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Tripmines CAN ABSOLUTELY Kill... (Destiny)
When Bungie announced changes to Gunslingers' Trip Mine grenades this great, pathetic wail went up in the Destiny community how it would never kill anyone ever again. Except maybe the lowest spaced armor classes. It appears that everyeone overreacted, as usual. I was just killed three times in a game by taking a hit from a Tripmine without taking even the slightest scratch of extra damage before hand. And I am not at minimium armor.
Is it possible that Bungie accidentally reverted the Trip Mine damage? Or did everyone who decried the changes to Trip Mine just do the math wrong?
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Tripmines CAN ABSOLUTELY Kill...
Is it possible that Bungie accidentally reverted the Trip Mine damage? Or did everyone who decried the changes to Trip Mine just do the math wrong?
Doesn't proximity to the tripmine on explosion determine damage? If you are farther away you take less. But don't hold me to that.
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Math is right. Need to have armor rank 4 or lower to die.
But find me the place where people claimed you needed to be at minimum.
Note: this means an undamaged titan can NEVER be killed by a tripmine.
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Math is right. Need to have armor rank 4 or lower to die.
But find me the place where people claimed you needed to be at minimum.
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Math is right. Need to have armor rank 4 or lower to die.
Kahz's math was off, yes. I said "yup" as a general agreement. However, 2 still isn't minimum. So it's both correct and incorrect.
Most of the guesses from the fellows over at DTG was 3 or 4.
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Tripmines CAN ABSOLUTELY Kill...
http://destiny.isnotcanon.net/dinklebot/Intro_18.mp3
You learned it like 60 seconds into the game guys :-p
P.S. How is Nolan Bot's delivery of that line? I have never actually done the intro mission since they rewrote history.
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Heh.
Nolan's delivery is fine. Or, at least I don't recall it being a problem or anything.
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The problem for me wasn't the damage decrease
It was the combination of the damage decrease with the lack of the ability to stick them to a person. If they had decreased the damage but you could still kill someone at full health and max armor by sticking them with it, I'd have understood. If they'd increased the damage so it killed anyone not using a super and made it so you can't stick it to someone, I'd have understood. But decreasing the damage AND the lack of sticking makes me stick with Nightstalker instead.
As a comparison, a lightning grenade can stick on a wall and kill multiple people over a period of time (I know, I've done it), and now a tripmine can only kill opponents right as it explodes, and many of them can even survive anyway with max armor (not to mention you can often survive running full speed through it). It was a HUGE nerfing of a grenade I've never heard anyone complain about.
Edit: Just wanted to add, technically max armor could previously survive a tripmine, but they had to be max, anything less and you died. Now you can have even lower armor.
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Less intense
Skip to 5:25
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The problem for me wasn't the damage decrease
Yeah. If anything needs to be nerfed it's those Lightning Grenades. They look like they fire in a line but they feel like they fire in a giant unescapable sphere! And they last forever compared to the Spike grenade or even Tripmine (which of course detonates after being tripped.) Either Lightning grenades need their range and spread cut in half or they need their duration cut in half. Plus they do way more damage than the Striker's Pulse grenades which is just insane given that the Pulse has like half the range and is a thousand times easier to predict and avoid.
I'm not normally for nerfing Titans in any way, but this is one of those times!
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Lightning grenades have a huge cone
Two pulses and anyone is done. One pulse if wounded. That grenade is super good and I hardly see titans using anything else.
I felt that trip mines served their purpose. It was only with the exotic that you could leave them anywhere and kill people who were well away from the action.
Given how poor swarm grenades were, and the difficulty in using the incendiaries, it wasn't a surprise to me that the majority of Gunslingers used trip mines. The utility was just far and above the other two. You could get sticky kills, indirect kills, and wall off an area.
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Tripmines CAN ABSOLUTELY Kill...
There's a behavior (bug?) where if you hit someone with a trip mine such that previously it would have been a stick, instead the mine spins around a hits them repeatedly for 3 damage each time, easily ramping up the total trip mine damage by 15-30 points before it explodes.
I'm pretty sure I posted about it after the patch: Trip mines are fine and the change was a good one to make them very slightly less deadly. Sticking should still be a thing though, imo. That was soooo satisfying.
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The problem for me wasn't the damage decrease
I'm not normally for nerfing Titans in any way, but this is one of those times!
We have talked about this before when it comes to supers. We can't compare individual abilities when it it comes to classes, you have to take the overall impact of the class. I would say that the lightning grenade is great for the class because it's one of the few good things other than his super that's great! Also, like the tripmine, you can kill it unlike other grenades. I've had FAR more problems with people sticking me with grenades than I have with a lightning grenade on a wall that I can shoot.
Anyway, I'm not saying that tripmines weren't over nerfed (although I did die to them A LOT pre-nerf) I just think that they were the best, and now lightning grenades are one of the best.
Also, I will say that you have to be very intentional about lightning grenades. Tripmines you didn't have to (pre-nerf) you just stuck and go. Now you have to be intentional about tripmines. I like that. As for not being about to stick people... I donno, I got stuck a lot with those mofos.
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Tripmines CAN ABSOLUTELY Kill...
There's a behavior (bug?) where if you hit someone with a trip mine such that previously it would have been a stick, instead the mine spins around a hits them repeatedly for 3 damage each time, easily ramping up the total trip mine damage by 15-30 points before it explodes.
I'm pretty sure I posted about it after the patch: Trip mines are fine and the change was a good one to make them very slightly less deadly. Sticking should still be a thing though, imo. That was soooo satisfying.
Only if they buff the explosive radius of other sticky 'nades.