Friday, March 8, 2013

GNN: Creodron testing IPEs?


Sources have revealed that weapons manufacturer Creodron is testing Infantry Proximity Explosives near the Catch Region located in Stain. IPEs have long been a device feared and despised by all manner of infantry, as they are extremely lethal and notoriously difficult to spot. These explosives charges autodetonate when unfamiliar dropsuit signatures are detected within their scan radius, but are also notorious for injuring friendlies within their kill zone. When asked about the development of IPEs, One spokesman replied that 'Creodron does not comment on rumors of any kind regarding our forthcoming products.' But according to one tester, one of the downsides appears to be a long arming procedure on the device. Rumor has it some models may take as much as five seconds to arm.




Infantry Proximity Explosives
Max active: 2
Max carried: 2
Arming time: Five seconds, three seconds for Tier 3
Range: 3, 5, 7m
Damage: 500, 600, 700
Note: these devices are revealed by active scanners, and both passive and active spotting.

Disclaimer: Our GNN posts are wishlist items our writers see a need for. They've tried their best to suggest useful and relevant assets. These items have not been confirmed, and we only seek to add to the game's considerable inventory and lore. Have wishlist items to add? email us at magww@live.com

34 comments:

  1. no! i hated these in mag! dont bring them 2 dust!

    ReplyDelete
  2. quit whining..they would fit here. especially with things like flay traps in the lore.

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  3. The 1-hit kill power of remote explosives is fair because you have to watch and detonate it yourself.
    This on the other hand is just free cheap kills. If it gets added, it needs to do less damage than a locus grenade of the same tier. They need to be more about wounding an enemy to get advantage, not about cheap kills.
    Seriously, less skill to use than a grenade, but more damage? These would be horribly OP.

    ReplyDelete
    Replies
    1. keep in mind that its only a suggestion. we dont pretend to be able to balance games better than CCP could. wound or 1HK its all semantics. our writer saw a need for this asset and offered it. we happen to think it plays a role on the battlefield regardless of how much damage it does.

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  4. u can always spot the people who were too stupid to carry explosive detector in mag or watch where they walked. no such things as cheap kills in war as long as u have counters.

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    Replies
    1. But you're not suggesting any counters. It would be irresponsible to add something like this without adding a counter.

      On the subject of MAG, for those who upgraded HP skills, and avoiding the light suits usually guarantees surviving 1 claymore. This on the other hand would kill most suits except heavies.

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    2. agreed, this would need a few counters.

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    3. I think the damage should be less too but isnt a heavy the same thing as someone who avoids the light suits for more hp?

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    4. it would have counters with scanners, passive and active spotting and the most OP of all. just plain battlefield awareness. would be nice to see points for destroying this asset as well. we realize most soldiers despise traps but they play a role on the battlefield. some tank drivers probably think mines are cheap but only because they are his direct counter.

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  5. wounding wouldnt be bad tho. 100-300 dmg.

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    Replies
    1. some recon suits have less than 300 total health. would be 1HK to them. someone is always going to QQ.

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  6. dont know about that. the claymore lethal in reality. no problem with it being lethal in dust. some people think redline sniping a cheap way to get kills too. idiotic to think we should make sniper a wound only weapon.

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    Replies
    1. Balance is more important than realism. Dust isn't real life, its set tens of thousands of years in the future where civilization fell apart and restarted, more importantly we have shielded highly armored high tech suits unlike real life. Real lif is irrelavent.

      Redline sniping is a problem, but how the hell is adding more problems a good thing? At least with redline sniping you actually have to aim and shoot, this on the other hand takes no effort.

      And sniper rifles most of the time (except for headshots) ONLY DO WOUND in militia and standard levels, since they don't usually kill in one shot. At least with sniper rifles you actually have to get the higher tier ones to always one hit kills.

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    2. its funny how you fps players always consider the weapons u dont like op. 99% of forum threads are whining about hmg, md and laser. only the weapon you use takes effort right? blahblahblah. get over yourselves.

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    3. I hope they add an unlimited ammo HMG that shoots 1-hit-kill grenades with the range and accuracy of a sniper rifle so you'll get killed by it. When you say that's OP I'll just dismiss your concerns and logical points as just you not liking weapon.

      For the record, I don't think the laser, HMG, mass driver, or any other weapon in Dust is OP. They all have their strengths and limitations.

      I also had no problems with a claymore-style weapon either as long as its not too powerful. MAG for example did them in a way that wasn't OP, but the way its being suggested now is excessively powerful.

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  7. u couldnt let people get too many of these. 1-2 at the most. should take up a lot of CPU/PG too.

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