KirukaChan Posted October 6, 2014 Share Posted October 6, 2014 I have no idea who thought having them explode randomly when they have such a tiny range was a good idea. The idea of using drops for something else is awesome (especially if you use an ammo-efficient weapon like a Latron or one of its variants), but sacrificing a whole room of drops to hit just a few enemies isn't worth it. The fix is simple. Make them proximity, just like Mine Ospreys' little bundles of joy. As long as the explosion is instantaneous (i.e., once the enemy physically touches the drop, it cannot avoid it no matter how fast it is), it would make the ability useable. If the ability expires, all unused drops are disarmed and return to normal. Sound good? Link to comment Share on other sites More sharing options...
Somedude1000 Posted October 6, 2014 Share Posted October 6, 2014 We're talking about mirages no 2 right? It's a big problem on solo, but shouldnt affect other teammates i believe. A temporary walkarounfd is to carry ammo packs. Definitely could use a review because it is very situational atm. Perhaps sleight of hand should simply automatically bombard enemies with random elements rather than consume drops? In its current form it sacrifices tactics for minimal effects Link to comment Share on other sites More sharing options...
KirukaChan Posted October 6, 2014 Author Share Posted October 6, 2014 We're talking about mirages no 2 right? It's a big problem on solo, but shouldnt affect other teammates i believe. A temporary walkarounfd is to carry ammo packs. Definitely could use a review because it is very situational atm. Perhaps sleight of hand should simply automatically bombard enemies with random elements rather than consume drops? In its current form it sacrifices tactics for minimal effects Sleight of Hand consuming drops doesn't affect them for teammates. The problem isn't that the ability uses drops, it's that it wastes them. Sacrificing a drop for a guaranteed proc and a bit of damage is worth it. Sacrificing a drop for a complete miss isn't. Link to comment Share on other sites More sharing options...
Sifu Posted October 6, 2014 Share Posted October 6, 2014 (edited) Sleight of Hand consuming drops doesn't affect them for teammates. The problem isn't that the ability uses drops, it's that it wastes them. Sacrificing a drop for a guaranteed proc and a bit of damage is worth it. Sacrificing a drop for a complete miss isn't. There is always at least 1 useless / very situational ability on each frame. For Mirage its SoH. I dont think we`ll get a rework of Mirage soon, its a very young frame, also 3 from 4 of her abilities are quite good. Edited October 6, 2014 by Vicious_D Link to comment Share on other sites More sharing options...
SolarDwagon Posted October 6, 2014 Share Posted October 6, 2014 There is always at least 1 useless / very situational ability on each frame. For Mirage its SoH. I dont think we`ll get a rework of Mirage soon, its a very young frame, also 3 from 4 of her abilities are quite good. Not true. Rhino. Also Zephyr, Banshee after the rework, Mag but not all at the same mission, Ash to some extent, Ember, Hydroid, Nova, Oberon possibly (haven't played since buff), Volt are all frames with all 4 abilities fully useful. Your point is thoroughly invalid :P Link to comment Share on other sites More sharing options...
Riot_Inducer Posted October 6, 2014 Share Posted October 6, 2014 Wait slight of hand booby traps drops too? o.O I thought it only hit lockers, terminals and doors. Link to comment Share on other sites More sharing options...
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