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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Niuvo
The Phoenix Federation
13
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Posted - 2013.06.17 17:15:00 -
[61] - Quote
Yes, we need something so we can be called demolition experts! It would be nice to put 2 explosives on A and B and if B is being hacked then you would have the option to specifically blow that one up.
Maybe the explosive can detect the enemy in its blast radius and specifically detonate the one with activity while leaving A alone.
Something like that? |
Sinboto Simmons
SVER True Blood Public Disorder.
232
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Posted - 2013.06.18 04:37:00 -
[62] - Quote
Niuvo wrote:Yes, we need something so we can be called demolition experts! It would be nice to put 2 explosives on A and B and if B is being hacked then you would have the option to specifically blow that one up.
Maybe the explosive can detect the enemy in its blast radius and specifically detonate the one with activity while leaving A alone.
Something like that? Ohh this I like, sounds a bit iffy coding side mind you,but a fantastic idea
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Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
154
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Posted - 2013.06.18 07:09:00 -
[63] - Quote
I'm giving this thing some bumpin' love. Also subbed. Also fav'd. I'm with you. |
Sinboto Simmons
SVER True Blood Public Disorder.
235
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Posted - 2013.06.19 00:59:00 -
[64] - Quote
Bump |
Dustin Peril
Krullefor Organization Minmatar Republic
2
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Posted - 2013.06.19 04:13:00 -
[65] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
168
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Posted - 2013.06.19 08:32:00 -
[66] - Quote
Does anyone have a guess as to what the actual damage output of each mine is? |
Sinboto Simmons
SVER True Blood Public Disorder.
240
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Posted - 2013.06.20 08:19:00 -
[67] - Quote
Wonder how many times I've actually bumped this.... |
iceyburnz
Crux Special Tasks Group Gallente Federation
851
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Posted - 2013.06.20 09:00:00 -
[68] - Quote
Sylwester Dziewiecki wrote: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.
Thats sad.
In Chrome only 2 were required to destroy a militia LAV :(
Great post OP. |
Sinboto Simmons
SVER True Blood Public Disorder.
250
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Posted - 2013.06.21 04:29:00 -
[69] - Quote
iceyburnz wrote:Sylwester Dziewiecki wrote: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. Thats sad. In Chrome only 2 were required to destroy a militia LAV :( Great post OP. Thanks |
Sinboto Simmons
SVER True Blood Public Disorder.
254
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Posted - 2013.06.21 19:10:00 -
[70] - Quote
Bump |
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Sinboto Simmons
SVER True Blood Public Disorder.
256
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Posted - 2013.06.22 16:53:00 -
[71] - Quote
Bump
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Sinboto Simmons
SVER True Blood Public Disorder.
258
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Posted - 2013.06.23 04:44:00 -
[72] - Quote
Bump for explosions may make a thread for all things that go boom what yall think? |
Sinboto Simmons
SVER True Blood Public Disorder.
258
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Posted - 2013.06.24 00:00:00 -
[73] - Quote
Small update |
Sinboto Simmons
SVER True Blood Public Disorder.
258
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Posted - 2013.06.24 11:19:00 -
[74] - Quote
Bump |
Thalen Shadow
S.e.V.e.N.
7
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Posted - 2013.06.24 11:45:00 -
[75] - Quote
Sinboto Simmons wrote:
(*):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 depote/cru that they are (aparently) ment to take down (going off the discription there which I will add)
To improve the chances of getting Cosgar's suggestion in it might be better to make the Structures weak to them (eg they do 150% damage to turrets) rather than buffing the damage directly.
This would not alter the Anti-Infantry balance but improve the tactical options like sabotaging enemy structures to try an draw their forces in a direction or booby trapping structure you control in case they are hacked. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
89
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Posted - 2013.06.24 13:22:00 -
[76] - Quote
It seems you want RE/PE to be more anti-vehicle and anti-structure. I'm cool with this. If that's the case, then sally fourth CCP and get this man some upgrades.
But with that, the infantry man is going to need some love as well. The common infantry soldier needs a HUD warning a la grenade indicator to notify them "hey stoopid, there's a remote explosive being thrown at you". If I can pick out a grenade being chucked, I'm fairly sure I can pick out a satchel of remote explosive.
Until we get indicators telling an infantry soldier where RE/PE's are placed(perfectly feasible), they really don't need any additional buffs. (Effectively) Invisible 1-shot mechanics are bulls**t.
Edit: Or make the things XBOX HUEG. To be fair, a grenade does what, 300 damage at max? The few times I've actually SEEN a remote explosive charge, it was about the same size as a grenade, yet literally does over 5x more damage. C4's a hell of a drug, yo. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
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Posted - 2013.06.24 15:05:00 -
[77] - Quote
Helping also to bum this cause.
In addition, I summarize: - PMs need love: their detonation is too unreliable and damage weak. - Creating a minefield of 18 is necessary but boring as hell - Scanner vs explosives is GREAT sidegame for battlefield! For both protecting vehicles and infantry. - disliking the IPM (infantry proxy mine) idea until REs, PMs are fixed and proper scanning mechanic is first created for them |
Sinboto Simmons
SVER True Blood Public Disorder.
259
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Posted - 2013.06.24 17:06:00 -
[78] - Quote
Kekklian Noobatronic wrote:It seems you want RE/PE to be more anti-vehicle and anti-structure. I'm cool with this. If that's the case, then sally fourth CCP and get this man some upgrades.
But with that, the infantry man is going to need some love as well. The common infantry soldier needs a HUD warning a la grenade indicator to notify them "hey stoopid, there's a remote explosive being thrown at you". If I can pick out a grenade being chucked, I'm fairly sure I can pick out a satchel of remote explosive.
Until we get indicators telling an infantry soldier where RE/PE's are placed(perfectly feasible), they really don't need any additional buffs. (Effectively) Invisible 1-shot mechanics are bulls**t.
Edit: Or make the things XBOX HUEG. To be fair, a grenade does what, 300 damage at max? The few times I've actually SEEN a remote explosive charge, it was about the same size as a grenade, yet literally does over 5x more damage. C4's a hell of a drug, yo. Active scanners do this already I believe, passive as well if you've the skills/mods, even without it the re/pm are actually pretty easy to pick out if you actually look for them (even more so if you use them as you kinda lock on to them even if they just skim your vision if that makes sense to yall) in making them larger....maybe? this would make them easier to spot but it's not truly necessary but if they get everything else fixed it's a small price to pay to have them improved |
Sinboto Simmons
SVER True Blood Public Disorder.
261
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Posted - 2013.06.25 04:39:00 -
[79] - Quote
Bump |
Doyle Reese
OSG Planetary Operations Covert Intervention
169
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Posted - 2013.06.25 04:45:00 -
[80] - Quote
Tanks should NOT have that beeping noise to warn them of Proximity Explosives UNLESS they have an Active Scanner module active |
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Sinboto Simmons
SVER True Blood Public Disorder.
261
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Posted - 2013.06.25 10:42:00 -
[81] - Quote
Doyle Reese wrote:Tanks should NOT have that beeping noise to warn them of Proximity Explosives UNLESS they have an Active Scanner module active You sir are a genius |
Sinboto Simmons
SVER True Blood Public Disorder.
264
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Posted - 2013.06.26 02:42:00 -
[82] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
267
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Posted - 2013.06.26 20:20:00 -
[83] - Quote
The demolition experts shall rise again! |
Sinboto Simmons
SVER True Blood Public Disorder.
267
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Posted - 2013.06.27 17:29:00 -
[84] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
269
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Posted - 2013.06.28 16:22:00 -
[85] - Quote
Bump |
Lightning Bolt2
DUST University Ivy League
20
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Posted - 2013.06.29 00:36:00 -
[86] - Quote
no such thing as a bump!!!! (wait I just bumped this ) |
Lightning Bolt2
DUST University Ivy League
20
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Posted - 2013.06.29 00:51:00 -
[87] - Quote
I will support the increasing the speed of PM exploding and increasing their DMG but I think REs are fine except need a dmg buff on higher lvls so it's not the same dmg (same as PMs if they got same dmg) |
Sinboto Simmons
SVER True Blood Public Disorder.
279
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Posted - 2013.06.29 07:22:00 -
[88] - Quote
Bump |
Niuvo
The Phoenix Federation
48
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Posted - 2013.06.29 07:45:00 -
[89] - Quote
I had the REs duds in every spawn. They need to fix this asap, more stats on the REs, more radius, and damage. How can we compete with grenades? |
Niuvo
The Phoenix Federation
48
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Posted - 2013.06.29 07:48:00 -
[90] - Quote
This is just asking for it, but it will be cool if we can use REs to breach in places. I was in the inner-city map in dom. So I noticed the city has a perimeter, If we breach it, we'll create different entry points! |
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