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DoomLead
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Posted - 2013.12.13 18:00:00 -
[1] - Quote
back in open beta you almost had it right there were weapons that were op like the Laser Rifle TTK was great now TTK resembles COD or BF dust was a different because TTK was not instantaneous it wasn't a twitch shooter now it is because hit detection is fixed (exception being NK).
since the may 14th launch you pretty muched nerfed armor and shields I personally think that: 1. Armor and shields should be taken up 150%-200% on all dropsuits across the board because of improved hit detection. Reasoning is to bring back survivability and tactical gameplay to decrease bunny hopping lower jump height and or increase stamina drain on jumping
2. Scanners range should be reduced to whatever is in the radar range of the users and proto dampener's should beat proto scanners on a scout . 3. Scouts should get a speed boost at every level by 25% Reasoning scouts go down very easy so if you boost the speed by 25% they can at least run away from when things get tough. (25% militia, 30% std, 35% proto .
4. The shield hardeners and armor hardeners that were for vehicles should be moved to a heavy only mod Reasoning heavies go down way to easily end of story. A mod that allows them to take a percentage off the damage they would recieve is a great idea and a fix to the problem they have it should look something like this damage reduction 10% militia, 15% std, 20 proto. Also this is kind of mentioned in the suits description.
5. The cloaks that were supposed to come with uprising should be brought out and be a scout only mod
6. The portable shields that were supposed to be brought out with uprising should be a medium (assualt and logi) only mod. Reasoning for 5 & 6 Cloaks & Shields were promised with the release of uprising in case you don't remeber
7. the idea of logi's only being able to carry a side arm is the stupidest idea I have ever heard and should immediately be forgotten. Reasoning leave the logi be figure out a way to buff the assault suit
8. a vault mechanic would be great. 8. a basic vault mechanic is needed if you took a poll i am sure 99.9% of the community agrees
9. increase damage back to what they were on all weapons that use splash damage if you nerf the splash and the damage that is unfair you are nerfing weapons into uselessness. the easies way to fix things that are OP is to buff there counterparts
Let people play their suits the way they want to not some stupid vision of how you think it should be played when people find and exploit something that was poorly planned buff everything else stop bringing out the nerf hammer all it does is make people not want to play because they learn how to play the game a certain way and you in essence you force them to learn to play a whole different way (an analogy is it is like if all the car manufacturers put the brakes pedal on the right and the gas on the left) take a second and read that analogy and you will see why people get pissed.
plz look this over know that what I am saying is right strive to implement this and then get to work on things like the rest of the dropsuits, vehicles, weapons, and PVE
community plz respond with your feedback |
DoomLead
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Posted - 2013.12.13 23:51:00 -
[2] - Quote
Rowdy Railgunner wrote:TTK is not like CoD or BF. Go play those games because I don't think you know what you are talking about. I own bf4 and cod ghosts and the ttk is maybe a half a second longer with any weapon you use try reafing the rest of post matter of fact use search button n type ttk you might be amazed |
DoomLead
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241
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Posted - 2013.12.13 23:53:00 -
[3] - Quote
Panoscape wrote:CCP makes money by selling AUR consumable goods. If one dies faster then they use up more AUR consumable goods. Thus, generating more sales for AUR consumable goods.
CCP needs people making micro transactions or their kids go hungry. Faster TTK means that steak is on the table instead of top ramen. Ccp makes more money off of boosters and they probably made money off of bpos |
DoomLead
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Posted - 2013.12.14 00:56:00 -
[4] - Quote
crazy space 1 wrote:Panoscape wrote:CCP makes money by selling AUR consumable goods. If one dies faster then they use up more AUR consumable goods. Thus, generating more sales for AUR consumable goods.
CCP needs people making micro transactions or their kids go hungry. Faster TTK means that steak is on the table instead of top ramen. It's the opposite. If you die quickly you won't use AUR items... So what do u think |
DoomLead
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Posted - 2013.12.14 01:36:00 -
[5] - Quote
Cosgar wrote:TTK should be adjusted to the point that all those pre-made AUR suits are actually viable out the box. Extenders and plates should be an extra bonus, not a requirement. Armor repair, shield recharge/regulation modules need to be more viable. A weapon's DPS should not exceed an average dropsuit's base HP.
Fix those three things and TTK will be in a good place. I have 4 high and 4 low slots on my suit at prototype. I want to put more cool **** in them other than extenders, plates, and damage mods. Either way the scouts still need a speed boost n heavies need a slight resistance to damage |
DoomLead
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Posted - 2013.12.22 23:55:00 -
[6] - Quote
Cosgar wrote:DoomLead wrote:Cosgar wrote:TTK should be adjusted to the point that all those pre-made AUR suits are actually viable out the box. Extenders and plates should be an extra bonus, not a requirement. Armor repair, shield recharge/regulation modules need to be more viable. A weapon's DPS should not exceed an average dropsuit's base HP.
Fix those three things and TTK will be in a good place. I have 4 high and 4 low slots on my suit at prototype. I want to put more cool **** in them other than extenders, plates, and damage mods. Either way the scouts still need a speed boost n heavies need a slight resistance to damage All your above issues stand. Just pointing out that you have to start somewhere. We are in agreement would love a dev r cpm post
And for the record I have a ****** kdr I don't even care abouit kdr I just want to have fun n not feel like my suit is gimped |
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