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Please adjust Cain Trip Mine


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#26
IllusiveManJr

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He needz nerf.

#27
Happy Shepard

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Cyonan wrote...

Happy Shepard wrote...

Liefglinde wrote...

JLoowis wrote...

Okay so you bring Power Magni, choose Rank 5 Power +40%/10sec, spec for power dmg in class Tree ?

Lift Grenades requires way more skill than Mines. They're not even good on shields or not as effective on armor.
It's meant to lift abominations or cannibals in the 1st place. 


Please tell me you're joking. Lift Grenades are by far the easiest grenade to use. While they may be meant to lift things, they're used for unholy damage output. Cain mines actually need to be placed somewhere that they can be tripped. Throw Lift Grenades in random directions and watch the killstreaks pile up.


You can just spam the Trip Mines until you run out of them and everything explodes. Not sure what skill is required to do that. Maybe because you have to be able to count to 3?


By the time you've detonated the first Cain Mine I've already gotten a killstreak and moved onto the next spawn =P


Never claimed that Trip Mines can nuke spawns best. Just saying that Trip Mines don't require lots of skill. Unless you're actually trying to use them as traps and don't spam them like the BSN pros and probably the one who outscored the OP.

Also, CTM are better against armor than Liftnades. Posted Image

#28
RavenousBear

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Eh, I do not care at this point even though I think they are a little OP if you know how to aim them properly. Not sure if is a host thing but my mines often miss the spot and I wasted so many mines trying to detonate them. I have seen my friends do much better than me with them.

However, there are other grenades that can wipe spawns easily like Infernos against Reapers and Scions. I find them to be much easier to use than Cain Mines. Do they deserve a nerf?

#29
JosLouis70

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Original post updated read EDIT.

#30
Liefglinde

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JLoowis wrote...

Original post updated read EDIT.


Your edit barely makes sense.

No one is saying they only have 3. We're saying that once you've thrown out 3, the 4th one will cause the 1st one to explode.

Random note, thermal clip gives a max of 10 grenades back, not 9-11.

#31
Cyonan

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Happy Shepard wrote...

Never claimed that Trip Mines can nuke spawns best. Just saying that Trip Mines don't require lots of skill. Unless you're actually trying to use them as traps and don't spam them like the BSN pros and probably the one who outscored the OP.

Also, CTM are better against armor than Liftnades. Posted Image


Well none of them really take much skill, though the Lift Grenade still takes less.

Lift Grenades annihilate everything but boss mobs and do increased damage to barriers.

and if you want some armour nuking the Krogan Soldier has you covered with the armour melting Inferno Grenades which can also nuke spawns and doesn't require even a semblance of being able to aim the grenade.

Or Cluster Grenades, which just destroy everything that dares to be in the radius.

If people want to talk about how Cain Mines should be nerfed because of skill-less spawn nuking, they should probably ask for basically every grenade except Frags and Homing to be nerfed =P

#32
SirRooster

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NU!

#33
Major Durza

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Oh God Forbid you come across players that are astronomically better than you.

I am a fairly skilled player, and I cannot seem to get the Talon to work short of hitting 8 and taking advantage of the 3 mine limit.

Nerfing them would make them next to useless outside of that tactic, and they are already questionable without boosting them out the wazoo (and sacrificing cyclonics, rather vital to Plat play with him)

#34
january42

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Liefglinde wrote...

JLoowis wrote...

Original post updated read EDIT.


Your edit barely makes sense.

No one is saying they only have 3. We're saying that once you've thrown out 3, the 4th one will cause the 1st one to explode.

Random note, thermal clip gives a max of 10 grenades back, not 9-11.


Really? Wow, thermal clips are more useless than I though.

anyway, there is a something like .5-1 second refire time on the mines anyway, so it takes a bit to spam out 4 of them.

And if your gonna bring the grenade capacity gear and spam thermal clips to refill the mines.......just bring Armored compartments and spam missels.  waaaaay easier, same result.

#35
JosLouis70

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Liefglinde wrote...

JLoowis wrote...

Original post updated read EDIT.


Your edit barely makes sense.

No one is saying they only have 3. We're saying that once you've thrown out 3, the 4th one will cause the 1st one to explode.

Random note, thermal clip gives a max of 10 grenades back, not 9-11.


Read Happy Shepard reply half way of Topic. The count to 3.

You're right about the setting of 3 mines and 4th will activate the 1st and etc. I know that.

I didn't know Thermal Clip had a max Capacity. It's still a lot 10.

All I know is that a Talon Engineer grenade cap can vary. I could be lower than 10 if he's low level or is skipping the Bow powers to have a Passive Tree/ Fitness and Trip Mines until level 16-17.

#36
Happy Shepard

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Cyonan wrote...

Happy Shepard wrote...

Never claimed that Trip Mines can nuke spawns best. Just saying that Trip Mines don't require lots of skill. Unless you're actually trying to use them as traps and don't spam them like the BSN pros and probably the one who outscored the OP.

Also, CTM are better against armor than Liftnades. Posted Image


Well none of them really take much skill, though the Lift Grenade still takes less.

Lift Grenades annihilate everything but boss mobs and do increased damage to barriers.

and if you want some armour nuking the Krogan Soldier has you covered with the armour melting Inferno Grenades which can also nuke spawns and doesn't require even a semblance of being able to aim the grenade.

Or Cluster Grenades, which just destroy everything that dares to be in the radius.

If people want to talk about how Cain Mines should be nerfed because of skill-less spawn nuking, they should probably ask for basically every grenade except Frags and Homing to be nerfed =P


I know, i know.

I was just saying that spamming CTMs doesn't require skill. But i've never seen anyone use them as traps by the way. Even though it's a lot more fun and does take at least some skill.

It's just that BioWare made a stupid (imo) design decision with making CTMs spammable. Not trying to get anything nerfed here.

Modifié par Happy Shepard, 24 mars 2013 - 05:38 .


#37
Liefglinde

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JLoowis wrote...

Liefglinde wrote...

JLoowis wrote...

Original post updated read EDIT.


Your edit barely makes sense.

No one is saying they only have 3. We're saying that once you've thrown out 3, the 4th one will cause the 1st one to explode.

Random note, thermal clip gives a max of 10 grenades back, not 9-11.


Read Happy Shepard reply half way of Topic. The count to 3.

You're right about the setting of 3 mines and 4th will activate the 1st and etc. I know that.

I didn't know Thermal Clip had a max Capacity. It's still a lot 10.

All I know is that a Talon Engineer grenade cap can vary. I could be lower than 10 if he's low level or is skipping the Bow powers to have a Passive Tree/ Fitness and Trip Mines until level 16-17.


I'm aware, my previously spec'd Talon had 16 grenades. Thermal clip still only restores 10.

Bottom line. Yes, Cain Mines can be cheap, but so can almost any other grenade in the hands of someone who knows how to use them. Lift Grenades are easier to use and have better spawn nuking potential, so it's hard to argue that point.

#38
Shadow of Terror

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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.

#39
jimcamx

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TBLKNIGHT wrote...

You can't tell but I'm playing the violin right now




Posted Image

#40
Kittstalkur

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Happy Shepard wrote...

I know, i know.

I was just saying that spamming CTMs doesn't require skill. But i've never seen anyone use them as traps by the way. Even though it's a lot more fun and does take at least some skill.

It's just that BioWare made a stupid (imo) design decision with making CTMs spammable. Not trying to get anything nerfed here.


I use them as traps all the time. Bonus points if it's Rippas, you just set two Cains on the floor in a Brute's path and watch him charge himself to death. Or shoot one straight under a Ravager and enjoy your free kill.

#41
FlowCytometry

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Cyonan wrote...

Happy Shepard wrote...

Never claimed that Trip Mines can nuke spawns best. Just saying that Trip Mines don't require lots of skill. Unless you're actually trying to use them as traps and don't spam them like the BSN pros and probably the one who outscored the OP.

Also, CTM are better against armor than Liftnades. Posted Image


Well none of them really take much skill, though the Lift Grenade still takes less.

Lift Grenades annihilate everything but boss mobs and do increased damage to barriers.

and if you want some armour nuking the Krogan Soldier has you covered with the armour melting Inferno Grenades which can also nuke spawns and doesn't require even a semblance of being able to aim the grenade.

Or Cluster Grenades, which just destroy everything that dares to be in the radius.

If people want to talk about how Cain Mines should be nerfed because of skill-less spawn nuking, they should probably ask for basically every grenade except Frags and Homing to be nerfed =P


its the speed of the animation and travel time that's ridiculous, not the setup. Honestly getting the first 3 out doesn't take *that* long, and once you get past that then only a missle launcher can kill things as quickly.

Cains replaced by new ones should simply despawn, not explode imo :/

That said, yes most grenades are ridiculous now, but Cains are just silly as implemented. They'd be fine if they could only be used as the tactical trip mines they were intended to be- not spammed for forced explosions.

And Frags are actually as good as Lifts- just not on synthetics. Dunno why BSN thinks they're weak- certainly not as much as Homings are. At least they have a good radius and can still detonate tech primers reliably.

Modifié par FlowCytometry, 24 mars 2013 - 05:48 .


#42
Kuato Livezz

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january42 wrote...

It's great kit if played well, but try playing before saying something should be nerfed. Cain mines are a total pain to use with the stupid way they interact with level geometry. I can't count the number of time they they have decide to stick themselves in some stupid slot in the wall an be useless.


For the most part, people just spam them at the enemies feet and get detonations by exceeding the cast limit.

#43
Kittstalkur

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FlowCytometry wrote...

its the speed of the animation and travel time that's ridiculous, not the setup. Honestly getting the first 3 out doesn't take *that* long, and once you get past that then only a missle launcher can kill things as quickly.

Cains replaced by new ones should simply despawn, not explode imo :/

That said, yes most grenades are ridiculous now, but Cains are just silly as implemented.

And Frags are actually as good as Lifts- just not on synthetics. Dunno why BSN thinks they're weak- certainly not as much as Homings are. At least they have a good radius and can still detonate tech primers reliably.


They don't go through walls. It's a pretty crippling weakness with chest high walls everywhere.

#44
JosLouis70

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Liefglinde wrote...

JLoowis wrote...

Liefglinde wrote...

JLoowis wrote...

Original post updated read EDIT.


Your edit barely makes sense.

No one is saying they only have 3. We're saying that once you've thrown out 3, the 4th one will cause the 1st one to explode.

Random note, thermal clip gives a max of 10 grenades back, not 9-11.


Read Happy Shepard reply half way of Topic. The count to 3.

You're right about the setting of 3 mines and 4th will activate the 1st and etc. I know that.

I didn't know Thermal Clip had a max Capacity. It's still a lot 10.

All I know is that a Talon Engineer grenade cap can vary. I could be lower than 10 if he's low level or is skipping the Bow powers to have a Passive Tree/ Fitness and Trip Mines until level 16-17.


I'm aware, my previously spec'd Talon had 16 grenades. Thermal clip still only restores 10.

Bottom line. Yes, Cain Mines can be cheap, but so can almost any other grenade in the hands of someone who knows how to use them. Lift Grenades are easier to use and have better spawn nuking potential, so it's hard to argue that point.


I'm a anti grenade player. Wen I play with them it's with Cluster nades from Drell Adept. (classic Reave/Nade magic)

Seriously, when I play with a Asari Vanguard I never thought of using Lift Nades. Lift nades always stinked to me that in SP you use them to lift minions. I love my Asari vanguard with Rank 5 Weapon +25%/5sec and a fine Hurriance or some Pistol.

#45
FlowCytometry

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Kittstalkur wrote...

FlowCytometry wrote...

its the speed of the animation and travel time that's ridiculous, not the setup. Honestly getting the first 3 out doesn't take *that* long, and once you get past that then only a missle launcher can kill things as quickly.

Cains replaced by new ones should simply despawn, not explode imo :/

That said, yes most grenades are ridiculous now, but Cains are just silly as implemented.

And Frags are actually as good as Lifts- just not on synthetics. Dunno why BSN thinks they're weak- certainly not as much as Homings are. At least they have a good radius and can still detonate tech primers reliably.


They don't go through walls. It's a pretty crippling weakness with chest high walls everywhere.


isn't the only other nade that explode past cover Arcs? That 'crippling weakness' certainly doesn't hold the other nades back..

#46
JosLouis70

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Okay I get it guys. With Power Magnifier and choosing Rank 4 - B Rank 5 - A in passive Tree... I get it.

It's a power like any other that is OP on Silver Missions. And it can be rly effective on Gold too if the player brings Power Amp III or IV.

But DAT radius, for a guy that plays with it like a Proxy. IS TOO DAMN HIGH! xP

#47
Kittstalkur

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FlowCytometry wrote...

isn't the only other nade that explode past cover Arcs? That 'crippling weakness' certainly doesn't hold the other nades back..


Actually, there's only two grenades that -don't- go through walls. I think the other is Clusters but I can't honestly remember off the top of my head.

#48
FlowCytometry

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Kittstalkur wrote...

FlowCytometry wrote...

isn't the only other nade that explode past cover Arcs? That 'crippling weakness' certainly doesn't hold the other nades back..


Actually, there's only two grenades that -don't- go through walls. I think the other is Clusters but I can't honestly remember off the top of my head.


if you say so, but I still don't think that's a big weakness since it can be worked around, else the DA and DV wouldn;t be as good as they are.

#49
Kittstalkur

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FlowCytometry wrote...

if you say so, but I still don't think that's a big weakness since it can be worked around, else the DA and DV wouldn;t be as good as they are.


It's not much of a weakness for Clusters, it's a pretty big one for frags.  Mind, I still like frags a whole lot, but hell, they're only on the Human Soldiers anyways.

#50
ArtyomPettits

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I only use them to glass the enemies.It costs around 6 grenades so its not to much fun. Its more of a last resort.