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Arkena Wyrnspire
Turalyon Plus
343
|
Posted - 2013.05.19 22:20:00 -
[1] - Quote
I've been mucking about with these lately, but I've noticed that the damage and blast radius stats are missing from the description. Does anyone know these stats? I want to know if they're worth upgrading, or if the basics are fine. The graphics seem to indicate they're less effective than grenades, and I want to know if that's the case.
Do they deactivate when you die? Or do they persist? Are they capable of taking out LAVs, if multiple are detonated underneath one? How hard do they tax nanohives? Will just a few deplete a standard one?
If I have a few down across a small area, like the area around a supply depot, will it cover the area? This mostly comes down to blast radius. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
118
|
Posted - 2013.05.19 23:19:00 -
[2] - Quote
Arkena Wyrnspire wrote:I've been mucking about with these lately, but I've noticed that the damage and blast radius stats are missing from the description. Does anyone know these stats? I want to know if they're worth upgrading, or if the basics are fine. The graphics seem to indicate they're less effective than grenades, and I want to know if that's the case.
Do they deactivate when you die? Or do they persist? Are they capable of taking out LAVs, if multiple are detonated underneath one? How hard do they tax nanohives? Will just a few deplete a standard one?
If I have a few down across a small area, like the area around a supply depot, will it cover the area? This mostly comes down to blast radius.
According to the data-dump, they all have a uniform 5m blast radius. There is no damage stat in the data-dump however. By comparison, locus grenades range from 5m to 9m (however the 9m ones have reduced damage). If you don't have access to the raw data-dump, you can look in the Dust Fitting Tool (stickied in this forum)
When you die, if you respawn with a suit that has REs (doesn't even have to be the same fit), they will automatically link up and you can detonate them.
I've been taken out inside an LAV (free one) by REs in the last build. Can't comment on current build.
No idea about nanohives, but nanohive capacity in general has been reduced in Uprising. |
Vyuru
Bojo's School of the Trades
0
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Posted - 2013.05.20 03:44:00 -
[3] - Quote
If you get killed by one, the kill screen *I think* tells you how much damage the person who killed you did to you. If I get killed by a Remote Explosive (RE) I normally see damage around the 1330s
1 RE will take out almost any kind of LAV from my experience. I know I've killed a few Onikumas with one RE, I do NOT know how well they were equipped however, as lately I've been running across some Onikumas were 3x basic level AV grenades don't even take out the shields all the way. Others, 2-3 basic level AV grenades take out the Onikuma completely.
Far as I know they persist unless destroyed.
Blast radius seems to be about the same as a grenade.
Also lately they seem to have trouble damaging things directly above them sometimes. Every now and then I'll toss 3x REs under a turret, set them off, and the turret takes no damage.
They seem to tax nanohives heavily. Or else all of the nanohives I get near are already pretty low.
I've only been running with the basic ones so far, and they seem to work just fine for me. I'd be interested in hearing from anyone with higher level RE experience |
Arkena Wyrnspire
Turalyon Plus
349
|
Posted - 2013.05.20 06:12:00 -
[4] - Quote
Thank you kindly for the answers! That nicely covers all my questions. +1 to both of you. |
Artificer Ghost
Bojo's School of the Trades
51
|
Posted - 2013.05.20 14:56:00 -
[5] - Quote
(Haven't checked the other posts, I'm multitasking...)
I use the basics, and people love me. Right? ... Right?! TELL ME YOU LOVE ME! D:<
But yea, basics still make you a valuable asset. :) |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2013.05.20 20:19:00 -
[6] - Quote
Last build I remember that a 3 adv ones would destroy a turret and 6 proto ones would down a supply depot.
Nowadays RE's still are good but I'haven't been able to use them for now. |
Arkena Wyrnspire
Turalyon Plus
353
|
Posted - 2013.05.20 21:27:00 -
[7] - Quote
Thanks for additional information! I tried them out a bit more today and loved them. I killed two HAVs with them today, and it was pretty brilliant fun. Against infantry i haven't had a huge amount of luck, though when it works pushing a death button is hilarious. They're pretty fantastic for blowing up turrets and armour though. I also had the oppurtunity to lay down a field around a supply depot in an ambush - later in the match, the enemy had taken it, and were clustered around it. 4 kills! Holding objectives also works very well with them, as you guys have noted. It's annoying when they get shot, but fun when they work. Another favourite use of mine is putting them at the top of stairs. I have tendency to blow all mine at once, this way, but I got double and triple kills a couple times with this.
Killar-12: If 6 proto ones can blow a supply depot, I might well spec into them. Blowing up a CRU or supply depot that easily could well be gamechanging, not to mention the potential for carnage around a CRU.
Artificer Ghost: I like walls of text, thanks! So you can lay down more with higher levels? Do you know what the cap is for the ADV and PRO ones? I know it's also unlikely to do serious damage to installations, but if I can use a bunch of proto ones to do it, as Killar-12 noted, I would see that as worth it. |
crazy space 1
Krullefor Organization Minmatar Republic
1213
|
Posted - 2013.05.21 00:53:00 -
[8] - Quote
ok, Let me start by saying I just went 31/10 using pure remotes mines.
Also to someone above, remote mines don't work well on turets anymore, the base on them doesn't go away. So thebase can't take damage, however you can jump and land on top of one and place all three on top of the turret, it will blow sky high.
Now Lots of people have given you tons of advice so I'm just going to give you the break down of the different levels of remote mines and why I have a build with each at all times.
Basic Remote Mines -These kill anyone in one hit, so they are always useful -you can carry 3 of them *last build it was 2* -They take about 4 seconds to arm -5m explosion radius
Advanced Remote Mines -Carry 3 mines -2 second arming time -5 m explosion radius
Proto Remote Mines -Carry 4 mines -2 second arming time -7.5 explosion radius
So there you go, I find all three useful on different builds. On a logi i go basic since my nanohive can support me and it's slow timer makes it useful for defence
Advanced mines are used on my speed builds. You can throw remote mines while jumping. They will tarvel through the air, use this to your advantage, you won't losse sprinting speed while jumping so you can deploy while moving fast. When you hit the ground keep running, get behind cover, press the button, keep running.
Or if you know you'll be killed fit a basic Remote mine speed fit. Run in lay 3 mines everwhere you can in the blob of the red team. Don't be scared just run in at an angle and start flying through the air leaving remote mine gifts. Then once your dead, press the L1 button rapidlly while going from the kill screen to the overview. You will set them off killing 4-5 people
Finally the protomines are for protosuits only. The goal is use the flying mine trick and luring people around corners. The larger explosions radius makes it easier to hit with, and because you carry 4 of them you won't be hurting for remote mines. I'd say the main reason I use this on a suit I expect to keep alive is the 4 remote mines. That's a bigger advantage than the 7.5 explosion radius.
So good luck and have fun!
Also stop shooting at peope when you see them hacking, Just quietly place a remote under the three people hacking, they won't hear it and you shouldn't pop up on their radar. 2second timer, BOOM. Much more useful than leaving a remote mine on an objective. Only do that if you are going to be leaving the area. As long as your close you'll get more kills by waiting for them to start the hack before you drop a mine.
Else good players just clear them with a flux it's a waste. |
crazy space 1
Krullefor Organization Minmatar Republic
1213
|
Posted - 2013.05.21 00:57:00 -
[9] - Quote
Wait did they nerf proto mines to 5m radius???? awww :/ |
Augustine Loricatus
uptown456
0
|
Posted - 2013.05.29 19:58:00 -
[10] - Quote
I use remote mines and absolutely love blowing people up hacking objectives. Do you know if there is a way to selectively detonate one mine out of a set laid? (As in the one at A instead of both A & B) |
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Azri Sarum
843 Boot Camp
23
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Posted - 2013.05.29 20:38:00 -
[11] - Quote
Augustine Loricatus wrote:I use remote mines and absolutely love blowing people up hacking objectives. Do you know if there is a way to selectively detonate one mine out of a set laid? (As in the one at A instead of both A & B)
There is no way for a single type of remote explosive to do that at this time. If you don't mind fitting multiple types you can get the same effect though. Each type of remote explosive only detonates its own explosives. So you can set one type on A, one type on B and be able to detonate them independently. |
Augustine Loricatus
uptown456
0
|
Posted - 2013.05.30 14:27:00 -
[12] - Quote
Azri Sarum wrote:Augustine Loricatus wrote:I use remote mines and absolutely love blowing people up hacking objectives. Do you know if there is a way to selectively detonate one mine out of a set laid? (As in the one at A instead of both A & B) There is no way for a single type of remote explosive to do that at this time. If you don't mind fitting multiple types you can get the same effect though. Each type of remote explosive only detonates its own explosives. So you can set one type on A, one type on B and be able to detonate them independently.
Thanks, I thought that was the case. |
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