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Thread Statistics | Show CCP posts - 0 post(s) |
Acturus Galaxy
duna corp
162
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Posted - 2013.11.07 11:07:00 -
[1] - Quote
Am I really the only one that remembers Chromosome as broken? We had greater versatility but also allot of broken mechanics. - Lasers that melted my proto heavy in less than half a second - Proto tanks that was unkillable and totally annihilated the other team in ambush matches - Proto heavy builds that cost close to 500k isk, was twice as expensive as the other suits. - Shotguns that could one hit kill at 15 meters distance - Scouts that was impossible to hit due to poor hit detection - Mouse users having tremendous advantage turning 180 degress in an instant - Keyboard users having advantage driving tanks - Very small ambush maps, some either a laser show or everyone was using ARs with sharpshooter 5, could kill anyone from across the map area. - Keyboard straffing players that was unhittable by DS3 users - Forge guns destroyed LAVs on one hit - TTK was shorter in Chromosome than what we have today
There is definitely still room for improvement in Uprising, I am not saying it is perfect today, but definitely better than Chromosome, many of the flawed mechanics was fun for the part that used it compared to the ones that was on the opposite end of the laser death beam etc. |
Acturus Galaxy
duna corp
162
|
Posted - 2013.11.07 13:11:00 -
[2] - Quote
TechMechMeds wrote:Yep, key problem as well. You get punished for customising, its all tank
I agree, and the problem is most likely caused by the common use of damage mods. Only way to counter stacked damage mods is tank or dps and only way to counter the tank is to stack more damage mods.
Increasing tank will make it much worse for new players and even more obligatory to stack damage mods. New form of defensive or offensive modules are needed or it will never change. The stealth part of the game might persuade some to add scanning modules instead of tank, but still the incentive is not high enough, I hope this will change in the future.
Removing weapon proficiency and damage mods will decrease the advantage veteran players have, I think there still need to be an advantage having played for a year, spend money on boosters etc. compared to the new player.
And new powerfull weapons for the heavy that would require certain shield type modules to protect against could also change the dymanic I think. Deployable mobile shields, deployable drones where you need modules to increase control range of the drones and their abilities etc. |
Acturus Galaxy
duna corp
163
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Posted - 2013.11.07 13:19:00 -
[3] - Quote
We could also have a module that added an extra layer of armor that only once would protect against a deadly explosion. Could decrease the grenade spamming issue slightly and you would have less tank or damage modules added. |
Acturus Galaxy
duna corp
163
|
Posted - 2013.11.07 13:20:00 -
[4] - Quote
Or a module that protected you against nanite injectors, I am sure some would be very gratefull for this module |
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