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Author |
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Sinboto Simmons
SVER True Blood Public Disorder.
296
|
Posted - 2013.06.30 13:46:00 -
[91] - Quote
Niuvo wrote: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! Like that big hole in the wall near objective a? That's a cool idea actually |
Sinboto Simmons
SVER True Blood Public Disorder.
327
|
Posted - 2013.07.01 08:14:00 -
[92] - Quote
I've been neglecting my baby!
I'll divert most of my love here from now on because I love my explosives! |
Sinboto Simmons
SVER True Blood Public Disorder.
329
|
Posted - 2013.07.01 16:30:00 -
[93] - Quote
update made |
Sinboto Simmons
SVER True Blood Public Disorder.
347
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Posted - 2013.07.03 05:31:00 -
[94] - Quote
small update
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Niuvo
The Phoenix Federation
52
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Posted - 2013.07.03 15:28:00 -
[95] - Quote
You'll enjoy this sinboto, On my first corp battle as a scout, I went 6 6 0, They charged for D, they were taken out, 2 slipped by the defenses and began to double hack...you know what happened next. I blew them out the water! +50 +50. Of course my corpmates didn't notice, but I saved D. I wish the explosions were bigger, since they are packing more heat then grenades. |
Sinboto Simmons
SVER True Blood Public Disorder.
353
|
Posted - 2013.07.03 18:48:00 -
[96] - Quote
Niuvo wrote:You'll enjoy this sinboto, On my first corp battle as a scout, I went 6 6 0, They charged for D, they were taken out, 2 slipped by the defenses and began to double hack...you know what happened next. I blew them out the water! +50 +50. Of course my corpmates didn't notice, but I saved D. I wish the explosions were bigger, since they are packing more heat then grenades. You're right that did make me happy lol
As for the blast radius it's been decreased since chrome for some reason trying to get this and more fixed but no response from ccp just yet |
Omareth Nasadra
Rebelles A Quebec Orion Empire
16
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Posted - 2013.07.03 19:26:00 -
[97] - Quote
Bump! one of my buddy carry 2 sets of RE on is toon and usually booby trap 2 different objectives with them, this way he can detonate objective A without blasting objevtive B, ennemy were hacking the 2 objectives at the same time the other day, he made a lol 6x kill |
BL4CKST4R
WarRavens League of Infamy
376
|
Posted - 2013.07.03 20:43:00 -
[98] - Quote
Anti Infantry Remote Explosive would be heaven. |
Niuvo
The Phoenix Federation
55
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Posted - 2013.07.03 21:01:00 -
[99] - Quote
I'll patiently wait for that 3-4 killfeed |
Sinboto Simmons
SVER True Blood Public Disorder.
354
|
Posted - 2013.07.03 21:05:00 -
[100] - Quote
Niuvo wrote:I'll patiently wait for that 3-4 killfeed Got one a few minutes ago :D |
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Sinboto Simmons
SVER True Blood Public Disorder.
358
|
Posted - 2013.07.04 04:52:00 -
[101] - Quote
BL4CKST4R wrote:Anti Infantry Remote Explosive would be heaven. Glad you think so :D |
Sinboto Simmons
SVER True Blood Public Disorder.
362
|
Posted - 2013.07.04 06:05:00 -
[102] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
362
|
Posted - 2013.07.04 14:19:00 -
[103] - Quote
Bump |
Stile451
Red Star. EoN.
111
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Posted - 2013.07.04 17:17:00 -
[104] - Quote
Infantry proximity explosives aren't a bad idea, but they should be directional like a claymore and only detonate when an enemy is at a certain distance(say between 5 and 7 meters). I would suggest a wide and flat explosion that would hit any individual in it would take a hit like a militia shotgun would hit, more damage the closer your are less the further away you are. There should also be a blast void behind anyone who gets hit(using a modified shotgun shot would work for this) allowing one player to take most of the blast damage with the right strategy. I would think a 1 to 1.5 second delay and some kind of beep when activated would bring a bit of balance to it.
I also read that someone suggested the ability to individually select their REs. This is a great idea but would have to be done from the map or the game could give you the nearest landmark in range(eg "Console A" or the grid location if not near a console). Hold L1 to choose from radial menu, or tap L1 to blow them all.
Someone also suggested an automatic enemy detection which I don't agree with as a player could drop an RE in a doorway or two and just spam the detonate button until an enemy showed up(unless they would all blow up when nobody was around them but even then I don't really like the idea). |
BL4CKST4R
WarRavens League of Infamy
396
|
Posted - 2013.07.04 20:55:00 -
[105] - Quote
Would be nice if we could link the Remote explosive to the side arm slot so we could quickly switch with R2. |
Sinboto Simmons
SVER True Blood Public Disorder.
374
|
Posted - 2013.07.04 21:30:00 -
[106] - Quote
BL4CKST4R wrote:Would be nice if we could link the Remote explosive to the side arm slot so we could quickly switch with R2. Weren't we able to do that before, memory's a little hazy |
Seymor Krelborn
DUST University Ivy League
37
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Posted - 2013.07.04 22:44:00 -
[107] - Quote
lets also get the bug fixed that makes them randomly disappear. out of a group of three its not uncommon to have 2 of them vanish immediately after dropping them |
Sinboto Simmons
SVER True Blood Public Disorder.
378
|
Posted - 2013.07.05 04:22:00 -
[108] - Quote
Seymor Krelborn wrote:lets also get the bug fixed that makes them randomly disappear. out of a group of three its not uncommon to have 2 of them vanish immediately after dropping them this is a problem with all deploy able equipment but seems to effect the RE/PM the most |
Sinboto Simmons
SVER True Blood Public Disorder.
383
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Posted - 2013.07.05 20:18:00 -
[109] - Quote
Bumping |
Sinboto Simmons
SVER True Blood Public Disorder.
384
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Posted - 2013.07.06 02:09:00 -
[110] - Quote
Explosives need to be fixed let's get er done guys! |
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Provolonee
Undefined Risk DARKSTAR ARMY
42
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Posted - 2013.07.06 04:29:00 -
[111] - Quote
+1 proxy mines should devastate. People are dying in the streets, alot! I'm all for infantry having ways to control vehicles in choke points. |
Sinboto Simmons
SVER True Blood Public Disorder.
387
|
Posted - 2013.07.07 05:33:00 -
[112] - Quote
Bump |
THE WOOKIE 72
Ghost Wolf Industries Alpha Wolf Pack
4
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Posted - 2013.07.07 07:56:00 -
[113] - Quote
Sinboto Simmons wrote: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,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} 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) (^):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) (^):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. 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 diferint 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 speced equipment is improved,or I fall asleep,whichever comes first!
if remote explosive can kill full hp heavy its good enough ... |
Cosgar
ParagonX
2251
|
Posted - 2013.07.07 08:00:00 -
[114] - Quote
THE WOOKIE 72 wrote:if remote explosive can kill full hp heavy its good enough ... REs should be able to destroy instillations and mines should be strong enough to destroy a LLAV at proto level if you lay enough out. Right now, it takes me a a flux grenade and 12 boundless to destroy a CRU/Supply depot and LLAVs run over my mines like they weren't even there. |
Sinboto Simmons
SVER True Blood Public Disorder.
387
|
Posted - 2013.07.07 08:06:00 -
[115] - Quote
THE WOOKIE 72 wrote:Sinboto Simmons wrote: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,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} 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) (^):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) (^):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. 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 diferint 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 speced equipment is improved,or I fall asleep,whichever comes first! if remote explosive can kill full hp heavy its good enough ... The mass driver was 'good enough' last build but it wasn't performing how it should have.
The RE is ment for vehicles and installations,infantry while killable by them are not the target and should not enter the conversation unless infantry proximity mines are introduced. |
Sinboto Simmons
SVER True Blood Public Disorder.
406
|
Posted - 2013.07.08 04:09:00 -
[116] - Quote
Minja bumping |
Niuvo
The Phoenix Federation
91
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Posted - 2013.07.08 06:42:00 -
[117] - Quote
its awesome when u place an re and then it kills someone automatically. Maybe they threw a grenade? someone shot it? one time a placed an re and then a md spammed me and HE blew up, not me. rocking those f/45s |
Sinboto Simmons
SVER True Blood Public Disorder.
410
|
Posted - 2013.07.08 15:45:00 -
[118] - Quote
Niuvo wrote:its awesome when u place an re and then it kills someone automatically. Maybe they threw a grenade? someone shot it? one time a placed an re and then a md spammed me and HE blew up, not me. rocking those f/45s Love those kills the most when I know all my REs are on an objective makes me laugh just a bit more(with the side effect of not having to pop all my remotes :D) |
Niuvo
The Phoenix Federation
101
|
Posted - 2013.07.08 16:15:00 -
[119] - Quote
There's been some frustrating times where I'm dead and it is the perfect time to blow up a lot of people! |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
37
|
Posted - 2013.07.08 17:02:00 -
[120] - Quote
I like the idea of infantry proximity mines.
Munch |
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