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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sir Petersen
Mannar Focused Warfare Gallente Federation
112
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Posted - 2012.11.29 19:05:00 -
[1] - Quote
You set one up at the top of the stairs. Your enemy climbs up and BOOOOM. His head is blown off. There is nothing like classic ground warfare when playing online.
Are there no claymores in the game or am I missing something? |
Super Cargo
Osmon Surveillance Caldari State
428
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Posted - 2012.11.29 19:08:00 -
[2] - Quote
Claymores are the devil. Why would you even mention them?
KILL THE WITCH |
Nicol Bolas Planeswalker
Seituoda Taskforce Command Caldari State
102
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Posted - 2012.11.29 19:09:00 -
[3] - Quote
I like this. |
Sir Petersen
Mannar Focused Warfare Gallente Federation
112
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Posted - 2012.11.29 19:10:00 -
[4] - Quote
Super Cargo wrote:Claymores are the devil. Why would you even mention them?
KILL THE WITCH Claymores are lovely. Old school classics and they never let you down. |
Tyjus Vacca
Valor Coalition RISE of LEGION
8
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Posted - 2012.11.29 19:11:00 -
[5] - Quote
we also need pressure mines. artillery too. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.11.29 19:21:00 -
[6] - Quote
isnt cod so they would have to be Anti Personnel Mines, Claymores are what the US has made, APM's are what they are really called. |
Sir Petersen
Mannar Focused Warfare Gallente Federation
112
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Posted - 2012.11.29 19:23:00 -
[7] - Quote
APM's sounds good. Set up some APM-¦s around my droplinks and I-¦m taking down corps/squads by my self |
Raxsus1
Doomheim
42
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Posted - 2012.11.29 19:29:00 -
[8] - Quote
Proximity Explosives? In case ya'll didn't know they have those. |
The Infected One
CrimeWave Syndicate
126
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Posted - 2012.11.29 19:32:00 -
[9] - Quote
Raxsus1 wrote:Proximity Explosives? In case ya'll didn't know they have those.
Only for vehicles, the only lay down anti infantry explosive we have are remotes ATM. |
Raxsus1
Doomheim
42
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Posted - 2012.11.29 19:37:00 -
[10] - Quote
The Infected One wrote:Raxsus1 wrote:Proximity Explosives? In case ya'll didn't know they have those. Only for vehicles, the only lay down anti infantry explosive we have are remotes ATM.
thanks for clearing that up. I thought they worked on everything; since I'm a heavy and can't use equipment I don't really pay attention to equipment descriptions. |
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dudshot mcfartpants
0
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Posted - 2012.11.29 19:40:00 -
[11] - Quote
Sir Petersen wrote:Super Cargo wrote:Claymores are the devil. Why would you even mention them?
KILL THE WITCH Claymores are lovely. Old school classics and they never let you down.
go **** yourself. unreal got you . t w a t . and from what i see as of today, good choice. keep workin. |
BMSTUBBYx
Doomheim
83
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Posted - 2012.11.29 19:58:00 -
[12] - Quote
Snipers that stay in scope the whole game like Claymores, jus sayin. |
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GM Vegas
Game Masters C C P Alliance
299
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Posted - 2012.11.29 20:20:00 -
[13] - Quote
Guys, please keep the thread clean. Remember than any offensive language will implicate a warning and could result in your Forum Privileges suspended.
See https://forums.dust514.com/default.aspx?g=posts&t=18206&find=unread |
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Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.11.29 20:34:00 -
[14] - Quote
Personally I do not support them in dust just because they are a place and forget weapon. I like that dust does not support any of these yet. It keeps gunfights more fun and also makes you more dependent on teammates when you do not have place and forget weapons. |
Ghost-33
ShootBreakStab
108
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Posted - 2012.11.29 21:44:00 -
[15] - Quote
Caeli SineDeo wrote:Personally I do not support them in dust just because they are a place and forget weapon. I like that dust does not support any of these yet. It keeps gunfights more fun and also makes you more dependent on teammates when you do not have place and forget weapons.
Im with this guy, Place and forget weapons are lame, Old AV grenades anyone?
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MassiveNine
Pink Fluffy Bounty Hunterz RISE of LEGION
100
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Posted - 2012.11.29 21:47:00 -
[16] - Quote
Ghost-33 wrote:Caeli SineDeo wrote:Personally I do not support them in dust just because they are a place and forget weapon. I like that dust does not support any of these yet. It keeps gunfights more fun and also makes you more dependent on teammates when you do not have place and forget weapons. Im with this guy, Place and forget weapons are lame, Old AV grenades anyone?
Honestly I thought the old AV nades were great. I mean that's exactly what they are there for is AV so why shouldn't I be able to throw and forget? BUT, I do understand why they did it so it is what it is and they kinda made the proximity mines useless. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
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Posted - 2012.11.29 21:56:00 -
[17] - Quote
Ghost-33 wrote:Caeli SineDeo wrote:Personally I do not support them in dust just because they are a place and forget weapon. I like that dust does not support any of these yet. It keeps gunfights more fun and also makes you more dependent on teammates when you do not have place and forget weapons. Im with this guy, Place and forget weapons are lame, Old AV grenades anyone?
Honestly I'd have to disagree. Just make them an extremely costly weapon to use. Something that probably couldn't even be fit onto a militia fit.
And I don't think they'd even affect the overall gameplay in any great way. In MAG, (however much I dislike bringing it up in this forum) it just meant that the standard operational procedure was to toss a nade into the objective before running in, or approach carefully from an angle to shoot the claymore out. That and you had to be careful around the occasional thoughtful belly sniper.
Yeah, it sucked getting blown up every obnce in a while out of the blue, but it was no where near gamebreaking or unfair as you could counter it so easily with and explosives detector which was very easy to fit, (which dust already has IIRC) and they were more than visible to the naked eye. In addition, the user had to sacrifice something in their loadout as it was one of the most expensive things to carry in the game bar a motion detector. You just adapted to them as needed.
Doesn't that sound familiar hm? |
byte modal
Algintal Core Gallente Federation
34
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Posted - 2012.11.29 22:31:00 -
[18] - Quote
I would love an infantry level proximity mine! While I do agree, as it is, needing someone to watch my back is good for pushing some sort of teamwork I suppose. It just doesn't make much sense to me why our weaponry would not be designed to counter the weakness of our TACNET overview. If I developed technology of war and realized that TACNET relied on line-of-site to show enemy units, then I would work to develop something to offset that liability in lack of rear view, or develop some type of passive defense such as land mines. Tough call though.
Still, it would be fun to pepper the map, stairwells, and top ladder footings with mines of some sort >=P~
*EDIT* Hm. Having just posted, I would like another idea instead! A module of sorts, that allows me to place a laser type trigger that can only really span the distance of a doorway or stairway platform. If the beam is broken, then my clone is alerted either through audio or the illumination of some icon on my HUD. This would NOT alert my squad or team. That would be my job as hybrid support (?) to set the device, pay attention to my module's status, and either turn to counter enemy flanking or alert my squad to assist. This way no passive damage is done from "drop and forget" type weaponry, the enemy if alert, could jump the beam without alarm, and I still get a secondary option to cover my six should I spec into it. Perhaps unique skills would allow the placement count and/or sensitivity/range of the triggers. This could lead to skills such as:
Infantry Warning Systems Proficiency: To gain access to the module. Perhaps the module has a high CPU requirement that by using this module, would severely limit my fitting. Speccing this would lower CPU requirements by 3% per level earned. Or whatever.
Infantry Warning Systems Specialization: Perhaps this would allow the user to place 1-3 sensors based on skill count. Level I = 1 Sensor; Level III = 2 Sensors; Level V = 3 Sensors. A player at IWS Specialization Level V could place all 3 sensors in one location, or one at a time as needed. Regardless, that suit can only carry a max of 3 sensors. Once used, they're gone without a resupply. Obviously the sensors would be a consumable item like drop-uplinks and grenades.
Infantry Warning Systems Routing: This could allow the fitting of a secondary module (probably too far, but I'm goofing here so deal) that would automatically alert either squad members, or teammates within a predefined range of you or the sensor depending on skills applied.
Again, this system is only to supplement TACNET for it's inherent weaknesses. so to go this far would have to be a deliberate choice made by the player as to whether specializing so deep is worth losing a slot.
This could also open the idea of providing defensive skills for passive scanning of such sensors so that we have a better chance of not tripping them on a stealth approach to a turtled enemy squad.
Now. Let the kittens run free ...the meow type.
- me. |
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