Iron Wolf Saber wrote:Okay thoughts so far...
Vehicles
V vs V is near perfect right now cept for the lol extra 0 on milita overdrives and LAVs being slightly underclassed
Dropships need better controls and camera adjustments still, especially the ADS.
When piloting an HAV there are some weirdness in what the treads do when the camera is not directly facing the same direction as the treads are. For example pressing back while looking to the side sometimes causes the HAV to steer in that direction.
There needs to be an agility module to help increase turn rate on HAVs and LAVs at the cost of something maybe top speed.
*This could be a low slot item considering that armor vehicles have the hardest time 'spinning' and have it compete against thier tanking ability as well.
*This is also equally arguable to have as a high slot item to reduce utility on armor vehicles and shield vehicles really don't need this item also a general lack of high slot items for vehicles.
Independent Turret sensitivity could be a thing maybe
Vehicles hit indicators are still confusing as heck and inaccurate when explosives are involved.
Small turrets should have a gryostab option (that the gun continues to look in the direction the gunner wants despite vehicle movement left to right and possibly up and down (in relation to the mount not elevation of the entire craft line to target). Any and all small guns without 'restricted' left to right look needs to be defaulted to gryostabs on those that have restricted left to right should not, pressing r3 disengages or engages the stability and there is an icon indicating it.
There is nearly no travel effect on blasters, railguns, missiles or many anti-vehicle options so if being blinded by something you cannot tell the origin on the shot usually, forge gunners are the only really disadvantaged at this because of the nice blue ball they have.
Infantry appear too small for most vehicles unless you're using a blaster to deal with them and zooming in. Thus threat recognition is very difficult.
Supply depot placement is often cruel and unusual punishment.
Blaster Turret Ammo supply feels far too generous. Magazine size sufficient
Missile and Rail Ammo and mags are about right.
Infantry
Movement is still cumbersome in many areas.
New bloody hit indicators while awsome are obtrusive
Forge gun still does weird things like dry charging (charging without ammo in the chamber)
AV grenades no longer seem to track dropships (I had a packed bounce off a python today)
Proximity Mines do not detonate fast enough or wide enough to cause damage.
General consensus is that most AV options are not doing enough damage, Meeting halfway between 1.6 and 1.7 may do the trick.
There needs to be webifier grenades and mines.
There needs to be turret disruptors as well.
Other Recommendations
Both for suits and vehicles need to tie in active sensors with the stats of the sensors abilities of the vehicles itself.
LAVs would have first best sensors, DS second best, HAVs the far worst.
LAVs could use some stealthiness.
Audio, an approaching DS, LAV, HAV should sound different from being parked, and which should also sound different from one moving away. (doppler effect)
Bring back remote reppers as a turret that can be locked onto a target when not manned.
Dropship guns controlled by passengers needs to be 'cheek blister' guns allowing a much wider range of look and freedom and upping up protection.
Dropships need a means of 'lock position' to prevent drifting while being level flight.
Dropship controls needs better refinement and physics check. For example a flat take off on some dropships still causes drift once removed from ground influence and does not stay in one place unless the pilot makes adjustments.
Fix Smart Deploy to take into account the number of friendlies dying in an area far higher score over than number of friendlies in the area. the spawn system is still highly gameable especially when blueberries decides to drop uplinks in an ambush.