Gabriella Grey
Axis of Chaos
110
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Posted - 2014.04.01 22:02:00 -
[1] - Quote
Everyone in CCP that was involved in the release of 1.8, great job! It has finally added many needed things, and the hot fixes are moving quicker than I think everyone in the community expected. There are still some hard issues I wanted to voice so that my ideas and thoughts could perhaps help to remind, or bring in to light issues that have been plaguing this game. I will break it up from Heavy, Medium, Light drop suits, to Dropships,HAV's and LAV's.
Heavy suits I think are in a good place, but there is an issue with people fitting heavy suits with light weapons, and using that as a commando suit. Like the scout suit and the cloaking module, their should be heavy fitting penalties for those that are not commandos doing this.
Medium suits, especially assault suits currently are seriously lacking in some factional variants. But as more people begin to experiment with 1.8, more holes in how the game plays are going to be revealed. Currently the biggest exploit I can see happening more often is Scouts armored with health points, using a cloak, and light arms weapons. This is really defeating the purpose of the assault suit. Assault suits need a difference between light suits in this perspective. Penalize scout suits trying to fit armor plates, and to many shield extenders, similar to how cloaks are fitted on the scout suit. Perhaps making scout suits not eligible to fit the heavier armor plates, use light side arms, and more along the ferroscale etc can be an huge improvement to the games stability that everyone in Dust would like to see. ***((Light weapons like the Sniper Rifle, and Shotgun should still be useable by scouts, with the Sniper Rifle being something exclusive to the scout class similar to the HMG and Forge Gun to the heavy.))***
Light suits have now the same issue that the medium suit had before 1.8. They are not within their respective rolls. The scout suit is yes designed to kill mercenaries like any other suit, but Its first primary job is scouting. You currently have players using broken game mechanics of a smaller hit detection box, loading the scout with armor, and using light weapons meant for medium suits. It really breaks the game for any suit to have any similar advantage over the other, without staying within their respective areas. CCP I think your ideas are great on some things you look at adding into the game, but just like anything you have to idiot proof it, using something that is far from its intended. Scouts prime weapons should be side arms weapons. There is currently a very nice array of side arms that light frames can use
Dropships and any future arial vehicle needs their own set of modules! This issue with dropships is that their module, and turret properties are made for vehicles on the ground. Dropships need more of a splash damage radius, A great example is missile launchers, from 2.5m to any where from 5 - 7m. Grenades even have this blast radius. This is reasonable for a vehicle that is meant to be in the air. Blasters are another one. Most guns on arial vehicles have either an incendiary round or something that explodes, making it not extremely difficult to mount on a flying vehicle. This can be a special blaster turret designed for fighter jets, and front mounted assault dropships. With modules, dropships are suffering badly because of the amount of PG and CPU needed to fit them well. Even with PG and CPU deductions for most of the skills, dropship layouts have not really changed a great deal from how they were before. Currently AV has come back to shredding dropships out of the skies, and is this becomes more apparent the forums will be back with unhappy dropship pilots, claiming forge guns and swarms are back to killing them all the time. CCP please understand dropship pilots don't want to be invincible but they want to be able to fight back, and not just run away. Even more so those in assault dropships. Assault Caldari dropships with the best fittings you can think of, have a serious issue against swarms. Non double hardened assault Gallente dropships have issues without using 2 hardeners minimum. Please bring the competitive fun factor to dropships.
HAV's are really in a category of their own. The cut to the rail turret mounted HAV was a serious move in the right direction. My issue with HAV's is the booster modules. Vehicles and AV players still can not quite kill HAV users if they have this as a trump card. The torque and acceleration on it is much faster than an assault dropship. This is suppose to be the heaviest and sturdiest vehicle in the game like the Heavy is for infantry. This module shouldn't even be something really used for HAV's and its acceleration without the module need looking into. Cutting its boosters speed, or removing it together, combined with adjusting HAV's acceleration will be an huge improvement bringing back the competitive edge with other vehicles and AV made to destroy it. Perhaps then we can probably see a decrease on the forge gun, which really should not put out more damage than a large rail turret, or any vehicle or installation. Forge Guns should be strong yes, but not out performing something mounted on something like an HAV.
CCP, LAV's need some love. LAV's are only used by the community as fast transportation, and running people over (again. ) Codex and Chromosome, players really had used the mounted turret. Problem with the turret is it needs a front facing shield. Make it difficult for light and side arm fire to effect LAV gunners. This could be fixed by making the gunners vulnerable to rear fire, and of course the LAV is still susceptible to HMG"s, Forge Guns, and AV weaponry.
Always Grey Skies
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