pseudosnipre
DUST University Ivy League
97
|
Posted - 2013.07.29 09:57:00 -
[1] - Quote
Canaan Knute wrote:A few days ago, I was at E-7 on Line Harvest waiting for a blueberry to start hacking C. I`m standing on the slightly raised surface right next to the control panel. Shortly after my teammate starts hacking, an enemy scout throws a remote explosive at his feet and kills him. Seconds later, he does the same thing to me. I don't necessarily have a problem with remote explosives being used this way (I've done it as well), but here are a few things that I noticed during this encounter:
1. The throwing animation is too subtle. It's barely noticeable, and there's no throwing sound to go with the animation.
2. I did not hear a sound when the RE dropped on the ground. I'm fairly certain that they're supposed to make a noise when they hit the ground, but in that instance I didn't hear a thing.
3. I did not see the RE traveling through the air, even though the enemy was right in front of me when he threw it. I imagine it's because remote explosives are cloaked, and that's the reason why only players with low scan precision can see them. I think REs should be visible when thrown if the enemy is in your field of view, but this should only apply if the player is a few meters away from you.
4. This one is due to player error, but I want to mention it anyway. The scout was a few meters away from me, so, thinking that he wouldn't be able to throw the RE far enough, I opened fire. I was wrong, obviously. To address this, CCP could tweak the throwing distance ever so slightly. It doesn't really matter that much to me if they don't, but I think it's worth considering.
5. This one is unrelated to the aforementioned scenario, but I've noticed that when squadmates see things such as remote explosives and proximity mines, they do not show up on your radar or on the ground. Since squadmates can share information such as infantry, installation and vehicle positions, it doesn't make sense to exclude REs and proximity mines.
6. This one is also unrelated, but I think there should be a skillbook that, once brought up to a certain level, allows you to disarm REs and proximity mines. Example: walk up to an explosive, hold O to disarm. It could be accompanied by a skill that shortens the time it takes to disarm explosives.
7. I have one last suggestion, but I suspect this one won't be very popular. CCP could make it so that you have to manually activate REs and proximity mines before they can be detonated. Example: I place an explosive on the ground, walk up to it and press (or hold) O to arm. It could take a set amount of time to arm the explosive (with a skillbook to shorten the activation time), or you could simply press O circle to arm and walk away. 1. I can tell what weapon an enemy is holding by visual cue (it looks like a MD, for example). Spotting the type of equipment they are wielding can be more difficult, but not impossible. Are you saying that the standard throwing animation used for drop uplinks, nanohives, and remote/proximity explosives is not significant enough and perhaps a baseball pitch is in order? How much more grandious would you like the animation to be? I personally think it's silly that the absence of a weapon didn't clue you in to his intent...unless you hoped he was trying to resupply you.
2. Again, what should they sound like? And what's more silly: that you can't hear a 20 pound bag hitting the ground or that I can't hear all 300lbs of you clip-clopping around?
3. It's because the framerate of this game is atrocious. They are animated.
4. Again, and assuming these things don't weight more than cement, how far do you think they should be thrown? I personally hate that they spawn at belly-button height and prevent me from throwing them over short walls or railings even when i'm jumping. Out of curiosity, how far did he throw them? It wasn't clear in your OP (please provide in meters). I'd prefer that they stick to whatever I throw them against, but can ASSURE you that it would spawn QQ threads when I start throwing them on the ceilings of null cannons and on the sides of vehicles.
5. I'm ok with them being on your HUD when a teammate is looking directly at them via LOS...although he's not much of a teammate if he doesn't shoot/flux them immediately. They should not EVER appear on the map as they lack the EM output of a soldier, installation, vehicle, nanohive, or uplink. Think: they are receive only and do not transmit. Visual detection or preventative pre-detonation is your only valid method of defense.
6. They do; it's called your primary/secondary/grenade skillbook. If you REALLy want another method of disarming that you can sink SP into I'm all for it....provided that getting shot during disarm and/or failing to complete an initiated disarm procedure result in immediate explosion.
7. (fixed) They use proximity/timed activation. This is a real thing, not futuristic.
REs already suffer from ease of flux removal, flipping/disappear bug, long time between deployment and detonation, being VERY easy to spot if you would just LOOK for them (bridges, walkways, stairs, etc are all good candidates). They will never light up the map, sound like a bowling ball landing, flash neon lights, or play classic rock for your detecting pleasure. Heavies CAN see them visually if you look for them, but it's hard to keep track of your minimap, your ammo, your target, AND look for tiny black pieces of equipment while galloping along in pursuit of a scout.
Good luck to you, sir. o7 |
pseudosnipre
DUST University Ivy League
102
|
Posted - 2013.07.29 19:11:00 -
[3] - Quote
TechMechMeds wrote:R'adeh Hunt wrote:TechMechMeds wrote:OZAROW wrote:Sorry it was probably me lol. So let me get this straight..... You got out smarted by someone with under 300 ehp an lost a expensive suit an now u cry, nerf, fix, rebalance , make it fair,?! Man gtfo of here!
Our suits got blown to crap with 1.2 there is hardly anything we can skill into that's viable an we die from like two shots from any gun an u want us to practically stand still to place a remote?!
You got owned bro deal wit it, happens to us from a cross the map every day! Remote explosives should take 20 seconds to arm and you have to stand still, when they detonate it should shower the enemy in flowers and it should use 100 CPU and PG You forgot the obligatory 5m long pink arrow pointing at every RE True, what I was suggesting would have made it slightly op Request: new 50 AUR 'LisaFrank' Remote Explosives |
pseudosnipre
DUST University Ivy League
112
|
Posted - 2013.08.05 04:08:00 -
[5] - Quote
No lie, I LOL'd.Canaan Knute wrote:Revelations 514 wrote:Also, if you are OK with a heavy suit making loud noises, how the hell are you gonna hear someone drop an RE over your own movement. Not to mention your wearing a helmet. If you want realism, but on a motorcycle helmet and throw your cushion. There is a motorcycle helmet somewhere in my garage, so I could test this out, just have to find it first. |