Cain Trip Mines requires precise drop on floor or careful deposit on
walls in order to explode. Throwing 6 Mines down is a waste on Wave 4
and under, but can be interesting team savers during Objectives, or an
effective "Wave 8 - 9 missile replacement" for the sake of game's speed
or making it easier.
Good day.
I see Talon Engineer players joining half way of game and finishes 1st.
It's that over powered. It breaks my heart when I see that they can kill 3 Pyros or 3 Rocket Troopers in 2 seconds.
Everyone standing there with a solid build waiting to get some nice weapon kills and power combos in the mix.
It ruins the moment.
-Decrease base damage and radius of Cain Trip Mine by 30% OR review the Evolutions (They all bring Power Magni on a SMG or Pistol)
-Buff Sticky Grenade's Radius and dmg by 20% or more from Human kit. I have never seen this kit being played since 6 months.
EDIT: It would make more sens if they'd be (Shields:100%, Barriers: 100%, Armor: 150%) instead of 150% everywhere.
On the fact that some people play with it like Proxy Mines. Shoot to Feets then fires with Gun.
I understand that some Kits sacrifice weapon dmg to go fully power buffed with grenade powers. Cyonan explains that Asari Vanguard with Lift Grenades can do amazing dmg. But the dmg output is too damn high imo for Trap Mines.
Shadow Or Terror said this
To be fair, just make it so that once you use more than 3, the oldest
one disappears, rather than exploding, and it's perfectly balanced.
And another guy said a similar thing. I think it's an interesting solution instead of nerf.
Thanks to etm125 and his friends for premium entertainment
SECRET EDIT: (for major BSN audience) well snap, le'ts all use Cain Trip Mines, it's good stuff. Let's get those creds to unlock some URs and get done with our Manifests and this game go go go!
Modifié par JLoowis, 25 mars 2013 - 07:49 .





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