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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
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Posted - 2014.01.06 01:53:00 -
[1] - Quote
since we have 1 month for 1.8 to come, we should make a community blog about the things that need to be fixed/nerfed/buffed/balanced/etc. now from what I remember a while back I heard that 1.8 will be the patch when we get all/most racial suits, but besides that we need to think about the other things currently in the game that CCP can consider "adjusting" or rebalancing for us to enjoy the game more.
(keep in mind that we should only give constructive, well thought, and helpful feedback/request and don't stray from the topic for something you want but only for things that we need)
if your going to write paragraphs then try to stay organized or put each specific thing in categories. im going to write a list of things in categories later (because im busy right now) that I think would help balance out the game a bit more that would be helpful for everyone
also since it comes to mind, how do you guys think that every month the community should do a community-blog for ideas and feedback for the game in the next up-coming update per month(say like 1-2 weeks in)? (basically helping us, help CCP make the game better, rather than QQ about it until something gets nerfed)
In Rust We Trust,
true to the Republic,
Kherokior warrior
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
|
Posted - 2014.01.06 04:43:00 -
[2] - Quote
tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
|
Posted - 2014.01.06 05:12:00 -
[3] - Quote
Jacques Cayton II wrote:knight guard fury wrote:tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius -add a 1min vehicle call-in delay for ambush
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more You are dumb the RR is A LONG RANGE WEAPON it is meant for 40m to 80m the cqc is what people rage about even though I'm a heavy I can even dodge the RR ask m twiggz. Secondly the flaylock. It had a 2.0 m range and was op so no. Increase the rounds velocity boom done. Laser rifle niche weapon needs buff but not to cqc. Tanks decrease CPU and pg on militia and increase price of tanks at std level not turrets hulls and modules boom didn't read past that because you haven't played the same game apparently and sorry for calling you dumb but yea you don't play as anything but logi do you
first of all, im a jack of all trades so I play everything possible, so STFU and don't judge me about what im talking about.
the flaylock having a radius buff wouldn't make it op as it use to be because it has reduced damage and only scouts mainly use it anyway
militia tanks only primarily need a hp nerf IMO
as I said before I am open to suggestions/feedback so don't be a total D*** about what I said
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
|
Posted - 2014.01.07 07:37:00 -
[4] - Quote
Jooki Chewaka wrote:knight guard fury wrote: -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
1st mistake this has: I particularly, have a closed beta toon, 14m SP, but use standard gear, so i would be put with proto people, and i wouldnt be using. 2nd mistake this has: taking into account what skills i have? but what if i want to play with militia gear to try something new? or what if i have crosstrained and don't want to use a tank? or be a logi? or be a heavy?
or make it like world of tanks/star conflict and make it based on whats tiered suits you have in your fittings
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
|
Posted - 2014.01.07 07:49:00 -
[5] - Quote
when ever they introduce drones for mercs to use i would like to see many different types of drones and racial drones
sentry drones
defender drones
AV drones
sniper drones
repper drones
nano-drones
shield drones
scout drones
hacker drones
buffer drones
debuffer drones etc.
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
|
Posted - 2014.01.07 08:04:00 -
[6] - Quote
im also hoping that since we got a huge vehicle update that this one will be a huge infantry update like have all racial suits (or at least more suits) and might possibly change some of the current bonuses to re-balance out how all the suits work
militia tanks only need a nerf in armor and that should slightly fix it but we'll see what ccp does with them.
flaylock is fine now that i have had time to think about it and the fall off is fine and needed. (it wouldnt make sense for a rocket/projectile to be going in a straight line)
dropships need a warning system for RDV's since they one hit kill them on impact and it would help all ADS pilots
RR r fine
the matari assualt doesnt seem so dual tanky but i understand because it can shield and speed tank but i would like to see it have 4 highs and 3 lows
the amarr suits will need slot readjusting when the other suits will come out and so will the gallente since they are both armor tankers but they seem really different and wierd
im mostly hoping for something cool and interesting like more racial suits since its kinda the 1 year anniversary since open beta
In Rust We Trust,
true to the Republic,
Kherokior warrior
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