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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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TOXICkitten
Dem Durrty Boyz Public Disorder.
2
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Posted - 2013.09.26 05:00:00 -
[2] - Quote
Also: A shaped charge that is remote detonated, that is AV only. More RE variety would be nice. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
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Posted - 2013.09.26 14:23:00 -
[3] - 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. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
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Posted - 2013.09.28 05:23:00 -
[4] - 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. |
TOXICkitten
Dem Durrty Boyz Public Disorder.
4
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Posted - 2013.09.29 16:31:00 -
[5] - 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
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Posted - 2013.09.29 16:32:00 -
[6] - 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. |
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