TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
6
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Posted - 2013.12.15 19:55:00 -
[1] - Quote
A couple of things about the update.
--The Kill Ratio - I've tried the new rail and combat rifles. Both have pros and cons - but skip those for now. In Domination games going one v one with the combat rifle is not my strong suit - it's a twichy skill. So I've moved behind, some of the "tank" players and kinda snipe through the cracks and from behind obstacles. In two of these games that I remember, I killed only 1-2 opponents, but assisted on 6-7-8 and I died 6-7 times and my ratio was 1/6=.16667. This is mathematically accurate, but not really, the whole story.
There are times I do 90% of the damage - and someone else comes along and finishes them off. other times I get the assist with only hitting them once or twice Someone with an AR hits them with a burst, I hit them and the first person hits them again and finishes them off.
I don't know if it's possible, but maybe change the kill ratio to percentage of damage done? Or some sort of other credit? The weapon description describes this very tactic I've described, but it seems that I'm getting penalized.
--Vehicles - seem to be more popular. They also seem to be more nimble. Two things - Anti armor skills / swarm launchers and AV Grenades are worthless against infantry, and Assault Rifles and most other weapons are worthless against tanks . The Plasma Cannon, the Forge Gun and to a lesser extend, the Mass Driver and some of the non av grenades work against both infantry and vehicles, it's not enough. I've played in several games where both teams have 4 vehicles and even more where one side has 2-3 and the other none.
If all players on one team surrounded a tank and all let loose - how many hits would it take to destroy the vehicle? The skill points needed for a tank need to go up and or more weapons need to be introduced to do actual harm to vehicles.
In the middle of the battle I die and switch to an Anti-Armor kit - another player does the same thing, together we kill the tank. now we are stuck until our next death or until we reach a Supply depot with only a sidearm, our primary is worthless against infantry and you probably have av grenades - if you have any left. maybe allow anti armor two light weapons? no sidearm? but keep the CPU and PG where they are.
I know it's a games, but in the real world - grenades can destroy trends and rifles can destroy hummvee engines. I honestly don't know - can I kill players in LAV's, can i get a lucky headshot?
Grenades and explosives should slow vehicles down for a period of time, maybe once they do damage to armor.
Right now If only one player switches to an Anti-Armor kit odds are the tank will get away - it takes too long to lock and fire until the tank is out of range. I can usually hit them two or three times then they run away to heal and are back hacking up infantry.
You have to remember, most games, at least ones I'm involved in do not involve headsets. I hear someone talking about every 10th game, so there's not a whole lot of coordination going on.
--Loyalty points- interesting idea, I'm not opposed to the concept. Maybe set up some sort of black market for the LP items. The price without LP's is 1.5x or 2.0x it's normal price.
Maybe let me sell my LP's from one group to get LP's for another, at a reduced rate 1/2 or 1/3, or credits again at a reduced rate.
-- Combat and Rail Rifles - offshoots of the Burst Rifles. Maybe get rid of the Burst rifles in the AR section and give folks half credit to the new ones.
The Combat Rifle and the Burst rifles - are essentially the same thing. I don't know the range comparison - but the Combat rifles should probably be longer. You have sniper rifles - everything else and then sidearms. so like 300+ yds, 50 and under, and then 10 yds. Maybe make some 150 yd weapons.
The Rail Rifle - the kick needs to be higher. Up close this weapon is devastating, but past 25-30 yards the aim should suffer on the 6-7-8-9-10 shot. It's Tommy Gun esque, maybe go look at Tommy Gun real life data.
Maybe let players switch between single shot, burst or full auto on regular AR's. Performance changes, kick would effect things more. And move Tactical AR's into a separate skill set, increase their range and improve their gun sight |