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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.10.15 16:09:00 -
[1] - Quote
Allright ive tried them out and here are my observations: -you can plant only 3 of them at a time -you need 2 of them to take out 1 militia LAV and even then its not 100% sure depending if its a shield/armor LAV -easy to spot compared to AV grenades
Overall they are basically worthless cause you can spot them quite good and they dont do much damage. I would love them if they where ment to take out infantry and not vehicles cause they just doesnt deal the damage that is needed. And needing 2 of them to take out a militia LAV is not really helpfull at all. I have no clue how many of them would be needed to take out a tank but that doesnt matter cause you can plant only 3 of them and i highly doubt that a tank goes boom after just 3 mines. Hell even the normal remote explosives are capable to destroy a militia LAV in 1 hit. So why are the AV variations weaker as the normal triggered variants? Oh and to top it you can plant 5 of normal remote explosives instead of 3 AV mines. Maybe you can combo them in a chain reaction 1 AV mine combined with 5 remote explosives. |
Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.10.15 17:31:00 -
[2] - Quote
And you need to stay alive from the moment they are deployed until someone drives over them.
Best thing to do currently is equip a nano-hive and just litter the ground with av grenades. They will often fail to explode until an enemy vehicle drives through them, then kabloom! |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.10.15 17:40:00 -
[3] - Quote
The dark cloud wrote:Allright ive tried them out and here are my observations: -you can plant only 3 of them at a time -you need 2 of them to take out 1 militia LAV and even then its not 100% sure depending if its a shield/armor LAV -easy to spot compared to AV grenades
Overall they are basically worthless cause you can spot them quite good and they dont do much damage. I would love them if they where ment to take out infantry and not vehicles cause they just doesnt deal the damage that is needed. And needing 2 of them to take out a militia LAV is not really helpfull at all. I have no clue how many of them would be needed to take out a tank but that doesnt matter cause you can plant only 3 of them and i highly doubt that a tank goes boom after just 3 mines. Hell even the normal remote explosives are capable to destroy a militia LAV in 1 hit. So why are the AV variations weaker as the normal triggered variants? Oh and to top it you can plant 5 of normal remote explosives instead of 3 AV mines. Maybe you can combo them in a chain reaction 1 AV mine combined with 5 remote explosives.
tbqh it good that it doesnt take 3 to take out a tank ppl want things a bit too easy imho just plant 3 explosives forget it and expect a tank to go boom
it should weaken a tank unless u stack alot in 1 spot and it gets caught in the blast
as for seeing them easily idk never used them nor see anyone use them i would hope its not too easy to spot but still can be spotted at close range if the driver is payin attention.
As for why the AV variations being weaker its simple.....it takes no skill at all to use them u just set it and forget it whereas the manually triggered ones u have to manually trigger them so u gotta stay alive and pay attention to the spot where ur explosives are and trigger them urself when a vehicle approaches |
Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.10.15 17:57:00 -
[4] - Quote
My only issue with the proximity explosives is they vanish into thin air if you die. Which doesn't happen with mines in other games.... Other games they stay either until you leave the game, or they get blown up or set off. I always thought the max of 3 deployed was enough to balance them.
I don't know how easily they're spotted though. I've used them successfully a few times by luring the LAV's etc towards em. Or putting them in spots where most people go trying to run full speed, not paying attention. But, I've almost never seen anyone else using them, least not on the other teams I've gone against. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.15 18:06:00 -
[5] - Quote
BF3 mines go away when you die
As for MAG they stay, same with MGO when claymores and other mines were used they stuck around
Mines in general should stay around until they are triggered and you can lay down a shitton of them if you wanted and make a mini minefield
Instead we have AV nades which are performing better than the AV mines do |
Whispercrow
Seituoda Taskforce Command Caldari State
102
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Posted - 2012.10.15 23:20:00 -
[6] - Quote
Do these things register as "Proximity Explosive" on the kill list?
Just got out of a weird match where my generic Militia LAV died to "AV Grenade"s, but there was nobody around to throw them. Is this the Prox explosives or some glitch? |
Naustradamus Oracle
Crux Special Tasks Group Gallente Federation
61
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Posted - 2012.10.15 23:32:00 -
[7] - Quote
Aighun wrote:And you need to stay alive from the moment they are deployed until someone drives over them.
Best thing to do currently is equip a nano-hive and just litter the ground with av grenades. They will often fail to explode until an enemy vehicle drives through them, then kabloom! Not to make the game more complicated, but I think the game should allow your mines to stay after you die .. but not let you spam them ... hmmm ... how to perform ... well:
how about if you are given a certain amount of MMC CPU point ... lets say 8
You deploy a nano, it uses up one of your MMC CPU points, so even after you die, it's still in play. If it's depleted, the point is re-taken. This could be a easy way to let you deploy various items to stay after your death, not have the map littered with infinite amount of items.
It could even warn you when you reached 0 MCC CPU points oh what will be replaced. Lets say you want to deploy nano, as soon as you equip nano hive, a warning would pop up showing you that a mine would be deactivated.
The eve universe logic could be made that those items are controlled and managed by your MCC's central computer, and sow has a finite amount of processing power left for soldiers item deployment. A skill book could also be release to make your equipment more 'efficient' to allow more items to be left on map (I only used 8 as example, I think it should start much lower, like 2-3)
Not exactly the discussion topic I know, but the hole item disappear at death bothers me especially for mines .. what's the point of deploying them and in the front lines if your most likely dying every half minute or 2. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.16 01:29:00 -
[8] - Quote
AV grenades should be for blocking LAVs in certain areas- not as minefields or for attempting to kill tanks.
Try putting a cluster of them around chokepoints- especially ones with heavy LAV traffic (such as behind the tower behind objective B in the rocky valley with 3 NULL cannons) |
Dima Hawkins
R.I.f.t
2
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Posted - 2012.10.16 01:48:00 -
[9] - Quote
EnglishSnake wrote:BF3 mines go away when you die
I'm pretty sure only C4s and claymores disappear when you die |
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