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xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2012.11.26 11:29:00 -
[1] - Quote
I think remote explosives should be able to be individually detonated. This would make them more useful and have a tactical impact on the battlefield.
At the moment L1 sets them all off. How about something like using the dpad up/ down/ left /right to set them off? Going clockwise in the order they were laid. DoesnGÇÖt help with the 5th but something along those lines.
Also, apparently remotes are supposed to remain active if I died - answer from this question I previously asked. However, his doesnGÇÖt seem to be the case. Am I doing something wrong?
And if I lay anti-vehicle mines, can I change dropsuit fitting say from assault to Heavy and the mines remain? And do they remain if I die?
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The Black Jackal
The Southern Legion
302
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Posted - 2012.11.26 11:32:00 -
[2] - Quote
xAckie wrote:I think remote explosives should be able to be individually detonated. This would make them more useful and have a tactical impact on the battlefield.
At the moment L1 sets them all off. How about something like using the dpad up/ down/ left /right to set them off? Going clockwise in the order they were laid. DoesnGÇÖt help with the 5th but something along those lines.
Also, apparently remotes are supposed to remain active if I died - answer from this question I previously asked. However, his doesnGÇÖt seem to be the case. Am I doing something wrong?
And if I lay anti-vehicle mines, can I change dropsuit fitting say from assault to Heavy and the mines remain? And do they remain if I die?
Remote Explosves don't remain Active when you die.. or at least, they are not able to be detonated by your new suit's systems.
Having them able to be set off sequenbtially would allow RE users alot of power to set traps on each point and detonate key sequences, Reload REs, and reset them. It would need to be balanced by reducing the number active at once.
As to Proximity Explosives... they do remain after you die, but no longer detonate when a hostile vehicel gets within range.
Truyst me, this is a much better system than they had previously where REs would all detonate as soon as you bled out.
And if you change suits with Proximities out, they do remain.. but not beyond death as above. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.26 11:32:00 -
[3] - Quote
Aim for placed RE, tap L1 to detonate individual explosive.
Hold L1 to detonate all. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.11.26 11:56:00 -
[4] - Quote
Garrett Blacknova wrote:Aim for placed RE, tap L1 to detonate individual explosive.
Hold L1 to detonate all.
Thanks for info
Do you need line of sight for the individual remotes? |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.26 12:00:00 -
[5] - Quote
xAckie wrote:Garrett Blacknova wrote:Aim for placed RE, tap L1 to detonate individual explosive.
Hold L1 to detonate all. Thanks for info Do you need line of sight for the individual remotes? I'm not saying you CAN do it, I'm saying it would be a good way to make it work.
Sorry for getting your hopes up |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.11.26 12:01:00 -
[6] - Quote
The Black Jackal wrote:xAckie wrote:I think remote explosives should be able to be individually detonated. This would make them more useful and have a tactical impact on the battlefield.
At the moment L1 sets them all off. How about something like using the dpad up/ down/ left /right to set them off? Going clockwise in the order they were laid. DoesnGÇÖt help with the 5th but something along those lines.
Also, apparently remotes are supposed to remain active if I died - answer from this question I previously asked. However, his doesnGÇÖt seem to be the case. Am I doing something wrong?
And if I lay anti-vehicle mines, can I change dropsuit fitting say from assault to Heavy and the mines remain? And do they remain if I die?
Remote Explosves don't remain Active when you die.. or at least, they are not able to be detonated by your new suit's systems. Having them able to be set off sequenbtially would allow RE users alot of power to set traps on each point and detonate key sequences, Reload REs, and reset them. It would need to be balanced by reducing the number active at once. As to Proximity Explosives... they do remain after you die, but no longer detonate when a hostile vehicel gets within range. Truyst me, this is a much better system than they had previously where REs would all detonate as soon as you bled out. And if you change suits with Proximities out, they do remain.. but not beyond death as above.
I was here for the RE spam build and I get what you are saying but at the moment Re seem pretty pointless in the current set up.
The current mechanics favour players dropping the remote then run to the hills to avoid death and wait till its worth detonating. Because if you push the objective and die placing the remotes were pointlees. I Would like to see infantry proximity remotes that survive a clone death.
I am all for traps etc.
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xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2012.11.26 12:03:00 -
[7] - Quote
Garrett Blacknova wrote:xAckie wrote:Garrett Blacknova wrote:Aim for placed RE, tap L1 to detonate individual explosive.
Hold L1 to detonate all. Thanks for info Do you need line of sight for the individual remotes? I'm not saying you CAN do it, I'm saying it would be a good way to make it work. Sorry for getting your hopes up
Ha ha. Damn... +1 for good solution |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.11.26 12:05:00 -
[8] - Quote
The Black Jackal wrote:
As to Proximity Explosives... they do remain after you die, but no longer detonate when a hostile vehicel gets within range.
Truyst me, this is a much better system than they had previously where REs would all detonate as soon as you bled out.
And if you change suits with Proximities out, they do remain.. but not beyond death as above.
Again this makes the largely redundant in my view. |
Paul Etrades
Tronhadar Free Guard Minmatar Republic
12
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Posted - 2012.11.27 03:42:00 -
[9] - Quote
How about there being a crude map on your wrist....thing of where your REs are placed in proportion to the objectives.
This could be easily put crudely on your pip- sorry wrist thingy.
You wouldn't have to open a map.
This cant be that hard to put on for you already show your wrist cuff- thing when you detonate so you could hold down L1 bring up your wrist then use the left stick to select your mine on the map.
But most importantly CCP just make them work right - countless times I have literary SEEN my mines right on the objective (while its being hacked) , hit the detonate button about 3 times and nothing happened. |
Spitfighter DC
Doomheim
5
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Posted - 2012.11.27 06:27:00 -
[10] - Quote
Paul Etrades wrote:How about there being a crude map on your wrist....thing of where your REs are placed in proportion to the objectives. This could be easily put crudely on your pip- sorry wrist thingy. You wouldn't have to open a map. This cant be that hard to put on for you already show your wrist cuff- thing when you detonate so you could hold down L1 bring up your wrist then use the left stick to select your mine on the map. But most importantly CCP just make them work right - countless times I have literary SEEN my mines right on the objective (while its being hacked) , hit the detonate button about 3 times and nothing happened.
I like this idea, but make it so that only 3 RE can be active (good to prevent OPing REs) and when you hold L1 (with REs equipped) your wrist will show square, triangle, and circle assigned to the individual REs and "x" is assigned to detonate all. This can be a very easy to implement. |
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