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Shouper of BHD
Better Hide R Die
274
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Posted - 2013.08.09 11:59:00 -
[1] - Quote
(copy/pasted from feedback to here for more opinions):
small compressed blasters STD-ADV need a buff of 3.0 DD, PRO needs a buff of 3.2 this is because its focused on damage with the cost of RoF and overheating yet its 2nd in DD (Direct Damage), the scattered has spread shot and cost as its weakness but its damage is more then the compressed and its RoF, by making the compressed tied at what to does best makes sense and due to RoF it won`t be more worth it then its cost compared tot he scattered.
small rail guns are meant to be the AV turret but the missile turrets are better for AV because only 1 rail gun does more DD then missile turrets (PRO small compressed rail gun). by buffing small rail guns 500 DD, compressed rail guns need to do 3 shots and hit the edge of overheating (which means you can fire 3 shots, you hit the overheat but not by much, there's not enough to fire again). the regulated and non role variant should fire 4 shots and be at the edge of overheating (same conditions as the compressed). say some one is using the PRO compressed with the new 1000 DD and goes full auto with it and goes beyond the overheating because he/she is doing a hit and run, the total damage would be 3000 damage on a HAV within 5 seconds and he Is overheated, as the compressed that makes sense as well as its tier. small rail gun vs FG (they should be equals) small guns pros are ammo, mobility, FG pros are DPS (they got the lead), cost. reload is countered by overheating. but then there is an issue beyond that which easily side with the FGs, see bellow.
turret specialization lacks, large rail guns are better then FGs when it comes to operation, but FGs have many other skills backing them up and by specializing into them FGs are beyond large rail guns, when more turrets arrive there would be to much turret damage mods in the skill making the skill OP, so to hit 2 birds with 1 stone bring back turret proficiency, that gives access to turret damage mods (STD @ LV1, ADV @ LV3, PRO @ LV5) and adds +1 to turret (size and type) damage per lv. +2 damage per lv would be to much considering all the skills would stack up and make crazy damage. this should be a 3x skill.
Logi and non role DS "heavy frame" is fine AS LONG AS higher tier DS "have advanced technology to lighten the frame without reducing its strength", full picture of what I was thinking: STD Logi = heavy frame built in CRU, ADV Logi = medium frame built in CRU and triage (Minimatar/Caldari get shield transporter, Ammar and Gallante get remote repair systems), PRO Logi = light frame built in CRU, triage and sensors. 9non role DS, advance from heavy frame to medium to light as well).
collisions with other DS need to be reduced by 40% damage, RDV collision damage needs to be lowered to match the collisions of DS even more so when higher tier DS arrive. MD and especially flaylocks needs a collision shove reductions, they push DS more then FG, crazy thinking that pistols do more impact then heavy rail based weapons. swarms need a lower push as well, plasma cannon are rare but I think they need to push DS less as well. in a light frame ADS its recoverable getting knocked around most of the time but with a heavy frame its hard to rebalance before you crash.
triage modules have a few issues such as lock on range and the in use mechanics, if a object interferes with the connection or if I go out of range and re-enter it won`t re-attach and the module will still be going, make the triage module re-attach if it re-enters the range and if the module is still going (don`t change the module de-activation if the mentioned issues arise, it would make it harder to triage, another thing is, remove lock on entirely, if the module is activated anything in the range that would be healed like shields on vehicles and installation for example will auto maticly attach and the HP will distributed evenly. also add a new triage variant that does require a lock on, reasons to that is because sometimes you want to keep it on a tank even when its full HP and exclusive to that target so he/she can bulldoze through a tough spot.
WP are necciasry to make DS are role so, triage needs guardian commissions (when you are healing a vehicle and it kills something you get some WP for helping him), healing needs WP, spawning in clones needs WP and sensing hostiles need WP: per clone spawned = 40WP, guardian = 25% of what healed earned, sensor clone = 25% of what its worth for its kill/destruction, triage = 50WP per 500HP healed.
bring back chassis modules but with a twist, with the reform of HP/PG/CPU you can change the frame size of the HAV or DS or LAV etc, by placing a light frame on a LAV it would be as fast as the scout LAV but would have the same HP/CPU/PG, or add a heavy frame to a ADS to make it stronger more HP etc but slower, the difference from chassis from role is that is costs a module along with a diffremt module/ turret set up, cost etc.
to get pilots back on their feet and for obvious balance, reduce STD non rule DS to 60k (milita 30k) Logi to 120k and ADS to 220k ISK.
when the pilot presses X to open bay doors, passengers (not gunners) camera move forward and down peering at the drop zone to add an incentive to get out and to show safety of landing, when bay doors close move the cam back to normal. an additional light that covers the drop zone when doors are open would be nice to.
when a lock on is pending have a low sound beep that isn`t constant but spread out beeps, only to beeps should be heard in the case of a lock on then fire. when swarms are inbound have the beeping louder and constant, this is exclusive to the pilots audio. have swarms appear as flashing white (white then grey then white when flashing) dots on the radar flashing is exclusive to when they are hunting you. |
Shouper of BHD
Better Hide R Die
274
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Posted - 2013.08.09 11:59:00 -
[2] - Quote
add PRO flight, circle changes release of power from engines (like gears on a bicycle), low gears mean lower altitude slightly and lower speed but tight turns and better stability, normal is as is, high is higher speed, higher altitude but longer turns and lower stability, so a PRO pilot would need to press a lot more buttons but lets say a killer pack of swarms are on him, he can switch it to high gears gain speed then switch it to low, turn and essential dodge the swarms. the stability would be nice for pilots with gunners but it not as necessary considered they we could do it ourselves at that point but hey wouldn`t hurt.
Pilot drop suits need a role and racial switch in its focuse, its racial bonus needs to be its focused while the role be lower, the +10 vehicle module recharge rate (role bonus btw) per lv is OP, the +1% of armor and shield efficiency (Gallante racial bonus) per lv to say the least is crap a stacked HP DS would get 300HP from that REALLY??? so switch the two, +2% vehicle module recharge rate per lv (role bonus) so a max of 10%, good. and +5% of armor and sheild efficiency per lv, that's 1400+ HP on a stacked HP DS at LV5, that makes sense. Minimatar should be +5% to turret damage per lv so +25% damage makes sense, remember, this only works when you are wearing the suit and inside the vehicle. also make the suits have a built in WP bonus exclusive to being inside of vehicles that increase in WP as the tiers raise. 9STD = +5, ADV = +10, PRO = +15).
thoughts on upcoming modules such as the shield drainer module, give it the same mechanics of the triage feedback I posted (aka, if its activated it attaches to anything with proper tag in its range), and make it as good as shield transporters. don`t make an armor drainer variant due to it would be OP to Caldari tanks.... would be a funny April fools though Lol
cloaking modules that make you mostly invisible would be cool but I`m not sure if 'cloaking modules' were refaring to that or detection scan reduction modules, in a vehicle case this needs to be strong.
make a marauder DS class, heavy frame like the Logi, only 2 side guns do forward pilot gun but tons of HP and resistance.
add the name of the turret in use when you are a LAV gunner, small turret gunner for a tank and side gunners of DS/ADS.
add a golden glow to active reinforcement modules on the type of HP it protects and stays golden when active.
add a light blue slowly flashing glow to HP healed expectation when selecting / activating HP recharging modules.
add L3 as a look behind. (DS and maybe HAVs).
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Shouper of BHD
Better Hide R Die
274
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Posted - 2013.08.10 02:09:00 -
[3] - Quote
bump |
Shouper of BHD
Better Hide R Die
274
|
Posted - 2013.08.10 05:18:00 -
[4] - Quote
Taurion Bruni wrote:
giving the ADS a built-in afterburner would allow the pilot to built up a solid ship, withount sacrificing the ability to get out of the fight in any given moment, and allow them to stay in the battle a little longer, and giving the Logi Dropship the same skill as he LLAV could allow the Dropship to take a considerable amount of punishment, so that they can provide insertion/extraction under heavy fire, like they were disigned
they should probably switch the to Logi skills around since it seems to make sense that way, I killed the tank a Logi LAV was repping much quicker then the LAV itself LOL.
hard to say we should start requesting built in modules for vehicles beside the Logi, I think what we need is the ADV-PRO vehicle modules and the STD-PRO vehicles and (yes I used and 2x) STD-PRO pilot drop suits. chances of the 1st 2 are doubtful so lets go boo boo band aid! (HP buff is being considered up until balance). |
Shouper of BHD
Better Hide R Die
274
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Posted - 2013.08.10 20:40:00 -
[5] - Quote
Aero Yassavi wrote:Taurion Bruni wrote:
giving the ADS a built-in afterburner would allow the pilot to built up a solid ship, withount sacrificing the ability to get out of the fight in any given moment, and allow them to stay in the battle a little longer, and giving the Logi Dropship the same skill as he LLAV could allow the Dropship to take a considerable amount of punishment, so that they can provide insertion/extraction under heavy fire, like they were disigned
I can agree with this, I've never seen an ADS pilot without an afterburner anyways. For all practical purposes it is a requirement.
I still can`t, but to explain this I need to explain why there are built in modules in the 1st place, the logi LAV and DS are exclusive to anything when it comes to built in modules because Logi roles need more CPU/PG and more modules, if they had that then they would stack HP since they can afford the power and module slots and not be related to their role, so by putting built in modules in place it uses its power to its role and additional module slots as well to its role, this is why I think the Logi vehicles should be exclusive to built in modules. |
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