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TheEnd762
Algintal Core Gallente Federation
3
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Posted - 2013.03.01 11:53:00 -
[1] - Quote
I invested some skill point on an older character of mine to give proxy explosives a try, only to find out they aren't triggered by infantry. I'd like a variant that is, but maybe only does as much damage as a locust grenade? |
KalOfTheRathi
CowTek
173
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Posted - 2013.03.01 11:57:00 -
[2] - Quote
Patience. It has been stated that Remote Explosive might convert to land mines on Death of the Merc setting them.
When will this happen? Find me a goat and you read its entrails. Then let me know the answer cause I sure don't.
I would like land mines and improved scanning as well.
And scanners that show land mines and a Skill that lets me blow them up safely. |
TheEnd762
Algintal Core Gallente Federation
3
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Posted - 2013.03.01 11:59:00 -
[3] - Quote
KalOfTheRathi wrote: and a Skill that lets me blow them up safely.
Couldn't you just shoot them? |
Vermaak Doe
SVER True Blood Unclaimed.
419
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Posted - 2013.03.01 12:42:00 -
[4] - Quote
I really hope they don't add this |
Jakob Evhin
Dead Six Initiative
0
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Posted - 2013.03.01 12:56:00 -
[5] - Quote
I've been playing with explosives recently and have had similar thoughts.
While I would love to be able to lay a minefield and get some easy kills, I think there needs to be a reasonable counter to it in the form of either a module or piece of equipment that would be able to detect them.
Because seeing them is, apparently, very difficult most people don't scour the ground visually when they walk around or hack objectives.
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Hult Duz
Ahrendee Mercenaries Legacy Rising
8
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Posted - 2013.03.01 15:59:00 -
[6] - Quote
I personally like the idea of land mines. I think that would be a great addition to the game.
Especially if there was a diversity in the land mines:
Webbifiers: slow merc movement by 25% for 2 sec. Bounding Frags: spring loaded mine with splash damage for multiple targets Frags: directionally oriented anti personnel mine with heavy targeted damage
I think it would be important that unlike remote explosives, anti personnel proximity mines disarm after the planter dies.
What do you guys think?
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Scalesdini
Universal Allies Inc.
81
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Posted - 2013.03.01 16:32:00 -
[7] - Quote
I like land mines...
IF there is a module of some sort that detects them. Gives scouts and logis another role on the battlefield. Maybe give the user a token number of WP (+5? +10 maybe?) for every land mine they scan, marking it on friendly maps (like friendly mines are currently). |
Tribalfreak Baham
Circle of Huskarl Minmatar Republic
13
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Posted - 2013.03.01 16:35:00 -
[8] - Quote
landmines in skirmish would drive me insane lol. imagine all of the ojectives loaded with minesxD |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
204
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Posted - 2013.03.01 16:45:00 -
[9] - Quote
I want to carpet objectives with landmines from a dropship.
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TheEnd762
Algintal Core Gallente Federation
6
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Posted - 2013.03.01 19:30:00 -
[10] - Quote
I just want to be able to cover my back when I'm sniping. I don't mind being taken out by a counter-sniper, but I can't stand getting dropped by some AR shlub who stumbled onto me by way of dumb luck. |
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Cade Orion
Tronhadar Free Guard Minmatar Republic
28
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Posted - 2013.03.01 20:10:00 -
[11] - Quote
I love the idea of claymore type mines - however, they will need to design a spot function in the game (Like BF3) for me to be really happy with this. |
J Lav
Lost-Legion
29
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Posted - 2013.03.01 22:18:00 -
[12] - Quote
Gotta say, not a fan of anti-personel mines. I would like to point out that they are currently banned by the Ottawa Treaty for use in warfare, and see no reason to bring such an indiscriminate weapon into a game with obvious choke points and objectives that would contribute to Spawn farming that already plagues this game. That said, if they were available, I'd probably use them to death. |
Wojciak
Soldiers Of One Network Orion Empire
0
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Posted - 2013.03.02 23:37:00 -
[13] - Quote
1.) We are Mercs and the law is not something we have to follow.
2.) they are real and can or can not be effective. They are like proxy mines that if used in the wrong place no one will fall for them.
3.) Flux grenades wipe out every explosive and support item drooped on the field.
I want them so i do not get side swiped so much and to take out people who are not thinking. |
2-Ton Twenty-One
Imperfects Negative-Feedback
239
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Posted - 2013.03.03 00:04:00 -
[14] - Quote
Anit-personal mines are fine as long as there is equipment that counters it.
It needs good and proper counts
It should run off dropsuit profiles, you need more advanced module and better skills for it to pick up better profiled dropsuits. So if a DS has a low profile the closer that person has to be to activate it or they can just walk right over it. So a scout suit with a good DS profile could ghost right past it, but a slow moving heavy/medic would get nailed unless they countered it.
also it would have a profile as well so a DS with good scanning could pick up that it is there, and disable it (with a repair tool or something) or blow it up or hack it with a codebreaker.
Also if you are crouched not shooting and walk toward it should not activate and you can slip by
Flux grenades should disable them.
Logis should have some sort of em pulse that they can fire off to disable enemy traps.
Man allot of good ideas i just had, gonna make some request posts! |
Wojciak
Soldiers Of One Network Orion Empire
0
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Posted - 2013.03.03 00:19:00 -
[15] - Quote
2-Ton Twenty-One wrote:Anit-personal mines are fine as long as there is equipment that counters it.
It needs good and proper counts
It should run off dropsuit profiles, you need more advanced module and better skills for it to pick up better profiled dropsuits. So if a DS has a low profile the closer that person has to be to activate it or they can just walk right over it. So a scout suit with a good DS profile could ghost right past it, but a slow moving heavy/medic would get nailed unless they countered it.
also it would have a profile as well so a DS with good scanning could pick up that it is there, and disable it (with a repair tool or something) or blow it up or hack it with a codebreaker.
Also if you are crouched not shooting and walk toward it should not activate and you can slip by
Flux grenades should disable them.
Logis should have some sort of em pulse that they can fire off to disable enemy traps.
Man allot of good ideas i just had, gonna make some request posts!
I would say there should be no way to get over it without it blowing up and they should have their own profile not run off the suites profile, but getting close to it so you can disarm it is a great idea. Like all equipment it should be disabled or set off by flux grenades.
There should be modules that counter equipment if they are going to use Anti-Personnel mines to be fair. |
2-Ton Twenty-One
Imperfects Negative-Feedback
239
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Posted - 2013.03.03 00:54:00 -
[16] - Quote
Wojciak wrote:I would say there should be no way to get over it without it blowing up and they should have their own profile not run off the suites profile
I meant that the Mine itself would have its own profile that can be picked up by suits with good scaning and by "Run off dropsuit profiles" I meant that dropsuits with low profiles would not be detected by it and thus slip by it. the higher the mine level ie proto the better scanning ability it has and also affected by the placing players skills.
i edited it to be more clear. |
Jathniel
G I A N T
54
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Posted - 2013.03.03 07:10:00 -
[17] - Quote
Is there really any need for profiles when it comes to explosives? I don't think detecting the mines would be problem, if they work anything like the current explosives.
They just sit out in the open, and people still walk/drive right into them anyway.
No need to give them any special detection, because there's no need to hide them. If you decide to ignore an entire field of boxes sticking out of the ground like chicken pox, you deserve to be blown away by them. xD
If they were cloaked on the other hand.... Then you'd have to do that flux grenade/mass driver cleansing process, to blast yourself a path. |
TheEnd762
Algintal Core Gallente Federation
7
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Posted - 2013.03.03 07:22:00 -
[18] - Quote
I wouldn't want them to show up on radar scan, regardless of skill. That would make them next to useless. That said, I wouldn't want them to be invisible either. Just make it so they're visible with the naked eye. No lights or early pre-explosion beeps either. Watch where you're going or get blown up.
I wouldn't want them to not be triggered by certain suits or people crouching either. Proximity is proximity. If they have to be pressure activated, do that then, but don't make it so people can magically evade them, unless you make it so they can do the same for bullets and grenades.
There's already tools for disarming them. The same ones used to deactivate nanohives and drop uplinks: your guns and grenades. Why add an extra tool that you'd have to aim at them anyways when you can just shoot them from 10 feet away? |
DeathStalker Synchro
D3ath D3alers RISE of LEGION
24
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Posted - 2013.03.03 07:50:00 -
[19] - Quote
Remote Explosive are my favorite equipment in Dust. What better way to blow stuff up. After my first use i was instantly hooked and I leveled them up to advanced right after that match. Now that some time has passed I've seen the tactical capabilities of them such a Heavy Death Traps and Objective Fail Safes. But the lack of infantry detonation from proximity explosive was definitely disappointing. Though, I completely disagree with the OP. Anti-Infantry proximity explosives would be a bad idea. If these we're added everyone would be placing them everywhere. And Skirmish would turn into a Objective Mine Fest. The sad thing is it's likely these will still be added. If so they're damage, detection range, max. capacity, number of active mines need to be tweaked. |
ladwar
Dead Six Initiative
5
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Posted - 2013.03.03 08:07:00 -
[20] - Quote
good idea but should they be added, no. people aready mines objectives why add more. if they are added limit active to 2 for normal 3 for special ones with max carried to 1 maybe 2 for proto. they should have their own skill and i think a 4x training skill atleast is need for them. keep the normal explosive idea, they don't show up on radar but u can see them if you look, i mean really look. i use explosives and i think this is a really bad idea to add. |
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Dusters Blog
Bragian Order Amarr Empire
125
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Posted - 2013.03.03 12:56:00 -
[21] - Quote
we wrote about IPEs here: http://t.co/6qbIaMbky5
a few thoughts: 1. active scanners should highlight them 2. before they are implemented we need an active spotting feature so we can warn others about the ones we see. 3. no suit should be undetectable to them. and crouching shouldnt do anything. unless you lower your profile to zero it explodes, period. 4. we should get 5 pts from destroying them, 5. users can only put down a maximum of 2. 6. they should go up in tiers by damage and damage radius. |
dazlb72
HELGHAN EXILES
3
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Posted - 2013.03.03 13:41:00 -
[22] - Quote
TheEnd762 wrote:I invested some skill point on an older character of mine to give proxy explosives a try, only to find out they aren't triggered by infantry. I'd like a variant that is, but maybe only does as much damage as a locust grenade?
i think this would be a good addition to the game |
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