Seen alot of people state they are overpowered. Out of 263 hits I have 100 kills with them. That means just about 2 of every 3 people that walk into my IED survive.
Ive always used the sht out of claymores and they themsleves were iffy but no where near this bad.
I like the IED's dont get me wrong but come you cant call that overpowered. I walk thru them all the time myself.
IEDs are just bad balanced.
Sometimes you spring thru it and survive, others you activate it, fall back and still die.
IED's main problem is the perk Danger Close which causes the to deal lethal damage at full radius, yet some people can survive them by been in the very end of the radius on time; so if they kill is pretty much random more than a thing of where's it placed or where you were when it detonated.
If you place an IED on a tree, everything in front and the sides of the tree will die if they trigger it, but behind the tree you take no damage at all, and the IED still detonates of you approach it from behind the tree.
Picture an IED as a claymore than has 360 radius activation, more range, less blast power and ticks three times instead of one. Overall bad stuff.
I believe they wanted to avoid reusing the cute Claymores and came up with this, however they didn't made much math nor testing on this thing.
I wouldn't say it's overpowered, but straightly broken.
Didnt realize DC is even in Ghosts (only played since xmas).
Dont worry I am used to putting my foot in my mouth lol.
Ive never used any perk like DC in any CoD but still I wouldnt call that combo over powered because at best you could only get two kills per life with it and DC close takes up 4 slots then extra lethal is 2. Thats giving up alot of other perks for 2 kills you might not get.
I dont think they are bad, they do there job even if someone walks thru it (protect my flank). Just not overpowered. Honestly they arent even as good as Bettys from BO2.
They are like betties which you can escape from by sprinting thru or standing still after first tick of activation instead of crouching. A twist for them, but it's working overally bad as they are either, impossible to escape from, or evaded without even realize.
I am not a fan of the IED, but what you said nails it perfectly. Either impossible to escape from or evaded without even realizing they were there. No skill involved.
What was balanced about the bouncing betty was you could learn to evade it by crouching. The person using the betty wouldn't be totally hosed as they would still be alerted of an attackers presence. Additionally, if you knew to place a betty on an uneven surface, you could counter a crouch evasion. These are skill based tactics. And hence why I didn't have a problem with how the betty was implemented.
The way it stands now, the IED is a grief weapon that will randomly kill you unless you have blast shield or sit rep. You gotta use a 2 slot perk for something that an IED that takes 1 slot. At the same time I don't want the IED nerfed the to point where it's useless. Maybe increase the audible range the IED can be heard. That way it can still be used as a tool for area denial to protect a user's flank.
Since I do use IEDs myself, I would actually prefer to keep the IED protecting me, instead of being used up for just 1 kill.
I personally only run blast shield and sit rep as my specialist bonus on non objective game modes. Those two perks are very situation specific, running them puts you at a significant disadvantage compared to players running combat perks, which is the majority of threats a person faces.
I Think they are far better than Bettie's. They're almost undetectable in comparison and u can easily duck under Bettie's. The light flashing on IEDs is small and the sound is very quiet.
Also you may not be placing them in good places, just because you haven't much kills with them doesn't mean they aren't great. I'm happy if they don't change them but would prefer the light to be brighter maybe
Im not saying they arent good, just not overpowered by any means.
I'm sure a lot of my misses came from the learning curve but I would still say at least half of everyone that walks into one some how gets out alive. Then we have BS which accounts for some of those.
Regardless they seem a bit more iffy than claymores.
People complain about the IED because they like to rush around the map at full speed and hate it when their kill streak gets ended by a proxy mine. There are two counters in SitRep and Blast Shield. I have never died from an IED when having one on a class. Theoretically could kill a blast shield user by using danger close. But anybody who wants to spend 5 of their 12 slots to garentee a kill with a proxy mine is entitled to one kill. The problem is players want to run the stealth and agressive perks over the defensive ones. If you aren't willing to spend the resources to counter a device you have no right to complain about it.
It's like the EMP grenades in black ops 2. They were annoying, had a long duration, and a huge blast radius. But if you hated them there was a perk that made you completely immune to them. I think I was the only body on the xbox 360 servers running that perk on a regular basis. Bottom line is there are two in game counters to the device. If you don't like getting killed by them use the perks otherwise shut up and die like everybody else.
Your exactly right. And lets not forget how often they are walked thru even when someone doesnt have BS. I definatley wouldnt waste a slot with BS just because of IED's because I have a strong chance to walk thru the IED anyway.
SR is a beautiful counter. You see everything which will also let you know the general area of the enemy.