you hardly ever seen someone with RE's so people can't see them as well because they are not used to it.... PS: really really really old thread.... the nerf already happened to these..... I'd like to be able to hold 5 RE's again though :/ |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.09.21 04:04:00 -
[350] - Quote
RE are fine now. They need to hit the ground properly (blue icon must appear) before you can detonate them. And for those who dont realise when you decide to blow them up theres no delay anymore. They are best used on a logi dropsuit with hacking improvments. Just hack a objective, plant remote explosives and run away and wait till some 1 dares it to touch the objective to re hack it. Alot of people just doesnt look at the ground around the hacking console so easy kills. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 :: [one page] |