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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! |
Sinboto Simmons
SVER True Blood Unclaimed.
193
|
Posted - 2013.05.29 02:14:00 -
[2] - Quote
Like I said this tread shalt not die until something is done |
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. |
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. |
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 |
mollerz
Minja Scouts
329
|
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...... |
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. |
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. |
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? |
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. |
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. |
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 |
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) |
Gilbatron
Free-Space-Ranger Nulli Secunda
93
|
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 |
Sinboto Simmons
SVER True Blood Unclaimed.
200
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Posted - 2013.05.29 23:44:00 -
[16] - Quote
bump |
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 |
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 |
Sinboto Simmons
SVER True Blood Unclaimed.
201
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Posted - 2013.05.30 01:55:00 -
[19] - Quote
thank you kind sir ^.^ |
Sinboto Simmons
SVER True Blood Unclaimed.
201
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Posted - 2013.05.30 06:16:00 -
[20] - Quote
any ideas from yall? |
|
Otoky
DIOS EX. Gentlemen's Agreement
118
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Posted - 2013.05.30 09:04:00 -
[21] - Quote
Bump |
Sinboto Simmons
SVER True Blood Unclaimed.
202
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Posted - 2013.05.31 02:42:00 -
[22] - Quote
never dead ^-^ |
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! |
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 |
Text Grant
Illuminati.. Only The Famous
11
|
Posted - 2013.06.02 11:26:00 -
[25] - Quote
+1 |
Sylwester Dziewiecki
BetaMax. CRONOS.
85
|
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. |
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* |
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 |
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 |
Text Grant
Edimmu Warfighters Gallente Federation
12
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Posted - 2013.06.06 21:28:00 -
[30] - Quote
bump |
|
Johnny Guilt
Algintal Core Gallente Federation
106
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Posted - 2013.06.08 00:47:00 -
[31] - Quote
Stronger scaled RE should have been in the game months ago as sticky magnetize REs to vehicles
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
319
|
Posted - 2013.06.08 00:56:00 -
[32] - Quote
I endorse this thread wholeheartedly.
I also think we need Flux PM |
Sinboto Simmons
SVER True Blood Unclaimed.
206
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Posted - 2013.06.09 06:37:00 -
[33] - Quote
small update nothing big thanks for the support and excuse my crappy grammar |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
336
|
Posted - 2013.06.09 14:19:00 -
[34] - Quote
You're welcome and I've seen worse.
|
Sinboto Simmons
SVER True Blood
207
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Posted - 2013.06.09 20:15:00 -
[35] - Quote
Can't say I ain't tryin |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
338
|
Posted - 2013.06.10 03:56:00 -
[36] - Quote
Do or Do Not, There is no Try.
/Yoda
<3 F/49 Proximity Explosives |
Sinboto Simmons
SVER True Blood Public Disorder.
207
|
Posted - 2013.06.10 23:07:00 -
[37] - Quote
Bumping for demolition |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1291
|
Posted - 2013.06.10 23:40:00 -
[38] - Quote
REs should be powerful enough to blow up instillations as well... |
Sinboto Simmons
SVER True Blood Public Disorder.
207
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Posted - 2013.06.11 20:00:00 -
[39] - Quote
Bump |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 20:02:00 -
[40] - Quote
Another idea from a fellow enthusiast of things that go boom:
XxGhazbaranxX wrote:Instead of only letting you unlock certain advance and proto tiers I suggest:
Grenadier: level 1 gives you 1 extra grenade, level 3 give your a second extra grenade and level 5 give you a third extra grenade for a total of 3 extra grenades a full 2 set of grenades.
demolitions: 1 extra active remote explosive per level, 1 extra proximity active explosive per level.
Link |
|
Sinboto Simmons
SVER True Blood Public Disorder.
213
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Posted - 2013.06.12 19:57:00 -
[41] - Quote
Cosgar wrote:Another idea from a fellow enthusiast of things that go boom: XxGhazbaranxX wrote:Instead of only letting you unlock certain advance and proto tiers I suggest:
Grenadier: level 1 gives you 1 extra grenade, level 3 give your a second extra grenade and level 5 give you a third extra grenade for a total of 3 extra grenades a full 2 set of grenades.
demolitions: 1 extra active remote explosive per level, 1 extra proximity active explosive per level.
Link
I saw that thread thinking of contacting the op and making one big explosives thread containing everything from missiles to proximity mines. |
Omareth Nasadra
Rebelles A Quebec Orion Empire
12
|
Posted - 2013.06.12 20:01:00 -
[42] - Quote
Cosgar wrote:REs should be powerful enough to blow up instillations as well... this, also +1 to OP, good thread |
Sinboto Simmons
SVER True Blood Public Disorder.
213
|
Posted - 2013.06.12 20:02:00 -
[43] - Quote
Omareth Nasadra wrote:Cosgar wrote:REs should be powerful enough to blow up instillations as well... this, also +1 to OP, good thread I missed that one thank you |
Sinboto Simmons
SVER True Blood Public Disorder.
213
|
Posted - 2013.06.12 20:38:00 -
[44] - Quote
Small updates made, and can I get a member of ccp to post here please! Something to let me know this isn't in vain |
Omareth Nasadra
Rebelles A Quebec Orion Empire
12
|
Posted - 2013.06.13 01:30:00 -
[45] - Quote
bump |
Sinboto Simmons
SVER True Blood Public Disorder.
218
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Posted - 2013.06.13 05:58:00 -
[46] - Quote
Omareth Nasadra wrote:bump beat me to it |
Sinboto Simmons
SVER True Blood Public Disorder.
223
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Posted - 2013.06.14 17:47:00 -
[47] - Quote
Small update made may I get some blue here ccp? |
Sinboto Simmons
SVER True Blood Public Disorder.
226
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Posted - 2013.06.15 05:07:00 -
[48] - Quote
Never gonna give it up ^.^ |
shady merc
RisingSuns
7
|
Posted - 2013.06.15 05:16:00 -
[49] - Quote
agree with the op on most points also I would like to see a sleek version as well lower damage larger radius. |
Sinboto Simmons
SVER True Blood Public Disorder.
227
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Posted - 2013.06.15 23:26:00 -
[50] - Quote
nice idea i'll add it later |
|
Sinboto Simmons
SVER True Blood Public Disorder.
227
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Posted - 2013.06.16 18:47:00 -
[51] - Quote
Shameless bump |
Vermaak Doe
SVER True Blood Public Disorder.
782
|
Posted - 2013.06.16 21:35:00 -
[52] - Quote
Unfriendly bump till the infantry proxy is removed. |
Sinboto Simmons
SVER True Blood Public Disorder.
227
|
Posted - 2013.06.16 21:57:00 -
[53] - Quote
Vermaak Doe wrote:Unfriendly bump till the infantry proxy is removed. No likey doe? |
Vermaak Doe
SVER True Blood Public Disorder.
782
|
Posted - 2013.06.16 22:02:00 -
[54] - Quote
Sinboto Simmons wrote:Vermaak Doe wrote:Unfriendly bump till the infantry proxy is removed. No likey doe? Neither of the Doe's likey
Edit: wait would it be Deer?!? |
Sinboto Simmons
SVER True Blood Public Disorder.
228
|
Posted - 2013.06.16 22:16:00 -
[55] - Quote
Vermaak Doe wrote:Sinboto Simmons wrote:Vermaak Doe wrote:Unfriendly bump till the infantry proxy is removed. No likey doe? Neither of the Doe's likey Edit: wait would it be Deer?!? But it would be so effective against silly assaults that don't think before rushing in
And yes it's deer ^.^ |
Vermaak Doe
SVER True Blood Public Disorder.
782
|
Posted - 2013.06.16 22:22:00 -
[56] - Quote
Sinboto Simmons wrote:Vermaak Doe wrote:Sinboto Simmons wrote:Vermaak Doe wrote:Unfriendly bump till the infantry proxy is removed. No likey doe? Neither of the Doe's likey Edit: wait would it be Deer?!? But it would be so effective against silly assaults that don't think before rushing in And yes it's deer ^.^ Deer don't like easy kills. |
Sinboto Simmons
SVER True Blood Public Disorder.
229
|
Posted - 2013.06.16 22:41:00 -
[57] - Quote
Vermaak Doe wrote:Sinboto Simmons wrote:Vermaak Doe wrote:Sinboto Simmons wrote:Vermaak Doe wrote:Unfriendly bump till the infantry proxy is removed. No likey doe? Neither of the Doe's likey Edit: wait would it be Deer?!? But it would be so effective against silly assaults that don't think before rushing in And yes it's deer ^.^ Deer don't like easy kills. Not so easy when those you play against are smart, coordinated, and use the right gear to counter them :P |
Vermaak Doe
SVER True Blood Public Disorder.
782
|
Posted - 2013.06.16 22:52:00 -
[58] - Quote
Active scanners disrupt them within a certain range! |
Sinboto Simmons
SVER True Blood Public Disorder.
229
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Posted - 2013.06.17 01:37:00 -
[59] - Quote
Vermaak Doe wrote:Active scanners disrupt them within a certain range!
What range? And will the more powerfull explosives take higher level scanners? |
Sinboto Simmons
SVER True Blood Public Disorder.
232
|
Posted - 2013.06.17 16:07:00 -
[60] - Quote
Minja bump |
|
Niuvo
The Phoenix Federation
13
|
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
|
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
|
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
154
|
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
|
Posted - 2013.06.19 00:59:00 -
[64] - Quote
Bump |
Dustin Peril
Krullefor Organization Minmatar Republic
2
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.06.21 19:10:00 -
[70] - Quote
Bump |
|
Sinboto Simmons
SVER True Blood Public Disorder.
256
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Posted - 2013.06.22 16:53:00 -
[71] - Quote
Bump
|
Sinboto Simmons
SVER True Blood Public Disorder.
258
|
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
|
Posted - 2013.06.24 00:00:00 -
[73] - Quote
Small update |
Sinboto Simmons
SVER True Blood Public Disorder.
258
|
Posted - 2013.06.24 11:19:00 -
[74] - Quote
Bump |
Thalen Shadow
S.e.V.e.N.
7
|
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
|
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
|
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
|
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
|
Posted - 2013.06.25 04:39:00 -
[79] - Quote
Bump |
Doyle Reese
OSG Planetary Operations Covert Intervention
169
|
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 |
|
Sinboto Simmons
SVER True Blood Public Disorder.
261
|
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
|
Posted - 2013.06.26 02:42:00 -
[82] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
267
|
Posted - 2013.06.26 20:20:00 -
[83] - Quote
The demolition experts shall rise again! |
Sinboto Simmons
SVER True Blood Public Disorder.
267
|
Posted - 2013.06.27 17:29:00 -
[84] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
269
|
Posted - 2013.06.28 16:22:00 -
[85] - Quote
Bump |
Lightning Bolt2
DUST University Ivy League
20
|
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
|
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
|
Posted - 2013.06.29 07:22:00 -
[88] - Quote
Bump |
Niuvo
The Phoenix Federation
48
|
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
|
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! |
|
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
|
Posted - 2013.07.03 05:31:00 -
[94] - Quote
small update
|
Niuvo
The Phoenix Federation
52
|
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
|
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
|
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 |
|
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
|
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
|
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
|
Posted - 2013.07.05 20:18:00 -
[109] - Quote
Bumping |
Sinboto Simmons
SVER True Blood Public Disorder.
384
|
Posted - 2013.07.06 02:09:00 -
[110] - Quote
Explosives need to be fixed let's get er done guys! |
|
Provolonee
Undefined Risk DARKSTAR ARMY
42
|
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
|
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
|
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 |
|
Sinboto Simmons
SVER True Blood Public Disorder.
424
|
Posted - 2013.07.08 21:22:00 -
[121] - Quote
Poonmunch wrote:I like the idea of infantry proximity mines.
Munch So do I sir so do I |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
254
|
Posted - 2013.07.08 21:25:00 -
[122] - Quote
Flux proximity. A mass driver's best friend. |
Sinboto Simmons
SVER True Blood Public Disorder.
473
|
Posted - 2013.07.09 20:48:00 -
[123] - Quote
Bumping because want that ccp response |
ritslight umarn
SVER True Blood Public Disorder.
1
|
Posted - 2013.07.09 22:36:00 -
[124] - Quote
+1 |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
29
|
Posted - 2013.07.09 23:07:00 -
[125] - Quote
Now this looks like a job for RE so everybody just fallow me cuz we need alittle controversy cuz it feels so empty without RE |
Sinboto Simmons
SVER True Blood Public Disorder.
589
|
Posted - 2013.07.10 01:56:00 -
[126] - Quote
ccp can I get a response here? |
SponkSponkSponk
The Southern Legion RISE of LEGION
77
|
Posted - 2013.07.10 02:42:00 -
[127] - Quote
Poonmunch wrote:I like the idea of infantry proximity mines.
And you thought uplinks were bad...
|
Sinboto Simmons
SVER True Blood Public Disorder.
594
|
Posted - 2013.07.10 05:13:00 -
[128] - Quote
man getting things like this supported/fixed is difficult |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
45
|
Posted - 2013.07.10 07:17:00 -
[129] - Quote
Sinboto Simmons wrote:man getting things like this supported/fixed is difficult
Considering the number of requests in this section of the forums alone.... yea that's no surprise... which kinda sux |
Galvan Nized
Deep Space Republic Top Men.
85
|
Posted - 2013.07.10 07:33:00 -
[130] - Quote
You won't get a reply from CCP, Explosives are far down their list and they don't normally respond to threads in this section.
But I agree with many things, I think RE dmg should stay the same through levels but get a bigger splash. Proxies need more damage per lvl or the ability to carry more (not just lay more).
Yes to getting rid of beep of Proxies, it now might as well say "turn on your hardeners."
Infantry proxies I'm kind of meh on, never been big on these.
No to C4, I do want REs & Proxies to stick where you actually throw them on ground instead of sliding, but don't want jihad jeeps.
Plus fix the random fizzle of both because they "tumble" or flip over. |
|
Niuvo
The Phoenix Federation
181
|
Posted - 2013.07.10 07:58:00 -
[131] - Quote
Galvan Nized wrote: I think RE dmg should stay the same through levels but get a bigger splash. Sorry, but I would like to see more damage! We are paying for prototype, so give me a big BOOM! A shockwave will be nice. |
Garth Mandra
The Southern Legion RISE of LEGION
33
|
Posted - 2013.07.10 08:04:00 -
[132] - Quote
Would Jihad Jeeps be acceptable if there were no free LAVs (not going to happen with all the standard BPOs around alas) and their hitpoints were returned to previous levels?
I think it could be an interesting tactic as long as it has significant drawbacks such as isk cost and low success rate. |
Sinboto Simmons
Sver true blood Public Disorder.
598
|
Posted - 2013.07.10 15:11:00 -
[133] - Quote
bumping because getting this fixed is my mission as an explosive user |
Doshneil Antaro
Sver true blood Public Disorder.
83
|
Posted - 2013.07.10 16:06:00 -
[134] - Quote
Just looking at the sp sink, explosives 3, then the equipment itself, level 2 just to try proximity, these things should be worth it. These should easily be the best LAV killers, but are a novelty toy at best. |
Sinboto Simmons
Sver true blood Public Disorder.
602
|
Posted - 2013.07.10 21:52:00 -
[135] - Quote
Thank yall for the support |
Sinboto Simmons
Sver true blood Public Disorder.
611
|
Posted - 2013.07.11 18:30:00 -
[136] - Quote
Bump, because I'll get that blue tag eventually ,I hope .....please? Thread's going on 7 pages and nothing, I'm really trying here |
Sinboto Simmons
Sver true blood Public Disorder.
621
|
Posted - 2013.07.12 02:39:00 -
[137] - Quote
I've gotta count the amount of bumps I've done in this thread sometime.
P.S:Bump |
Tech Ohm Eaven
L.O.T.I.S. RISE of LEGION
576
|
Posted - 2013.07.12 03:14:00 -
[138] - Quote
. |
Text Grant
Planetary Response Organization
27
|
Posted - 2013.07.12 05:39:00 -
[139] - Quote
I agree. 4 proxy mines should kill ANY LAV |
Niuvo
The Phoenix Federation
185
|
Posted - 2013.07.12 07:26:00 -
[140] - Quote
sin, how are the F/49s? |
|
Sinboto Simmons
Sver true blood Public Disorder.
623
|
Posted - 2013.07.12 07:37:00 -
[141] - Quote
Niuvo wrote:sin, how are the F/49s? The adv proximity mines have a faster activation time as well as the ability to lay down an extra explosive adding an additional 750 damage to your field definitely worth the extra cpu/pg if you're hunting tougher vehicles.
Unfortunately as said in the OP they do not have extra splash radius so try to lay them close together as you would the standard.
Same goes for proto proximity mines. |
Sinboto Simmons
Sver true blood Public Disorder.
632
|
Posted - 2013.07.12 09:29:00 -
[142] - Quote
Doshneil Antaro wrote:Just looking at the sp sink, explosives 3, then the equipment itself, level 2 just to try proximity, these things should be worth it. These should easily be the best LAV killers, but are a novelty toy at best. Indeed and if I've any say in it I shall have them fixed! |
Sinboto Simmons
Sver true blood Public Disorder.
632
|
Posted - 2013.07.12 19:12:00 -
[143] - Quote
Explosive lovin minja bumping |
Sinboto Simmons
Sver true blood Public Disorder.
633
|
Posted - 2013.07.13 02:21:00 -
[144] - Quote
Being ignored for so long is actually kinda depressing lol |
Sinboto Simmons
Sver true blood Public Disorder.
633
|
Posted - 2013.07.13 13:15:00 -
[145] - Quote
Bump |
Niuvo
The Phoenix Federation
194
|
Posted - 2013.07.13 13:34:00 -
[146] - Quote
Sin my RE friend, let me start out with: I got a 3 feed with the F/45s, and it wasn't on a null cannon. Squad mate and I were pushing for B, 6 guys were hauling ass to come to A. I almost gave up, *s... I have REs, so I placed 2 in a chokepoint they had to enter, I almost died in the process. I think a heavy destroyed one, I wasn't sure it was gonna work, I backed up, waited until I saw the heavy shootin at me and I triggered it. Boom, 3 out 6 gone, I think the others might have ditched them. Path to B was clear and we capped it with fierce opposition. It was an amazing tactful maneuver. Squad mate was amazed too. I hope you liked this lol
Secondly, reading the RE description, it says that they are "reliable" lol. Well not yet they aren't. On further reading, it reads that they have a database for triggering individual explosives. I hope this comes true. |
Doshneil Antaro
Sver true blood Public Disorder.
88
|
Posted - 2013.07.13 18:32:00 -
[147] - Quote
on a side note, I was killed by proxiesthe other day. That is my clone died, LAV was barely scratched. Also swarmed in the same manner. That's a 200k suit, plus a free 300k free lav for the enemies to hack/use. I hate ccp logic for balance. |
Sinboto Simmons
Sver true blood Public Disorder.
633
|
Posted - 2013.07.13 23:34:00 -
[148] - Quote
200k lol Danm near impossible for scout |
Sinboto Simmons
Sver true blood Public Disorder.
634
|
Posted - 2013.07.14 06:11:00 -
[149] - Quote
Bump |
Sinboto Simmons
SVER True Blood Public Disorder.
722
|
Posted - 2013.07.15 02:41:00 -
[150] - Quote
bump |
|
SponkSponkSponk
The Southern Legion RISE of LEGION
88
|
Posted - 2013.07.15 05:59:00 -
[151] - Quote
Doshneil Antaro wrote:on a side note, I was killed by proxies the other day.
I've been caught in the explosion before. It smarted, but didn't kill me. I was like "oh, so that's how little damage they put out". |
Niuvo
The Phoenix Federation
250
|
Posted - 2013.07.15 12:15:00 -
[152] - Quote
I think the blast radius is gimped. its the same as grenades, yet when you blast one, the player survives even though he's close by. wtf |
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 16:12:00 -
[153] - Quote
Niuvo wrote:I think the blast radius is gimped. its the same as grenades, yet when you blast one, the player survives even though he's close by. wtf They used too now they now have a 5.0m radius for all explosives |
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 18:39:00 -
[154] - Quote
SponkSponkSponk wrote:Doshneil Antaro wrote:on a side note, I was killed by proxies the other day. I've been caught in the explosion before. It smarted, but didn't kill me. I was like "oh, so that's how little damage they put out". Indeed |
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 19:22:00 -
[155] - Quote
Small update made |
P14GU3
The Southern Legion rise of legion
191
|
Posted - 2013.07.15 19:28:00 -
[156] - Quote
The few times I haven't fluxed a point before hacking, I've been killed by RE. Running gallente adv logi so maybe its just crappy armor tank that is getting me killed, but I digress.
A corpmate was complaing about proxis the other day, I told him to lay them in a V formation, about 30 secs later we were finishing of an LLAV that had been flipped over and put into half armor by his Proxis.
I agree the Proxi could get a slight buff, but if you can't get kills with these things, you're doing in wrong. |
Niuvo
The Phoenix Federation
256
|
Posted - 2013.07.15 19:42:00 -
[157] - Quote
v formation, the open part should welcome cars right? Will a square be effective? how about a line, like a spike belt. |
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 19:44:00 -
[158] - Quote
P14GU3 wrote:The few times I haven't fluxed a point before hacking, I've been killed by RE. Running gallente adv logi so maybe its just crappy armor tank that is getting me killed, but I digress.
A corpmate was complaing about proxis the other day, I told him to lay them in a V formation, about 30 secs later we were finishing of an LLAV that had been flipped over and put into half armor by his Proxis.
I agree the Proxi could get a slight buff, but if you can't get kills with these things, you're doing in wrong. RE will kill just about any suit I believe , although the heavy suit if straight up tanked may be able to survive but I've not proof of this something to try with my corp mates I suppose.
I'm very capable of killing vehicles with proximity mines as well thank you :P
But all jokes aside the proximity mines do need a bit of love as when compared to other anti vehicle equipment it's rather lacking.
|
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 19:49:00 -
[159] - Quote
Niuvo wrote:v formation, the open part should welcome cars right? Will a square be effective? how about a line, like a spike belt. Unfortunately I've found that you need to run directly over the mines to set them off personally I use close lines of 3 -3 or set them in a slightly spread minefield of 2-2-2.
When I'm in a hurry I kinda just throw them in a apread heap on the ground lol |
Sinboto Simmons
SVER True Blood Public Disorder.
723
|
Posted - 2013.07.15 21:53:00 -
[160] - Quote
Bump |
|
Sinboto Simmons
SVER True Blood Public Disorder.
724
|
Posted - 2013.07.16 00:08:00 -
[161] - Quote
Any thoughts from yall ? |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 00:11:00 -
[162] - Quote
Sinboto Simmons wrote:Unfortunately I've found that you need to run directly over the mines to set them off personally I use close lines of 3 -3 or set them in a slightly spread minefield of 2-2-2.
It shouldn't take that much effort just to guarantee a kill on a single LAV.
|
Sinboto Simmons
SVER True Blood Public Disorder.
724
|
Posted - 2013.07.16 00:24:00 -
[163] - Quote
SponkSponkSponk wrote:Sinboto Simmons wrote:Unfortunately I've found that you need to run directly over the mines to set them off personally I use close lines of 3 -3 or set them in a slightly spread minefield of 2-2-2. It shouldn't take that much effort just to guarantee a kill on a single LAV. true. but hey if someone loses his shiny yellow lav I'm happy |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 01:52:00 -
[164] - Quote
Generally, however, you go to all that effort only not to get a kill :( |
Marston VC
SVER True Blood Public Disorder.
579
|
Posted - 2013.07.16 02:21:00 -
[165] - Quote
RE's huh? Well.... the thing is.... why the F cant I select which one I want to detonate??? Why isn't there a variant that allows this?, why aren't there proximity RE's that have less damage but detonate if someone walks within a certain distance of them? Why don't the skills have a better bonus to them?
You see..... RE's are the best way to make easy points in my opinion, the UI and inconsistency of them (in terms of actually working) is too much for me to "want" to use them. The fact that they "choose" when to do damage is annoying, the fact that I have no clue if someone blows them up is annoying. Theres a ton of UI improvements that can be done to make RE AND PM use more tactical, yet that's all cast aside for simplicities sake..... and it annoys me, therefore I don't use them. |
Marston VC
SVER True Blood Public Disorder.
579
|
Posted - 2013.07.16 02:23:00 -
[166] - Quote
Sinboto Simmons wrote:Being ignored for so long is actually kinda depressing lol
This thread WILL NOT DIE so long as you keep bumping it..... lol, you might as well tack in how grenades are ridiculous in prototype levels! |
Imp Smash
Seraphim Auxiliaries CRONOS.
177
|
Posted - 2013.07.16 02:54:00 -
[167] - Quote
A lot of these suggestions have been floatin around the forums for a while. Let me add my favorite one into this
Disarm skill - hacking a RE/PM to disable it. Levels increase disarming speed. |
Sinboto Simmons
SVER True Blood Public Disorder.
730
|
Posted - 2013.07.16 03:41:00 -
[168] - Quote
Imp Smash wrote:A lot of these suggestions have been floatin around the forums for a while. Let me add my favorite one into this
Disarm skill - hacking a RE/PM to disable it. Levels increase disarming speed. Good idea man! I'll add it when I'm actually awake lol |
Hawkings Greenback
Red Star Jr. EoN.
69
|
Posted - 2013.07.16 06:29:00 -
[169] - Quote
I remember when proxies could flip an lav. that was cool, can they still do that? Do proxies suffer with hit detection issues like the mass driver did due to the speed of lavs ? speed tanking lavs ftw
May have to dig out my re fit tonight an play about with them as re's were fun in older builds.
I will feed back later. Keep up the good work |
Seymor Krelborn
DUST University Ivy League
205
|
Posted - 2013.07.16 07:54:00 -
[170] - Quote
I posted here before and liked the OP... not gonna read through 9 pages so ill just ask here possibly again.... are we gonna get something done about the random disappearing REs... cause that is effing annoying and gets me killed to often.... thanks... great post and all that shite. |
|
Sinboto Simmons
SVER True Blood Public Disorder.
733
|
Posted - 2013.07.16 15:08:00 -
[171] - Quote
Seymor Krelborn wrote:I posted here before and liked the OP... not gonna read through 9 pages so ill just ask here possibly again.... are we gonna get something done about the random disappearing REs... cause that is effing annoying and gets me killed to often.... thanks... great post and all that shite.
CCP GeeDiiiiky has actually confirmed that this is being looked at here |
Sinboto Simmons
SVER True Blood Public Disorder.
733
|
Posted - 2013.07.16 15:09:00 -
[172] - Quote
Hawkings Greenback wrote:I remember when proxies could flip an lav. that was cool, can they still do that? Do proxies suffer with hit detection issues like the mass driver did due to the speed of lavs ? speed tanking lavs ftw
May have to dig out my re fit tonight an play about with them as re's were fun in older builds.
I will feed back later. Keep up the good work I've not checked in a while as when I throw PM I'm usually somewhere else fighting I'll be sure to test that for you |
Sinboto Simmons
SVER True Blood Public Disorder.
736
|
Posted - 2013.07.17 04:13:00 -
[173] - Quote
Bump |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
589
|
Posted - 2013.07.17 05:07:00 -
[174] - Quote
Hawkings Greenback wrote:I remember when proxies could flip an lav. that was cool, can they still do that? Do proxies suffer with hit detection issues like the mass driver did due to the speed of lavs ? speed tanking lavs ftw
May have to dig out my re fit tonight an play about with them as re's were fun in older builds.
I will feed back later. Keep up the good work
As Proxies bump LAVs a bit, it means they very rarely flip them over.
Unfortunately, the bumping is a HINDRANCE to proxy users themselves as the first proxy goes off, the driving LAV just jumps over the rest of the minefield and is almost always safe. That is the reason why some about three out of eleven mines on a field actually detonate. And three take some 20% shield off from a LAV. Which is sad. I've even seen TANKS flying over minefields, partially because of bumping, partially because of poor 'hit detection'. |
Niuvo
The Phoenix Federation
260
|
Posted - 2013.07.17 05:16:00 -
[175] - Quote
I think proto res whould survive a adv flux. What u think? |
Marston VC
SVER True Blood Public Disorder.
595
|
Posted - 2013.07.17 05:53:00 -
[176] - Quote
Seymor Krelborn wrote:I posted here before and liked the OP... not gonna read through 9 pages so ill just ask here possibly again.... are we gonna get something done about the random disappearing REs... cause that is effing annoying and gets me killed to often.... thanks... great post and all that shite.
That's more of a universal problem with equipment. If you throw anything down on specific terrains equipment is very prone to just disappear. It got better with uprising, but theres still a lot of problems. Until then you just have to make sure you throw down stuff on FLAT surfaces, that don't look "sketchy". |
Marston VC
SVER True Blood Public Disorder.
595
|
Posted - 2013.07.17 05:55:00 -
[177] - Quote
KEROSIINI-TERO wrote:Hawkings Greenback wrote:I remember when proxies could flip an lav. that was cool, can they still do that? Do proxies suffer with hit detection issues like the mass driver did due to the speed of lavs ? speed tanking lavs ftw
May have to dig out my re fit tonight an play about with them as re's were fun in older builds.
I will feed back later. Keep up the good work As Proxies bump LAVs a bit, it means they very rarely flip them over. Unfortunately, the bumping is a HINDRANCE to proxy users themselves as the first proxy goes off, the driving LAV just jumps over the rest of the minefield and is almost always safe. That is the reason why some about three out of eleven mines on a field actually detonate. And three take some 20% shield off from a LAV. Which is sad. I've even seen TANKS flying over minefields, partially because of bumping, partially because of poor 'hit detection'.
One time I put a bunch of RE's down in the road inside a compound in preparation for a tank that was being really annoying. The tank went right over them and BOOM The super structure went in the air by about a meter, only to hit the ground with about half armor, which was then finished almost instantly by my AV nades...... coolest way ive ever killed a tank before! And I guess cuz it was RE's it didn't really make a difference when it bumped.... |
Sinboto Simmons
SVER True Blood
741
|
Posted - 2013.07.17 14:31:00 -
[178] - Quote
bump |
Sinboto Simmons
SVER True Blood
751
|
Posted - 2013.07.17 19:38:00 -
[179] - Quote
Bump
And now off to play dust |
Sinboto Simmons
SVER True Blood
757
|
Posted - 2013.07.18 15:07:00 -
[180] - Quote
Bump |
|
Sinboto Simmons
SVER True Blood
762
|
Posted - 2013.07.18 19:16:00 -
[181] - Quote
As my good friend marston said this thread will not die as long as I bump it! |
Cosgar
ParagonX
2838
|
Posted - 2013.07.19 04:16:00 -
[182] - Quote
You made the Feedback/Suggestions section for this week. |
Sinboto Simmons
SVER True Blood
777
|
Posted - 2013.07.19 04:37:00 -
[183] - Quote
so I did |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
289
|
Posted - 2013.07.19 05:45:00 -
[184] - Quote
Hell yes! |
Niuvo
The Phoenix Federation
266
|
Posted - 2013.07.19 08:05:00 -
[185] - Quote
Is there a best way to place pms? please describe. I put them in squares. |
Sinboto Simmons
SVER True Blood
795
|
Posted - 2013.07.20 03:59:00 -
[186] - Quote
Bump
|
Sinboto Simmons
SVER True Blood
795
|
Posted - 2013.07.20 04:01:00 -
[187] - Quote
Niuvo wrote:Is there a best way to place pms? please describe. I put them in squares. Really as long as you put them in close proximity to eachother it's a matter of preference from there on out |
Sinboto Simmons
SVER True Blood
799
|
Posted - 2013.07.21 11:56:00 -
[188] - Quote
Bump |
Sinboto Simmons
SVER True Blood
808
|
Posted - 2013.07.24 01:38:00 -
[189] - Quote
bump
|
Fire of Prometheus
Solaris Space Marines
37
|
Posted - 2013.07.24 01:54:00 -
[190] - Quote
Sticky RE....I started a thread on them and its got quite the success amongst players |
|
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
373
|
Posted - 2013.07.24 02:35:00 -
[191] - Quote
Yes they just talked about possible sticky grenades so i hope sticky RE's are in our future! |
Niuvo
The Phoenix Federation
290
|
Posted - 2013.07.24 04:34:00 -
[192] - Quote
lav runs over my proxies without detonating and runs me over, sad day in dust. |
Repe Susi
Rautaleijona Top Men.
533
|
Posted - 2013.07.29 06:06:00 -
[193] - Quote
This also should not die. |
Sinboto Simmons
SVER True Blood
813
|
Posted - 2013.07.30 06:46:00 -
[194] - Quote
Bump for reasons of the guy above me
|
Zatara Rought
TeamPlayers EoN.
586
|
Posted - 2013.07.30 07:30:00 -
[195] - Quote
Bump. Please CCP. |
Sinboto Simmons
SVER True Blood
839
|
Posted - 2013.08.01 19:20:00 -
[196] - Quote
Bump let's get some more ideas guys! |
Cosgar
ParagonX
3739
|
Posted - 2013.08.01 19:24:00 -
[197] - Quote
Cyrius Li-Moody wrote:Yes they just talked about possible sticky grenades so i hope sticky RE's are in our future! How about a Mass Driver that fires sticky grenades (that take a few seconds to arm) and the ADS button detonates them? I already have a "Demoman" fitting. This would be the icing on the cake. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
554
|
Posted - 2013.08.01 19:25:00 -
[198] - Quote
Cosgar wrote:Cyrius Li-Moody wrote:Yes they just talked about possible sticky grenades so i hope sticky RE's are in our future! How about a Mass Driver that fires sticky grenades (that take a few seconds to arm) and the ADS button detonates them? I already have a "Demoman" fitting. This would be the icing on the cake.
I just came. |
Sinboto Simmons
SVER True Blood
846
|
Posted - 2013.08.02 17:59:00 -
[199] - Quote
Cyrius Li-Moody wrote:Cosgar wrote:Cyrius Li-Moody wrote:Yes they just talked about possible sticky grenades so i hope sticky RE's are in our future! How about a Mass Driver that fires sticky grenades (that take a few seconds to arm) and the ADS button detonates them? I already have a "Demoman" fitting. This would be the icing on the cake. I just came. You're not the only one.... |
Sinboto Simmons
SVER True Blood
870
|
Posted - 2013.08.04 08:41:00 -
[200] - Quote
Back to the top |
|
Zael Azna
Glitched Connection
1
|
Posted - 2013.08.04 17:42:00 -
[201] - Quote
A good constructive original post Sinboto. I have had a number of mines disappear when I depolyed them on flat ground. Too many to be explained as they were duds. |
OZAROW
A.N.O.N.Y.M.O.U.S.
289
|
Posted - 2013.08.04 19:15:00 -
[202] - Quote
As far as I can tell they totally ruined the remote on the 1.3 update. The day before they worked so well I got 22 kill aprox 4 matches in a row cuz I know how to use them well , now they...... Don't detonate while you bleed out, or they take at least ten seconds, before it was instant. This needs to come back! They take longer to arm an also take longer to reload an throw two or three at a time. I used to be able to jump into a pack of red dots place three an run to detonate, can't do that now. They also have a nasty bug that gives you a open hand or dosent resupply u at the depot or the hive an you now have to switch your fit.
They need to detonate faster an be able to be thrown faster an also detonate quickly upon your own death, ninja merfing these feature real ruins the r/e
Bump Bump Bump |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
87
|
Posted - 2013.08.04 19:28:00 -
[203] - Quote
Even if it was an auto detonation on death it would be better than nothing. Though that would be horrible in PC with friendly fire on. |
Skidd McMarx
DUST University Ivy League
5
|
Posted - 2013.08.04 21:58:00 -
[204] - Quote
BUMP |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
629
|
Posted - 2013.08.04 22:00:00 -
[205] - Quote
Bettie Boop 2100190003 wrote:Even if it was an auto detonation on death it would be better than nothing. Though that would be horrible in PC with friendly fire on.
There's a dump somewhere that shows an unreleased item that is essentially a deadman switch/suicide bomb. I'll search through my IRC logs and see if i can find the link.
edit: Special Delivery |
Sinboto Simmons
SVER True Blood
887
|
Posted - 2013.08.05 08:28:00 -
[206] - Quote
bump |
Sinboto Simmons
SVER True Blood
911
|
Posted - 2013.08.06 02:17:00 -
[207] - Quote
bump |
Sinboto Simmons
SVER True Blood
917
|
Posted - 2013.08.06 16:30:00 -
[208] - Quote
This thread stays open until a fix is applied |
Sinboto Simmons
SVER True Blood
925
|
Posted - 2013.08.08 14:16:00 -
[209] - Quote
bump for reasons above |
Cosgar
ParagonX
4027
|
Posted - 2013.08.08 14:25:00 -
[210] - Quote
You made the weekly feedback page, there probably isn't a need to bump this anymore unless you want to add thoughts after the 1.4 update. |
|
Sinboto Simmons
SVER True Blood
925
|
Posted - 2013.08.08 14:31:00 -
[211] - Quote
Cosgar wrote:You made the weekly feedback page, there probably isn't a need to bump this anymore unless you want to add thoughts after the 1.4 update. i am aware of this sir (happy bout it too) but i still want to gather ideas from others to update the tread ^-^ |
Sinboto Simmons
SVER True Blood Public Disorder.
1037
|
Posted - 2013.08.26 13:35:00 -
[212] - Quote
small update made |
Sinboto Simmons
SVER True Blood Public Disorder.
1186
|
Posted - 2013.09.11 11:29:00 -
[213] - Quote
updates made |
Guinevere Bravo
SVER True Blood Public Disorder.
370
|
Posted - 2013.09.11 11:57:00 -
[214] - Quote
Great thread here, you initial post is spot on and id love to see some of those changes take place.
My only 0.2p to add would be a 'throw' feature, so we can get a few more meters if we were to hold the R1 Buttton.
Would be nice to be able to get them over a wall onto unsuspecting mercs below. Or be able to get them through a camped door way without having to get in the line of fire.
|
IVIaster LUKE
Shadow Company HQ
2
|
Posted - 2013.09.11 15:41:00 -
[215] - Quote
Bumping for my fellow brothers & sisters that use remotes. They are becoming very cumbersome lately. |
Niuvo
The Phoenix Federation
461
|
Posted - 2013.09.11 16:56:00 -
[216] - Quote
One last thing: There is little to no difference from bsc to adv REs. what the hell. I hope they change that! |
Sinboto Simmons
SVER True Blood Public Disorder.
1276
|
Posted - 2013.09.23 13:54:00 -
[217] - Quote
Update made |
Sinboto Simmons
SVER True Blood Public Disorder.
1298
|
Posted - 2013.09.25 14:06:00 -
[218] - Quote
bump
|
IVIaster LUKE
Shadow Company HQ
21
|
Posted - 2013.09.26 14:43:00 -
[219] - Quote
I would like the option to NOT carry a primary or secondary weapon and use nothing but remotes. I know it sounds crazy but what can I say. I love my ' little pretties ' |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
436
|
Posted - 2013.10.24 06:53:00 -
[220] - Quote
This needs to happen. |
|
Sinboto Simmons
SVER True Blood Public Disorder.
1569
|
Posted - 2013.10.24 15:54:00 -
[221] - Quote
Need to update this, some problem type things have been fixed and some have been introduced.
|
Niuvo
NECROM0NGERS
703
|
Posted - 2013.10.25 14:43:00 -
[222] - Quote
I hope the REs can work properly in 1.6. Tired of the hockey puck-slide-magic trick. |
Sinboto Simmons
SVER True Blood Public Disorder.
1806
|
Posted - 2013.11.04 22:23:00 -
[223] - Quote
Niuvo wrote:I hope the REs can work properly in 1.6. Tired of the hockey puck-slide-magic trick. Guess you got your wish bud .
Updated and glad to report many RE based bugs have been fixed by the blue guys.
Sinboto - The True Blood Minja.
Forum Warrior level 1
Tryhard Veteran
|
Sinboto Simmons
SVER True Blood Public Disorder.
1983
|
Posted - 2013.11.07 13:44:00 -
[224] - Quote
Updates made.
Sinboto - The True Blood Minja.
Forum Warrior level 1
Fix my class already
|
Sinboto Simmons
SVER True Blood Public Disorder.
2069
|
Posted - 2013.11.10 17:51:00 -
[225] - Quote
Bump, still looking for new ideas to improve/balance the explosives from hell
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
Sinboto Simmons
SVER True Blood Public Disorder.
2173
|
Posted - 2013.11.15 05:15:00 -
[226] - Quote
See above post.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
itsmellslikefish
DIOS EX. Top Men.
646
|
Posted - 2013.11.15 06:08:00 -
[227] - Quote
I like the words that you type.
Prof 3 Nuke Tuber
Wyrnspire's Forum Squire
Join DIOS EX
|
Sinboto Simmons
SVER True Blood Public Disorder.
2182
|
Posted - 2013.11.16 03:35:00 -
[228] - Quote
itsmellslikefish wrote:I like the words that you type. Thank you good sir.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
Sinboto Simmons
SVER True Blood Public Disorder.
2234
|
Posted - 2013.11.18 05:31:00 -
[229] - Quote
No update this time, just the bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
Llast 326
An Arkhos
493
|
Posted - 2013.11.18 09:52:00 -
[230] - Quote
Thoughts on a Proximity Flux?
I am apparently not the only fool
|
|
GeneralButtNaked
ZionTCD Public Disorder.
578
|
Posted - 2013.11.18 18:52:00 -
[231] - Quote
Your idea for range on the RE is backwards.
Instead of starting at 5.0 and working up, nerf the standards and keep the proto at 5.0 m.
If you think have a 7.0 meter blast radius is fair, then there is nothing more to be said, because that is just crazy.
Mr. Hybrid Vayu
|
Sinboto Simmons
SVER True Blood Public Disorder.
2253
|
Posted - 2013.11.18 19:14:00 -
[232] - Quote
GeneralButtNaked wrote:Your idea for range on the RE is backwards.
Instead of starting at 5.0 and working up, nerf the standards and keep the proto at 5.0 m.
If you think have a 7.0 meter blast radius is fair, then there is nothing more to be said, because that is just crazy. Indeed, the blast radius increase is more for use against vehicles then infantry I realize this'll make escaping them harder hence the 'detonation timer'.
And on the other side of the coin what about RE users like myself?
Why is it that our more powerfull, more risky to use, and more skill based explosives only have 5 meter splash radius across the bord when the granades have OVER a 7 meter splash radius, we didn't ask to be ninja nerffed why were we not told our gear was taking such a massive direct hit to effectiveness?
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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Sinboto Simmons
SVER True Blood Public Disorder.
2253
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Posted - 2013.11.18 19:56:00 -
[233] - Quote
Updates made, descriptions added.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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GeneralButtNaked
ZionTCD Public Disorder.
583
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Posted - 2013.11.18 20:24:00 -
[234] - Quote
Sinboto Simmons wrote: Indeed, the blast radius increase is more for use against vehicles then infantry I realize this'll make escaping them harder hence the 'detonation timer'.
And on the other side of the coin what about RE users like myself?
Why is it that our more powerfull, more risky to use, and more skill based explosives only have 5 meter splash radius across the bord when the granades have OVER a 7 meter splash radius, we didn't ask to be ninja nerffed why were we not told our gear was taking such a massive direct hit to effectiveness?
Don't compare RE's to grenades.
Grenades are already OP as all get out. But CCP devs are huge scrubs, so they like it like that.
Making RE's more like grenades is asking for huge problems. RE trolling already is at a high level, if you give them a 40% bigger blast radius it will get out of hand, very quickly.
No, I think RE's are in a pretty good place, I use my proto RE's whenever I get a chance.
Proxi mines need a buff though. Once we don't have LLAVs with super HP and resists rolling around, maybe they can get buffed to be useful against both light and heavy vehicles. Say three to pop a LAV, 5 or 6 to pop a tank if they all hit.
Proxi range should be low though, because it should not become common practice to mine a corner so that the vehicle takes damage in the middle of the road. That would be super ghey.
Mr. Hybrid Vayu
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Sinboto Simmons
SVER True Blood Public Disorder.
2289
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Posted - 2013.11.22 14:10:00 -
[235] - Quote
Small update made.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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Sinboto Simmons
SVER True Blood Public Disorder.
2496
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Posted - 2013.11.29 02:22:00 -
[236] - Quote
bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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SponkSponkSponk
The Southern Legion The Umbra Combine
540
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Posted - 2013.11.29 03:15:00 -
[237] - Quote
So RE are confirmed as doing 1500 damage, and prox mines as doing 750? When did this get released?
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Sinboto Simmons
SVER True Blood Public Disorder.
2500
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Posted - 2013.11.29 03:15:00 -
[238] - Quote
SponkSponkSponk wrote:So RE are confirmed as doing 1500 damage, and prox mines as doing 750? When did this get released? The beginning of uprising.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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SponkSponkSponk
The Southern Legion The Umbra Combine
540
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Posted - 2013.11.29 03:18:00 -
[239] - Quote
Neat.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Sinboto Simmons
SVER True Blood Public Disorder.
2509
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Posted - 2013.11.29 13:18:00 -
[240] - Quote
bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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Sinboto Simmons
SVER True Blood Public Disorder.
2549
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Posted - 2013.12.01 02:17:00 -
[241] - Quote
bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
STB-Infantry (Demolition)
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General12912
Gallente Marine Corps
30
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Posted - 2013.12.01 06:47:00 -
[242] - 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,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/
The damage actually is as follows:
RE: STD: 750 ADV: 1500 PRO: 1500
PM: STD:500 ADV: 750 PRO: 750 ( don't quote me on that last one though)
So the damage changes from STD to ADV, but not from ADV to PRO.
I like the idea of sticky RE/PM though and I have thought of the idea of an anti-infantry mine ( an IPM as you called it... I like it) |
Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
530
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Posted - 2013.12.01 08:40:00 -
[243] - Quote
I think if we had infantry PM's that we should approach them carefully. They shouldn't be OHK weapons open to spam abuse.
Right now remotes work in a balanced way (apart from the random set time) as the user must be active with mines in inventory and also be able to pay attention to the objective status. Having something that can be placed, switch fittings and still defend a point without active user is too much. But I do welcome the idea. It would add strategic play to the game.
I would suggest a max damage of around 200, which I believe is similar to a sleek grenade (I don't use offensive grenades) something to severely weaken an approaching enemy and leave him more vulnerable to a defending player - i.e they have to be strategically defending the location and not just leave them to get kills.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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SponkSponkSponk
The Southern Legion The Umbra Combine
542
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Posted - 2013.12.02 00:49:00 -
[244] - Quote
or just make flux anti-personnel prox mines. They'll cripple you but not kill you by themselves.
The main problem with anti-personnel mines is the massive amount of spam you'd see. People would put them everywhere.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Cosgar
ParagonX
8156
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Posted - 2013.12.02 00:58:00 -
[245] - Quote
SponkSponkSponk wrote:or just make flux anti-personnel prox mines. They'll cripple you but not kill you by themselves.
The main problem with anti-personnel mines is the massive amount of spam you'd see. People would put them everywhere. -Base them on scanning precision across the tiers. Low signature makes you immune to them and high precision makes them invisible to tacnet. Scanners highlight them temporarily. -Make them explode on a delay based on tier or beep when you get too close like proxy mines with vehicles. -Give scouts the ability to see them despite precision with shared squad vision. -Give logis the ability to disarm and collect if they have explosives equipped.
There, instant balanced anti-personnel mines while reinforcing a support function for two classes too.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Sinboto Simmons
SVER True Blood Public Disorder.
2832
|
Posted - 2013.12.06 05:44:00 -
[246] - Quote
I play scout, do you really think I give up easy?
Sinboto - The True Blood Minja
Forum Warrior level 2
STB-Infantry (Demolition)
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Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
8
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Posted - 2013.12.06 06:25:00 -
[247] - Quote
Bump for my dear explosives. A nice feature to help bring PMs back to their former glory would be a vehicle disable effect. Any vehicle hit by a PM also receives a strong electromagnetic shock that delays all forms of repair, interrupts active modules, and slows the vehicle for 3 or so seconds. You wouldn't want PMs to cause this effect for too long though, or else vehicles would stand no chance. This would also work well with other forms of AV. As well, the magnitude of the effects can scale with the explosives level. |
Niuvo
NECROM0NGERS Covert Intervention
851
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Posted - 2013.12.06 06:49:00 -
[248] - Quote
Sinboto Simmons wrote:(^):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. Maybe from Bomberman video game lol. Thanks for putting my idea up there. It seems really wild. I got level 5 explosives and see no benefit man, very depressing. I like how you keep pushing for better REs. I want to see better/different REs too! Here's an idea. a more powerful RE, Carry two, max active is two. blast radius 7.0 dealing 2000. maybe that's too much. How about this: a louder explosion from REs, the sound will elevate according to tiers i.e bsc, adv, proto. |
Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2013.12.06 06:53:00 -
[249] - Quote
In all honesty, I would be content if explosives were made more visually impressive. I would thoroughly enjoy seeing explosive shrapnel flying through the air while the flames from the blast radiate out and upwards. |
Sinboto Simmons
SVER True Blood Public Disorder.
3496
|
Posted - 2013.12.27 07:47:00 -
[250] - Quote
will update soon
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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