Sleepy 13 Posted June 10, 2018 Share Posted June 10, 2018 (edited) So i did some testing and the prox mine only does 84 damage to 1 person stepping directly over it. I think the prox should atleast kill instantly anyone that steps on it. i dont want to set a prox where if an RU steps on it it doesnt even kill them. Besides I only have 1, and if any US walks even near it, it explodes and i dont have a prox mine anymore. The thing is basically useless. I think it should do atleast as much damage as the Green Beret breacher's grenade, and maybe even we should have a detonator so we can choose when it explodes. If that is possible it would be great, and 100% worth the money. But for now, the only thing good about spike is the Kriss vector and the 10% speed boost, the prox doesnt really help at all. Spike is just a downgrade to the Guardian imo. thank you for reading and considering my suggestion Edited June 10, 2018 by Sleepy 1 Link to comment
Flak 126 Posted June 10, 2018 Share Posted June 10, 2018 +1 From what ive seen, spike is a dead class because of this. The only reason ive heard people buy it is because they want the Kriss Vector. 1 Link to comment
Jerm 4 Posted June 10, 2018 Share Posted June 10, 2018 +1 also the spike and ru prox should have more than one proxy mine at least 12 like gernades or flashes. Its not fair to them if the ru rpg gets more than one rocket. 1 Link to comment
The Garnut Nutter 15,197 Posted June 10, 2018 The Garnut Share Posted June 10, 2018 5 hours ago, Sleepy said: thank you for reading and considering my suggestion @Garnet @Phantom Please don't do that, your suggestion is not any more special than others'. 1 Link to comment
Medinator 70 Posted June 10, 2018 Share Posted June 10, 2018 +1 To Prox and Spike's explosive obtaining a little bit more damage BUT maybe for a cost at a smaller blast radius but -1 to Prox and Spike getting an extra mine idea Link to comment
Ethan 457 Posted June 10, 2018 Share Posted June 10, 2018 +1 Both the Spike and Prox class need a buff in their proxy mines. The amount of mines, as you said, is an issue and I agree that having only one mine per life isn't worth the $50 price tag with classes like RPG and Nailgunner having 4 direct rockets creating much more worth when compared to Spike/Prox. I would say that the amount of proxy mines they can carry should be 3, just like the amount of rockets as it isn't an insane number like 11 grenades, since those grenades are for spamming and the proxy mine is for precision. Having one Spike or Prox at an objective with working mines would be a menacing threat now. Another reason for 3 mines is because Factory and Company have about 4 good locations to enter from that would be good for mines like doorways, so if one Spike/Prox would be able to control most of the objective, it would be too much to have 4. For specifically the Prox class, the PPSH it has needs a buff as was suggested by Illexion in another suggestion which I hope gets accepted. Both of these classes are underused because they are under-powered for the $50 price tag. I hope that both receive a buff in at least one of the suggested ways. 1 Link to comment
Ethan 457 Posted June 10, 2018 Share Posted June 10, 2018 (edited) oops Edited June 10, 2018 by Ethan Double post due to connection issues. 1 Link to comment
Sleepy 13 Posted June 10, 2018 Topic Author Share Posted June 10, 2018 13 hours ago, Garnet said: Please don't do that, your suggestion is not any more special than others'. got it. My bad. Link to comment
Phantom 1,548 Posted June 12, 2018 Share Posted June 12, 2018 Can't say anything will change about it for sure, but I will address it with Garnet. Link to comment
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