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21. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
@Grit Breather, It could definitely be an idea to have the driver != owner, but I don't think introducing a commander (i.e.: not driving and not gunning) would work. You would be hard pressed to find drivers then and be completely vulnerable whil...
- by Sandair Mulholy - at 2012.08.08 13:57:00
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22. Swarm launchers should lock on everything - in Feedback/Requests [original thread]
EVERYTHING identified as enemy: drop suits, vehicles, installations. Anything that can be killed or blown up. Of course the locking speed should be dependent in scanning radius of the target, so locking a scout would take like a minute, and lockin...
- by Sandair Mulholy - at 2012.08.08 03:56:00
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23. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Just Bad wrote: What if they could reduce the effectiveness of the large turrets against infantry - if you're going to lone wolf it in a tank you still get the joy of driving around shooting stuff with a big gun but the gamut of targets availa...
- by Sandair Mulholy - at 2012.08.08 03:39:00
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24. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Fivetimes Infinity wrote: Noc Tempre wrote: I could see an OPTIONAL copilot setup where you can hand off control of the main gun, but this would be an awful default, or worse mandatory, setup. Yeah, having it as an option would be fine I ...
- by Sandair Mulholy - at 2012.08.08 03:28:00
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25. Every skill should be for vehicle or dropsuit, not both. - in Feedback/Requests [original thread]
Skytt Syysch wrote: Disagree. I had a discussion about this with some people the other night, and we came to the idea that the basic skills should apply to both, while we were okay with proficiencies and advanced kind of skills being separated ...
- by Sandair Mulholy - at 2012.08.08 03:22:00
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26. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Lurchasaurus wrote: no amount of grouping can make me comfortable with putting my millions into the hands of someone else....the main gun is obviously the primary weapon for the tank and only the driver has a 1:1 input on the controls. A secon...
- by Sandair Mulholy - at 2012.08.08 03:02:00
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27. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
I agree with you Fivetimes, I was there in Planetside too. But Planetside did not have the Eve Online background to draw upon. Here I see the driving of vehicles more like in Eve, where you "manage" more than aim and shoot. And the driving could b...
- by Sandair Mulholy - at 2012.08.07 21:35:00
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28. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Crap, my long dissertation on why I think it is necessary for the long term survival of the game got lost somehow... I love this forum! Summary because I'm lazy: Tanks are currently sustainable for solo playing and they are the place to be. Thi...
- by Sandair Mulholy - at 2012.08.07 21:26:00
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29. Every skill should be for vehicle or dropsuit, not both. - in Feedback/Requests [original thread]
This is another idea I had that I don't even like myself but I think is necessary for the long term good of the game, especially since it is a free-to-play: This separation would force a true specialization between thumb skills (dropsuits) and Ev...
- by Sandair Mulholy - at 2012.08.07 20:46:00
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30. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Indeed, I don't even like my idea :( But I think it is necessary.
- by Sandair Mulholy - at 2012.08.07 18:54:00
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31. Tank drivers != Main Gun Control - in Feedback/Requests [original thread]
Even though I am a tank driver and have the most fun with tanks, I think two changes are necessary for the long term viability of the game: 1. The driver should drive only and not control the main gun 2. Since the driver cannot shoot anymore, you ...
- by Sandair Mulholy - at 2012.08.07 18:48:00
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