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DUST Fiend
Immobile Infantry
1903
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Posted - 2012.08.31 04:37:00 -
[1] - Quote
I used to use RE's quite a bit the past two builds, and I only just decided to check them out...what's the deal with only being able to carry 2 at a time now? You used to be able to lay traps for tanks since you could carry 5 at a time.....now, unless you have a nanohive right next to you this just isn't going to happen. Can anyone shed some light on this decision? Does anyone still use remote explosives, for that matter?
Come to think of it, I haven't seen a single remote explosive since Precursor launched... |
TheInfectedOne
18
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Posted - 2012.08.31 04:41:00 -
[2] - Quote
It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.08.31 04:41:00 -
[3] - Quote
Maybe in higher tier?
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DUST Fiend
Immobile Infantry
1903
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Posted - 2012.08.31 04:42:00 -
[4] - Quote
TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping.
Well I know that, but even that doesn't really justify a decrease in capacity....
Plus, this change went live at the same time that spawns were changed, so that doesn't really explain it. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
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Posted - 2012.08.31 04:45:00 -
[5] - Quote
I don't know, I think the reduction wasn't necessary just nerfing the ability to use them as grenades against infantry. I myself haven't seen a RE kill yet, seems nobody bothers with them anymore.. called it when I found out they were reducing the capacity to 2, no reason to pick it over anything else at that point. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.08.31 04:52:00 -
[6] - Quote
Cause some beta testers had thought it was to close to the Merc Pack's Fused Grenade, you know, instant kills.
Yet RE were MUCH dangerous to use, for risk of killing yourself by trying to throw it over a hill, to get more distance then what is normally achieved ( also point to them being nerfed ), and the guy and just shot the RE and killing whatever suit you were wearing, Always costing you money, although could be very cheap at the time with just militia and RE to run around making lots of ISK
But I've still managed to get kills with them, although in the new build with squads, it's much more worth it to have injector on a scout suit as mine. But they'll be back when i upgrade suits tomorrow |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.08.31 04:53:00 -
[7] - Quote
Pezz IsDank wrote:I don't know, I think the reduction wasn't necessary just nerfing the ability to use them as grenades against infantry. I myself haven't seen a RE kill yet, seems nobody bothers with them anymore.. called it when I found out they were reducing the capacity to 2, no reason to pick it over anything else at that point.
Yeahh, the only reason i might carry them at some point is new suit with more CPU & PG. |
STB Vermaak Doe
558
|
Posted - 2012.08.31 04:57:00 -
[8] - Quote
TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping.
If you got spawn camped at all it's your fault. You shouldn't spawn at objectives getting captured |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.08.31 04:58:00 -
[9] - Quote
STB Vermaak Doe wrote:TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping. If you got spawn camped at all it's your fault. You shouldn't spawn at objectives getting captured
This old argument. It was the fact that you would spawn in the same place, 100% of the time. This was broken, and only people who abused it think otherwise.
Period. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.08.31 04:58:00 -
[10] - Quote
STB Vermaak Doe wrote:TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping. If you got spawn camped at all it's your fault. You shouldn't spawn at objectives getting captured
It isn't as bad now, i can only get 2 of the 4 or 5 spots i've seen someone spawn.
2 RE + people spawning = death and WAR POINTS! WOAHHH!! |
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Gyrnius
ZionTCD Legacy Rising
65
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Posted - 2012.08.31 05:02:00 -
[11] - Quote
from a heavy's perspective, they were instakill inescapable pancakes of doom in the previous build. Some dancing pansy in a scout suit would come running up with them in their hand while I fire away with my smg as I try to run and fling it at my feet. Even at a full sprint there was no escape. Hell, even killing the RE-using pansy would sometimes result in death as they SOMEHOW triggered the things from beyond the CRU.
They were far too powerful and deserved every inch of the nerf they received. Now, at least people are using ACTUAL grenades as grenades. |
STB Vermaak Doe
558
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Posted - 2012.08.31 05:04:00 -
[12] - Quote
RolyatDerTeufel wrote:STB Vermaak Doe wrote:TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping. If you got spawn camped at all it's your fault. You shouldn't spawn at objectives getting captured It isn't as bad now, i can only get 2 of the 4 or 5 spots i've seen someone spawn. 2 RE + people spawning = death and WAR POINTS! WOAHHH!!
Should be back at the normal capacity |
Mo Gallas Gentralde
Crux Special Tasks Group Gallente Federation
178
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Posted - 2012.08.31 05:06:00 -
[13] - Quote
RE's went from 1. Modest throwing distance with 5x -- Arming time of 2 seconds. to 2. Far throwing distance with 5x --No arming time. to 3. No throwing distance. with 2x -- 1 second arming (I think.)
In other words, when they could be thrown far, there were too many of them, now that they limp at your feet, there are far too few to be of any practical use. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.08.31 05:11:00 -
[14] - Quote
Mo Gallas Gentralde wrote:RE's went from 1. Modest throwing distance with 5x -- Arming time of 2 seconds. to 2. Far throwing distance with 5x --No arming time. to 3. No throwing distance. with 2x -- 1 second arming (I think.)
In other words, when they could be thrown far, there were too many of them, now that they limp at your feet, there are far too few to be of any practical use.
other then speed suit around in circles till timer is ready and blow people up.
It still happens with the long timer now.. kinda saddens me.. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.08.31 05:12:00 -
[15] - Quote
Gyrnius wrote:from a heavy's perspective, they were instakill inescapable pancakes of doom in the previous build. Some dancing pansy in a scout suit would come running up with them in their hand while I fire away with my smg as I try to run and fling it at my feet. Even at a full sprint there was no escape. Hell, even killing the RE-using pansy would sometimes result in death as they SOMEHOW triggered the things from beyond the CRU.
They were far too powerful and deserved every inch of the nerf they received. Now, at least people are using ACTUAL grenades as grenades.
This has absolutely nothing to do with the change to capacity. The change to arm time, yes, this is relevant. Capacity? No, completely unrelated. The arm time allowed them to be used up close as grenades, now it actually takes a chunk of time, plenty for you to move away if you're paying attention. |
Gyrnius
ZionTCD Legacy Rising
65
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Posted - 2012.08.31 05:19:00 -
[16] - Quote
DUST Fiend wrote:Gyrnius wrote:from a heavy's perspective, they were instakill inescapable pancakes of doom in the previous build. Some dancing pansy in a scout suit would come running up with them in their hand while I fire away with my smg as I try to run and fling it at my feet. Even at a full sprint there was no escape. Hell, even killing the RE-using pansy would sometimes result in death as they SOMEHOW triggered the things from beyond the CRU.
They were far too powerful and deserved every inch of the nerf they received. Now, at least people are using ACTUAL grenades as grenades. This has absolutely nothing to do with the change to capacity. The change to arm time, yes, this is relevant. Capacity? No, completely unrelated. The arm time allowed them to be used up close as grenades, now it actually takes a chunk of time, plenty for you to move away if you're paying attention.
Bullkitten. Pansies could prance around and do that SAME CRAP 5 times with one suit and they could even be refilled at the supply depots. The number of units any one suit could carry had a huge part to play in the necessity of the nerf. People were stacking 2x of these things and running around with 10 of those little doom musubis in their arsenal.
As I said - they deserved every inch of the nerf they received. |
STB Vermaak Doe
558
|
Posted - 2012.08.31 05:22:00 -
[17] - Quote
Gyrnius wrote:DUST Fiend wrote:Gyrnius wrote:from a heavy's perspective, they were instakill inescapable pancakes of doom in the previous build. Some dancing pansy in a scout suit would come running up with them in their hand while I fire away with my smg as I try to run and fling it at my feet. Even at a full sprint there was no escape. Hell, even killing the RE-using pansy would sometimes result in death as they SOMEHOW triggered the things from beyond the CRU.
They were far too powerful and deserved every inch of the nerf they received. Now, at least people are using ACTUAL grenades as grenades. This has absolutely nothing to do with the change to capacity. The change to arm time, yes, this is relevant. Capacity? No, completely unrelated. The arm time allowed them to be used up close as grenades, now it actually takes a chunk of time, plenty for you to move away if you're paying attention. Bullkitten. Pansies could prance around and do that SAME CRAP 5 times with one suit and they could even be refilled at the supply depots. The number of units any one suit could carry had a huge part to play in the necessity of the nerf. People were stacking 2x of these things and running around with 10 of those little doom musubis in their arsenal. As I said - they deserved every inch of the nerf they received.
You would have more than five seconds to avoid any explosive recently thrown. You're just butthurt |
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.08.31 05:27:00 -
[18] - Quote
STB Vermaak Doe wrote:Gyrnius wrote:DUST Fiend wrote:Gyrnius wrote:from a heavy's perspective, they were instakill inescapable pancakes of doom in the previous build. Some dancing pansy in a scout suit would come running up with them in their hand while I fire away with my smg as I try to run and fling it at my feet. Even at a full sprint there was no escape. Hell, even killing the RE-using pansy would sometimes result in death as they SOMEHOW triggered the things from beyond the CRU.
They were far too powerful and deserved every inch of the nerf they received. Now, at least people are using ACTUAL grenades as grenades. This has absolutely nothing to do with the change to capacity. The change to arm time, yes, this is relevant. Capacity? No, completely unrelated. The arm time allowed them to be used up close as grenades, now it actually takes a chunk of time, plenty for you to move away if you're paying attention. Bullkitten. Pansies could prance around and do that SAME CRAP 5 times with one suit and they could even be refilled at the supply depots. The number of units any one suit could carry had a huge part to play in the necessity of the nerf. People were stacking 2x of these things and running around with 10 of those little doom musubis in their arsenal. As I said - they deserved every inch of the nerf they received. You would have more than five seconds to avoid any explosive recently thrown. You're just butthurt
Yeah, I'm definitely butthurt over how superpowered they were in the previous build. Seriously - full health prototype heavies died with a single one of those things, and people were prancing about with minimum 5 each suit. Are they still a level 1 skill item? Someone with 10,000 sp into RE could one shot me with 4m sp and 80k in just my suit, so yeah I hated them with a passion. I'm glad they received the nerf they did - now they fit right where they belong. |
STB Vermaak Doe
558
|
Posted - 2012.08.31 05:30:00 -
[19] - Quote
The capacity was fine but a timer was necessary. Again you're just nad because you got killed by them in the past, if you got killed by them this build guess what? It's your fault. They need the former capacity |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.31 05:47:00 -
[20] - Quote
STB Vermaak Doe wrote:The capacity was fine but a timer was necessary. Again you're just nad because you got killed by them in the past, if you got killed by them this build guess what? It's your fault. They need the former capacity
Hell no!! RE use is lame as is with just two of them!!! |
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DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.08.31 05:49:00 -
[21] - Quote
Tech Ohm Eaven wrote:Hell no!! RE use is lame as is with just two of them!!!
Look....down?
I haven't seen a single RE used this build and I STILL check the ground, EVERY time I go near an objective >_< |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.08.31 05:51:00 -
[22] - Quote
SImple reason:
You can only carry up to three grenades and they do 1/3rd the damage in half the radius of a remote explosive. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.08.31 05:55:00 -
[23] - Quote
Ignatius Crumwald wrote:SImple reason:
You can only carry up to three grenades and they do 1/3rd the damage in half the radius of a remote explosive.
The difference here is that you can throw, and cook grenades.
RE's have to be placed, then wait to be armed. They can easily be avoided, or destroyed, by anyone that actually keeps their eyes open for them. They are no longer a clutch explosive that can be used in the middle of combat (as it should be). I guess if you stick next to your logi bro's at all times it's not so bad, if you don't mind running back to their nano hives every time you get a kill.... |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.08.31 06:39:00 -
[24] - Quote
DUST Fiend wrote:TheInfectedOne wrote:It's because with how the old spawn system was setup in previous builds, they were used relentlessly for spawn camping. Well I know that, but even that doesn't really justify a decrease in capacity.... Plus, this change went live at the same time that spawns were changed, so that doesn't really explain it.
Actually it does. RE's are not an AV weapon. They were nerfec as people were throwing them around as (very) powerful grenades, now you have to place them, and arm them individually before being able to detonate them. The idea is you put one on the objective you just hacked... |
Zerlathon
Algintal Core Gallente Federation
213
|
Posted - 2012.08.31 07:03:00 -
[25] - Quote
In the previous build, they were used as atomic frisbees by the majority of people who carried out. This was a cheap tactic and they were nerfed accordingly.
I believe that the setup in this build is good, perhaps they should have a skill that you need to spec into in order to hold more REs. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.08.31 07:45:00 -
[26] - Quote
Zerlathon wrote:In the previous build, they were used as atomic frisbees by the majority of people who carried out. This was a cheap tactic and they were nerfed accordingly.
I believe that the setup in this build is good, perhaps they should have a skill that you need to spec into in order to hold more REs.
I think there will be more, different versions of RE's with different stats and perhaps even number of deployed units. like we see with grenades an, Nano hives and drop uplinks. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.31 08:04:00 -
[27] - Quote
RE are useless now tbh another thing that was overnerfed imo now REs cant even be used as AV weapons unless they got a massive buff in dmg output |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.08.31 09:49:00 -
[28] - Quote
DUST Fiend wrote:You used to be able to lay traps for tanks since you could carry 5 at a time.....now, unless you have a nanohive right next to you this just isn't going to happen. .
Sounds like you're forced to have two gear slots for that...now if only there was a dropsuit specifically designed to carry a lot of gear... |
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