Remember RE=Remote Explosives and PM=Proximity Mines IPM:Infantry Proximity Mines
Also remember: my grammar is crap
Been useing the boundless RE/PM for quite a bit in both chromosome and uprising and while their have been some improvements made to the explosive they seem to have also taken a step back in effectiveness as well gonna list some things below (+)for positive change, (-)for negative change, (^) for things I personally would like added,and (*) for things that haven't changed.
(+):RE/PM now have their damage listed 1500 for RE, and 750 for pm.
(+):Increase to amount of RE/PMs carried,and or,deployed by level(this is good as it gives a reason to skill into more advanced REs/PMs as having that extra explosive on the field can be extremely useful.) {no change needed}
(-):RE/PM have the same splash radius across levels.(I have no idea what happened to get this change put through in uprising(for RE anyway PM always had this problem) but every RE/PM has a splash radius of 5.0m this is a strange change and I don't understand why this was done but if any changes to the RE/PM are done this one would be the most welcome.){Change needed:increase splash radius by level,STD 5.5,ADV 6.5, PRO 7.5 ,or perhaps making it the skill bonus of 5%-10%? it needs one anyway}
(-):New bug REs are taking longer to activate randomly, direct impact of performance and needs to be fixed as soon as possible.
(*):RE/PMs do the same damage no matter what level(this is something that I noticed in chromosome as well no matter the level of RE/PM you use they do the exact same damage making using a single level 1 RE/PM is just as effective as using a single level 5 RE/PM having the different levels do more damage would be a welcome change to vehicle/installation destroyers){Change needed: Increase damage by level} edit: suggested by Cosgar remote explosives should have enough power for a single one to distroy a turret instalation. This gives them enough power to take out structures like the supply depot/cru that they are (apparently) ment to take down (going off the description there which I will add)
(*):PM beeping when approached by a vehicle, the PM sends out a small beeping sound to warn a driver when they are about to run over them while not a problem against lavs as they move too fast to stop in time this makes them nearly impossible to use against heavy armor due to their ability to quickly halt movement at a moment's notice (fix:remove warning system until/if damage is increased)
(^):Sticky RE(the RE while certainly useful if it hits it's target is kinda obvious laying in the middle of the floor having them stick to walls,and perhaps vehicles, would be welcome)
(^):better looking explosions (not really anything to do with re/pm just something I'd like to see the 'explosions' we have now looks like the ground farted ash)
(^):Infantry proximity mines edit:propose the IPM do the same damage as grenades of their level(while I can see why this wouldn't be added would certainly make me happy to have PM that are triggered by infantry instead of vehicles,as a side effect would also make squads want to have a guy with a scanner on standby lol)
(^): RE timer: A balance mechanic to make it more difficult to use REs against infantry, the idea would be to have a timer on the REs that activates when you hit the detonation reduced from STD to PRO REs, 2.5 for STD, 2.0 for ADV, and 1.5 for PRO this should help balance the proposal of increased splash radius so infantry has a chance to escape the blast should they see the RE last second.
(^):suggested by Alaika Arbosa Flux Re/PM would be useful for setting up traps for both infantry and vehicles
(^) :suggested by shady merc sleek RE a remote explosive while having a larger blast radius would deal less damage good for weakening large groups of hostiles for an ambush or to have them retreat long enough to make an escape.
(^): suggested by Niuvo breaching walls and barricades this would most definitely be way down the road but using the RE to destroy sections of a wall/baricade and secure new ways to advance is a wonderful idea and adds a tactical layer to the RE.
(^): Suggested by my brother Guinevere Bravo: Holding down R1 makes the REs/PMs arc upwards and be thrown farther, useful for getting an RE/PM over a baricade or tossing it into an area without putting yourself in another merc's kill zone.
(^):Suggested by Monkey Mac: I'd like a shaped charge variation! So the blast radius is only 0.25m sphereical, but it goes as far as 10m up from the top of the explosive!(where'd he come up with the idea for this) Useful for garding pasageways for sure though.
Extra:not sure where to put this but it seems the ability to put multiple sets of the same PM has been removed, the ability to use different types is still there but this is a punishment to those that have pro proximity mines because they are unable to use their optimal fitting
If I think of anything else I'll edit this but for now:If you have any experience comments or suggestions about this topic please post below!
I will not rest until my beloved demolition skilled equipment is improved,or I fall asleep,whichever comes first!
Edit:made the weekly update \o/