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Sinboto Simmons
SVER True Blood Unclaimed.
193
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Posted - 2013.05.28 17:10:00 -
[1] - Quote
Remember RE=Remote Explosives and PM=Proximity Mines
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.
(+):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,or perhaps making it the skill bonus of 5%-10%? it needs one anyway}
(*):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}
(^):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)
(^):Infantry proximity mines(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)
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 speced equipment is improved,or I fall asleep,whichever comes first! |
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Sinboto Simmons
SVER True Blood Unclaimed.
193
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Posted - 2013.05.29 02:14:00 -
[2] - Quote
Like I said this tread shalt not die until something is done |
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Asmadai
HavoK Core RISE of LEGION
92
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Posted - 2013.05.29 05:39:00 -
[3] - Quote
Good post. I appreciate how you chose to break down your thoughts into the +/- etc. category.
As a RE user I would say that they are still effective but could certainly use changes such as more splash damage at higher levels. The problem at the moment would be there are so many other issues that probably will have priority. There are problems with primary weapons in many people's minds that I can only imagine will be solved before equipment is.
ONE thing I can hope for is that I heard of a fall-off damage replacing the "hit a wall" effect that is in place for weapons. I could imagine that in that case explosives of all sorts would be generally more effective at higher levels because they could allow for more splash damage and a tweak to the fall-off.
For both of our sakes I hope they make RE/PM much more amazing in the future - but I love using them as they are now regardless. |
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Repe Susi
Rautaleijona Gentlemen's Agreement
446
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Posted - 2013.05.29 05:55:00 -
[4] - Quote
Good post, +1. Some of my thoughts:
I kind of do not see how incerasing blast radius would help much since:
PM: only for vehicles so they either take the hit or not. Maybe there's marginal effect for fast LAV's so bigger blast could reach a little bit further. RE: usually placed on objectives. 1 will kill any and all enemies hacking the objective so no 'need' to increase blast.
That said, OF COURSE I want bigger blast radius per level!
Damage / Level: This is needed because you need bigger boom to take bigger LAV's & HAV's down.
Infantry mines: We need these.
Bonus: From what I've read, the explosives skill does not reduce CPU usage of these. (Or does it? Haven't checed meself) <- please fix. |
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Sinboto Simmons
SVER True Blood Unclaimed.
197
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Posted - 2013.05.29 12:23:00 -
[5] - Quote
thank you my fellow dusters your support is appreciated  |
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mollerz
Minja Scouts
329
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Posted - 2013.05.29 12:39:00 -
[6] - Quote
I just want to see a fireball in the distance after I hit the detonator... +50 +50 +50...... |
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Sylwester Dziewiecki
BetaMax. CRONOS.
85
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Posted - 2013.05.29 12:47:00 -
[7] - Quote
Instead of 4 Proximity Mines I would like to see 1 that make the job, and kill HAV.
Three days ago I mined bridge with 4 proto mines, Militia LAV came, 3 of mines blow up but LAV survive that - wtf?
CCP give us anty-HAV mines. |
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Severance Pay
Purgatorium of the Damned League of Infamy
268
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Posted - 2013.05.29 12:47:00 -
[8] - Quote
I have played a few fps in my day and infantry prox mines will bring a whole new kind of QQ to the game. Bad bad bad idea. |
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Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
19
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Posted - 2013.05.29 12:48:00 -
[9] - Quote
Severance Pay wrote:I have played a few fps in my day and infantry prox mines will bring a whole new kind of QQ to the game. Bad bad bad idea. More QQ than the upcoming ISK Fused Locus Grenades? |
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TheEnd762
Algintal Core Gallente Federation
33
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Posted - 2013.05.29 13:24:00 -
[10] - Quote
Severance Pay wrote:I have played a few fps in my day and infantry prox mines will bring a whole new kind of QQ to the game. Bad bad bad idea.
Of course they will, but they will be the sweet sweet tears of AR Rambos who run around never looking where they're going. They deserve whatever they get and more. |
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Tolen Rosas
Kang Lo Directorate Gallente Federation
180
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Posted - 2013.05.29 13:33:00 -
[11] - Quote
infantry prox are fine as long as they arent OHK. give them wounding damage like 200, 215 and 230 dmg for proto. |
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Mike Molle
L.O.T.I.S. RISE of LEGION
17
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Posted - 2013.05.29 13:46:00 -
[12] - Quote
The damage isn't what is needed to change persay for the PM's , its the time delay from click to boom, an LAV shouldn't have time to enter the 5m seek zone and make its way out, only to have the mine explode 3 seconds later *the average time from seek to detonate* I would like to see an increase in the damage of PM's as i have Specced into them, but what must happen is the time it takes to blow up, please CCP the only AV weapon that takes true planning, dedication and skill to use is so ineffective. I might as well put marshmallows down and feed the fatties. |
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Sinboto Simmons
SVER True Blood Unclaimed.
200
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Posted - 2013.05.29 14:29:00 -
[13] - Quote
Tolen Rosas wrote:infantry prox are fine as long as they arent OHK. give them wounding damage like 200, 215 and 230 dmg for proto.
considering that many suits have upwards to 600 health at prototype level they wouldn't be effective at that damage even a scout at prototype level would be just fine being hit by such a minimal amout of damage |
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Wojciak
Soldiers Of One Network Orion Empire
26
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Posted - 2013.05.29 15:04:00 -
[14] - Quote
Infantry should be OHK for scouts and low lvl suits only if the are on top of them when they go off, like if someone has them on the top of a ladder or in front of the letter. They would have a delay of .25-.5 of a second so that people can get away from the OHK zone if they are just moving forward( kind of like grenades). if they are placed on the wall the only way to OHK with them would be head damage. There would be four types, anti shields or with flux/em properties ( Gallente), anti armor or normal (Caldari), razor mines (Amarr), and pop up grenade mines ( Minmatar) |
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Gilbatron
Free-Space-Ranger Nulli Secunda
93
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Posted - 2013.05.29 15:17:00 -
[15] - Quote
does anyone remember the REs from the build before we got kb/m support ?
they were glorious |
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Sinboto Simmons
SVER True Blood Unclaimed.
200
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Posted - 2013.05.29 23:44:00 -
[16] - Quote
bump |
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Mike Molle
L.O.T.I.S. RISE of LEGION
19
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Posted - 2013.05.30 00:08:00 -
[17] - Quote
Bump |
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Rachoi
HavoK Core RISE of LEGION
81
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Posted - 2013.05.30 00:18:00 -
[18] - Quote
i like this post, works pretty well actually.
your idea on APMs is actually a grand, and effective idea, because one person could leave a couple surprises for those thinking that there wont be any repucussions, and would give the scanners a viable use. old wat tactic brought to the game that has it's own hard counters already in game. Anti Personnel Mines... damned good idea.
Sticky Remote Explosives are not a bad idea either, because you can stick them in unique places, and different places, to cause a massive set of kills that no one would actually see coming, like someone would leave a Claymore mine in the corner of a celing.... damned effective.
as for the ups to damage and range... if they are improved tech, i say they should get improvements on damage and range, thats logic right there |
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Sinboto Simmons
SVER True Blood Unclaimed.
201
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Posted - 2013.05.30 01:55:00 -
[19] - Quote
thank you kind sir ^.^ |
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Sinboto Simmons
SVER True Blood Unclaimed.
201
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Posted - 2013.05.30 06:16:00 -
[20] - Quote
any ideas from yall? |
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Otoky
DIOS EX. Gentlemen's Agreement
118
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Posted - 2013.05.30 09:04:00 -
[21] - Quote
Bump |
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Sinboto Simmons
SVER True Blood Unclaimed.
202
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Posted - 2013.05.31 02:42:00 -
[22] - Quote
never dead ^-^ |
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Sinboto Simmons
SVER True Blood Unclaimed.
202
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Posted - 2013.05.31 23:23:00 -
[23] - Quote
come on yall the only way for things to change is to support them,so let's get to it! |
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Sinboto Simmons
SVER True Blood Unclaimed.
203
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Posted - 2013.06.02 10:35:00 -
[24] - Quote
yeah I know I'm bumping this alot but hey I want it fixed |
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Text Grant
Illuminati.. Only The Famous
11
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Posted - 2013.06.02 11:26:00 -
[25] - Quote
+1 |
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Sylwester Dziewiecki
BetaMax. CRONOS.
85
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Posted - 2013.06.02 11:34:00 -
[26] - Quote
I would like to see anti-HAV mine - instead of placing 6-8PM in one place I would like to be able to place there just 1 with same amount of dmg as those 6. |
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Sinboto Simmons
SVER True Blood Unclaimed.
203
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Posted - 2013.06.03 16:49:00 -
[27] - Quote
thanks for your support guys the only way for things to change is for you guys to want it,or it favors assault players!*glares at av nades* |
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Sinboto Simmons
SVER True Blood Unclaimed.
205
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Posted - 2013.06.04 13:43:00 -
[28] - Quote
bump because I love explosives |
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Sinboto Simmons
SVER True Blood Unclaimed.
205
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Posted - 2013.06.06 17:32:00 -
[29] - Quote
Trying to get anything non assault related fixed is like pulling teeth sometimes lol post if you want demolition based explosives improved |
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Text Grant
Edimmu Warfighters Gallente Federation
12
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Posted - 2013.06.06 21:28:00 -
[30] - Quote
bump |
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