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TOXICkitten
Dem Durrty Boyz Public Disorder.
1
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Posted - 2013.09.25 14:48:00 -
[1] - Quote
I love this game, but in my opinion you guys are making it into a futuristic Call of duty it's getting less and less role based. I loved the way it used to be (beta) made me quit when you changed and now i'm back for now. These are some suggestions that I have read and talked about with some alliance members and corp mates.
Should be feared, there is no way one guy should be able to take a heavy down alone. With the new hit detection it's easy. Give them slower speeds so they can't chase giving the enemy time to regroup and come back with a squad. That being said either increase heath 2x or give them a heavy only module. Basic being %10 reduction to small arms fire, Enhanced being %30, complex being %50.
I know these have been suggested. Shared vision between squad so that they really are a scout for the squad/team; Wether it be a scout module that has a passive scanner that shares only what they see or just a class passive. Also a cloaking for a scout They cannot shoot, hack or do anything but run and sprint in cloak. That way they can get behind enemy lines drop up-links for the team or just plain get behind and cause mayhem give it like a 15 sec cool-down.
Logistics are reasonable rounded for now now. But give them a class module that can do like 10/20/30 % to repair tool, or 10/20/30% to nanocircutry: Nanohives have more packets, the triage heals for more or proto injectors heal 30% shield along with 100% armor at complex. Mainly because you don't have enough PG or CPU to run your best equipment and still have enough on your high and low slots to be able to do your job and not die 20 times a game.
Not quite sure what the assault could use as a class specific module but I am sure somebody will comment something.
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General Erick
Onslaught Inc RISE of LEGION
129
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Posted - 2013.09.25 14:57:00 -
[2] - Quote
Assault is quick and agile but can still take a beating. Best used to support the Heavy at longer ranges (with AR). |
CLONE117
Planetary Response Organization Test Friends Please Ignore
370
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Posted - 2013.09.25 15:30:00 -
[3] - Quote
the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff. |
Beeeees
KILL-EM-QUICK RISE of LEGION
253
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Posted - 2013.09.25 15:54:00 -
[4] - Quote
What I think is that we need role variants for every suit type. So we-¦d have medium assault, logis and scouts, same for lights, same for heavies, at least heavy logistics. Let heavies carry more equip of the same type, with less equipment slots, give logi-scouts 2 equip slots (its already enough drawback being paperscout) and so on.
That would bring immense balance issues of course, but Id gather this would be the next step after implementing racial suits.
EDIT: Oh and yeah, heavies like they are now need to be A LOT meatier. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
2
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Posted - 2013.09.26 05:00:00 -
[5] - Quote
Also: A shaped charge that is remote detonated, that is AV only. More RE variety would be nice. |
Jacques Cayton II
The Pyramid Order The Nova Foundry
8
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Posted - 2013.09.26 05:57:00 -
[6] - Quote
I agree wth all of the above and think you win an award for caring |
Sarducar Kahn
xCosmic Voidx The Superpowers
109
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Posted - 2013.09.26 06:36:00 -
[7] - Quote
CLONE117 wrote:the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff.
Small arms probably means anything but AV and large turrets, weapons that vehicles get damage reduction from. I do not think that they need that (we are getting MTACs for that, heavies are still infantry) much more health is not required either. I do wonder why OP thinks they different levels of heavies should get different levels of the small arms resistance, no suit in the game gets a direct EHP bonus only more slots/pg/CPU. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
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Posted - 2013.09.26 14:23:00 -
[8] - Quote
Sarducar Kahn wrote:CLONE117 wrote:the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff. Small arms probably means anything but AV and large turrets, weapons that vehicles get damage reduction from. I do not think that they need that (we are getting MTACs for that, heavies are still infantry) much more health is not required either. I do wonder why OP thinks they different levels of heavies should get different levels of the small arms resistance, no suit in the game gets a direct EHP bonus only more slots/pg/CPU.
Did you even read what I wrote? A class specific module... AKA something that you equip into a heavy only slot... You obviously have not tried a heavy. All you can do is forge snipe or roll around on a LAV get out kill a guy or two hop in and run away to heal. You cannot tank bullets for your team even with a Proto repair tool or two on you. Heavies are meant to tank bullets... in no way should one guy be able to take on a heavy in Proto gear it should take at least 2-3 guys to bring a heavy down. |
General Erick
Onslaught Inc RISE of LEGION
136
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Posted - 2013.09.26 14:35:00 -
[9] - Quote
TOXICkitten wrote:Sarducar Kahn wrote:CLONE117 wrote:the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff. Small arms probably means anything but AV and large turrets, weapons that vehicles get damage reduction from. I do not think that they need that (we are getting MTACs for that, heavies are still infantry) much more health is not required either. I do wonder why OP thinks they different levels of heavies should get different levels of the small arms resistance, no suit in the game gets a direct EHP bonus only more slots/pg/CPU. Did you even read what I wrote? A class specific module... AKA something that you equip into a heavy only slot... You obviously have not tried a heavy. All you can do is forge snipe or roll around on a LAV get out kill a guy or two hop in and run away to heal. You cannot tank bullets for your team even with a Proto repair tool or two on you. Heavies are meant to tank bullets... in no way should one guy be able to take on a heavy in Proto gear it should take at least 2-3 guys to bring a heavy down. Kinda like the Chrome heavies if I rememeber correct. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
|
Posted - 2013.09.28 05:23:00 -
[10] - Quote
General Erick wrote:TOXICkitten wrote:Sarducar Kahn wrote:CLONE117 wrote:the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff. Small arms probably means anything but AV and large turrets, weapons that vehicles get damage reduction from. I do not think that they need that (we are getting MTACs for that, heavies are still infantry) much more health is not required either. I do wonder why OP thinks they different levels of heavies should get different levels of the small arms resistance, no suit in the game gets a direct EHP bonus only more slots/pg/CPU. Did you even read what I wrote? A class specific module... AKA something that you equip into a heavy only slot... You obviously have not tried a heavy. All you can do is forge snipe or roll around on a LAV get out kill a guy or two hop in and run away to heal. You cannot tank bullets for your team even with a Proto repair tool or two on you. Heavies are meant to tank bullets... in no way should one guy be able to take on a heavy in Proto gear it should take at least 2-3 guys to bring a heavy down. Kinda like the Chrome heavies if I rememeber correct.
Yeah exactly like the Chrome heavies. Than they nerfed the **** out of them.... Its how they should be. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1579
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Posted - 2013.09.28 06:00:00 -
[11] - Quote
I like all of your suggestions, but I do think that any major buffs to the heavy might be premature. The HMG is just so terribly short ranged it's really easy to pick them apart.
The heavies need decent heavy weapons. once we see an amarrian heavy weapon with a bit of range to it I think you'll see what I mean, but right now either they are easy to outrange or they have the firepower of an assault with a much slower speed. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
212
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Posted - 2013.09.28 06:31:00 -
[12] - Quote
With the limited slots on a heavy suit i would rather see the mod as a passive skill but either way i would very much welcome the change. Course if it was turned into an equipment module i would tear my hair out. |
Cosgar
ParagonX
5534
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Posted - 2013.09.28 12:12:00 -
[13] - Quote
Assaults need something to add more value to their sidearms. I can probably count on one hand the number of times I've come across an assault using something above a toxin SMG. |
Ion Crush
Militaires-Sans-Frontieres
122
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Posted - 2013.09.28 12:18:00 -
[14] - Quote
TOXICkitten wrote:I love this game, but in my opinion you guys are making it into a futuristic Call of duty it's getting less and less role based. I loved the way it used to be (beta) made me quit when you changed and now i'm back for now. These are some suggestions that I have read and talked about with some alliance members and corp mates.
Should be feared, there is no way one guy should be able to take a heavy down alone. With the new hit detection it's easy. Give them slower speeds so they can't chase giving the enemy time to regroup and come back with a squad. That being said either increase heath 2x or give them a heavy only module. Basic being %10 reduction to small arms fire, Enhanced being %30, complex being %50.
This should be tied to the sentinel suit skill imo. Sentinel is the one in front taking damage. Commando is currently, more of a support role and doesn't really need the damage reduction as they should not be in-front. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3563
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Posted - 2013.09.28 12:19:00 -
[15] - Quote
TOXICkitten wrote:it should take at least 2-3 guys to bring a heavy down. If heavies are worth more than 1 man in combat, why would you run anything else? |
Ion Crush
Militaires-Sans-Frontieres
122
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Posted - 2013.09.28 12:21:00 -
[16] - Quote
Arkena Wyrnspire wrote:TOXICkitten wrote:it should take at least 2-3 guys to bring a heavy down. If heavies are worth more than 1 man in combat, why would you run anything else?
Because they can be out ranged and outrun. That is why the HMG does not need a range buff, would make the basic heavy and sentinel to powerful.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1581
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Posted - 2013.09.28 22:03:00 -
[17] - Quote
Cosgar wrote:Assaults need something to add more value to their sidearms. I can probably count on one hand the number of times I've come across an assault using something above a toxin SMG.
It all depends on the weapon the light weapon a merc uses when they decide what sidearm to fit. An AR user already has such a versatile weapon that all they really need is a little bit of extra damage to finish off the enemy when you run out of ammo.
The std level SMG does that job perfectly, so I'd be surprised to see anything else as prolific as the toxin.
But snipers, AV guys, and laser users rely on that sidearm slot a lot more than the other mercs out there so those are the only people you see with high level side arms.
So it's not that a high level side arm is useless, it's just not worth the cpu/pg or the ISK to fit anything but standard level item for 90% of the fits out there. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
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Posted - 2013.09.29 16:31:00 -
[18] - Quote
Arkena Wyrnspire wrote:TOXICkitten wrote:it should take at least 2-3 guys to bring a heavy down. If heavies are worth more than 1 man in combat, why would you run anything else?
What he said. They don't need a range buff on weapon but if they can survive longer than 3 seconds taking one guys fire inside of a building where they are supposed to be effective it would be nice. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
|
Posted - 2013.09.29 16:32:00 -
[19] - Quote
Thurak1 wrote:With the limited slots on a heavy suit i would rather see the mod as a passive skill but either way i would very much welcome the change. Course if it was turned into an equipment module i would tear my hair out.
Yeah this is true. But Another slot added that is heavy/sentinel only. Im not saying a module that goes in a high or a low slot. That would be OP if a bunch of people could equip that **** and not be a heavy. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
992
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Posted - 2013.09.29 17:13:00 -
[20] - Quote
Another person who doesn't get the fitting system. The suits aren't supposed to have class modules only these suits can fit. There aren't supposed to be any "classes" which are the only ones who can use certain equipment. Class-only-modules would ruin that. You want a heavy with more health? Then fit that suit as a dual tank with shields and armor. Why do you want traditional classes when you have freedom when it comes to designing classes? You can make your own class. You can individualize it with the modules. More modules? Yes, please. Class-only-modules? Hell no. If you want some kind of module which maybe increases the reptool efficiency then I'm all for it, as long as I'm also able to fit that thing in a heavy suit for example. |
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Reav Hannari
Red Rock Outriders
1518
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Posted - 2013.09.29 17:15:00 -
[21] - Quote
TOXICkitten wrote:
Logistics are reasonable rounded for now now. But give them a class module that can do like 10/20/30 % to repair tool, or 10/20/30% to nanocircutry: Nanohives have more packets, the triage heals for more or proto injectors heal 30% shield along with 100% armor at complex. Mainly because you don't have enough PG or CPU to run your best equipment and still have enough on your high and low slots to be able to do your job and not die 20 times a game.
I think they mentioned Logistics specific bonuses to equipment use being on the backlog for the next build or two. I'm pretty sure it required reworking some of the core code to support doing that.
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Vesago Ghostcore
Rejected Clones
32
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Posted - 2013.09.29 17:16:00 -
[22] - Quote
I agree that AR's tear a heavy apart, but try sniping them with only 3-5 rounds before reload... believe it or not it is very easy for a heavy to get to cover when being sniped. Making them more bullet proof would make them sniper proof, which they almost are already.
I already have to shoot a heavy 4-5 times to have a shot at killing him, and that's a considerable amount of my ammo for 1 kill.
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ALPHA DECRIPTER
R 0 N 1 N
555
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Posted - 2013.09.29 18:29:00 -
[23] - Quote
Vesago Ghostcore wrote:I agree that AR's tear a heavy apart, but try sniping them with only 3-5 rounds before reload... believe it or not it is very easy for a heavy to get to cover when being sniped. Making them more bullet proof would make them sniper proof, which they almost are already.
I already have to shoot a heavy 4-5 times to have a shot at killing him, and that's a considerable amount of my ammo for 1 kill.
Well I think we can agree that heavies SHOULD be hard to kill. Giving them that resistance would mean buffing the SR because it shouldn't take more than a full clip to drop any fit with a sniper rifle.
I would like non-scouts to please quit saying what a scout "Should be". Use it for a week straight without switching to any other suit and you will see why hearing this irritates any real scout. As for the OP.... well you make a good point. Currently I have issues with heavies unless I decide, on the off chance, to switch to my AR in which case I can usually melt them.
I gotta agree with Aikuchi in that there shouldn't be any class specific mods as that would go against what the game's about. I do, however, appreciate your trying.
This thread is, for the most part, very civil and that is always a good thing to see. +1 and thnx guys for not trolling around
`Sigh. Just another fun game of DUST. |
deepfried salad gilliam
Sanguine Knights
9
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Posted - 2013.09.29 19:06:00 -
[24] - Quote
TOXICkitten wrote:Sarducar Kahn wrote:CLONE117 wrote:the assault is the main infantry. and u cant have a war game with out the main infantry.
they r the most versatile of the group. which can use a wide range of weaponry.
i see the logistics mostly being used as an assault suit. most players ignore the several equipment slots and just fit complex armor and shield mods to the suit making it extremely strong.
the heavy. well in the description it says its designed to protect from small arms fire but i dont think we know what guns count as small arms on here.
i have nothing to say for the scouts as they should only rely on speed and stealth to survive. and function as a sniper role and be the ones alerting the team to enemy positions and stuff. Small arms probably means anything but AV and large turrets, weapons that vehicles get damage reduction from. I do not think that they need that (we are getting MTACs for that, heavies are still infantry) much more health is not required either. I do wonder why OP thinks they different levels of heavies should get different levels of the small arms resistance, no suit in the game gets a direct EHP bonus only more slots/pg/CPU. Did you even read what I wrote? A class specific module... AKA something that you equip into a heavy only slot... You obviously have not tried a heavy. All you can do is forge snipe or roll around on a LAV get out kill a guy or two hop in and run away to heal. You cannot tank bullets for your team even with a Proto repair tool or two on you. Heavies are meant to tank bullets... in no way should one guy be able to take on a heavy in Proto gear it should take at least 2-3 guys to bring a heavy down.
I agree, um bigger I should be able to easy mode everyone
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