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Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
379
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Posted - 2013.04.23 15:00:00 -
[1] - Quote
So we can hear a light 'BLEEP' when we trigger our own RE, but would it be too OP if we heard a different noise to alert us if our own RE was destroyed without our trigger? Even if it was just once, and we'd have to listen carefully for it. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
267
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Posted - 2013.04.23 16:24:00 -
[2] - Quote
This is rookie training grounds :P
must have had the wrong tab open, it has happened to me before too.
I think the suggestion would be helpful during pub matches and possibly corp battles, but nowadays everyone checks for REs before hacking. It's good to have them so it forces the opponent to wait an extra second or two, but the likely hood of killing someone or stopping a hack against a smart team is almost zero.
This also leads me to wonder if all stuff should have a beep or something. Although remote explosives are obviously destroyed, proximity mines are a completely different matter. I have thought about this too. If proximity mines alert the player who put them down, it would also tell the player that someone is there. I know from driving my HAV that prox mines don't matter, but if they alerted the enemy to my position, I would care.
If prox mines alert the enemy, it does seem a little too OP to deal with for me. I would want some way to counter. Even if it's just like a flux or EMP grenade that will temporarily disable prox mines, but not alert the person who put them down that I have done so.
Or make a sensor a completely different equipment. It could be pressure, or even a camera. Although prox mines do little damage to HAVs, they do some, and they can also kill LAVs. I am not a fan of the current way grenades are done, ie skill into "grenades" and get access to all of them, but they split up stuff like light weapons up, so skilling light weapon up does not gives you points in all light weapon skills (ie AR, Mass Driver, Sniper, etc. etc.)
So the opinion that I have come to is that no, the person who deploys the equipment should not get a warning when his equipment is destroyed. I might feel a little better if they had to skill into it if they wanted to, but let's be honest, it takes over 8mil SP to make a good shield HAV, but only 3 to 4mil to make the best AV fit. I know a number of forge gunners who just had millions of SP sitting around because they did not need it. I'd rather not just give them something which is essentially free, because they have so many points sitting around it would not matter.
edit: btw I flagged it so a GM can move it. Maybe we can get some more opinions in the feedback/requests section, and continue our discussion there. |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
379
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Posted - 2013.04.23 16:37:00 -
[3] - Quote
...I could have sworn I put it in there... My bad I guess, just found this after looking around for this. |
Surt gods end
Demon Ronin
2
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Posted - 2013.04.23 19:53:00 -
[4] - Quote
0 Try Harder wrote:This is rookie training grounds :P
must have had the wrong tab open, it has happened to me before too.
I think the suggestion would be helpful during pub matches and possibly corp battles, but nowadays everyone checks for REs before hacking. It's good to have them so it forces the opponent to wait an extra second or two, but the likely hood of killing someone or stopping a hack against a smart team is almost zero.
This also leads me to wonder if all stuff should have a beep or something. Although remote explosives are obviously destroyed, proximity mines are a completely different matter. I have thought about this too. If proximity mines alert the player who put them down, it would also tell the player that someone is there. I know from driving my HAV that prox mines don't matter, but if they alerted the enemy to my position, I would care.
If prox mines alert the enemy, it does seem a little too OP to deal with for me. I would want some way to counter. Even if it's just like a flux or EMP grenade that will temporarily disable prox mines, but not alert the person who put them down that I have done so.
Or make a sensor a completely different equipment. It could be pressure, or even a camera. Although prox mines do little damage to HAVs, they do some, and they can also kill LAVs. I am not a fan of the current way grenades are done, ie skill into "grenades" and get access to all of them, but they split up stuff like light weapons up, so skilling light weapon up does not gives you points in all light weapon skills (ie AR, Mass Driver, Sniper, etc. etc.)
So the opinion that I have come to is that no, the person who deploys the equipment should not get a warning when his equipment is destroyed. I might feel a little better if they had to skill into it if they wanted to, but let's be honest, it takes over 8mil SP to make a good shield HAV, but only 3 to 4mil to make the best AV fit. I know a number of forge gunners who just had millions of SP sitting around because they did not need it. I'd rather not just give them something which is essentially free, because they have so many points sitting around it would not matter.
edit: btw I flagged it so a GM can move it. Maybe we can get some more opinions in the feedback/requests section, and continue our discussion there.
Not everyone checks. And from what I can see, NO ONE CHECKS. But I wouldn't have it any other way. Thanks also to poor map making. Even a good check, they still won't find my RE. 100% of the time the first to touch the box, is the sacrifice. lol
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
267
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Posted - 2013.04.23 19:57:00 -
[5] - Quote
Surt gods end wrote:Not everyone checks. And from what I can see, NO ONE CHECKS. That's because you don't do corp battles :P Everyone checks in those now.
I hope this game will be balanced on corp battles, and not pub games. Especially now that PC is coming out. |
Godin Thekiller
KNIGHTZ OF THE ROUND
41
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Posted - 2013.04.23 22:33:00 -
[6] - Quote
Wait, pause. There's a way of disarming RE's without blowing them up? Mind blown.
Peace, Godin |
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