Aeon Amadi
Edimmu Warfighters Gallente Federation
5559
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Posted - 2014.04.23 12:59:00 -
[1] - Quote
CCP Rattati wrote:Interesting ideas by OP
I am not a developer nor game designer, I am just a player so take these thoughts as such
1. I have thought that too, but have imagined that fitting penalties for "non core" weapons would be smart, not locking options just making them a little harder to fit
1b. Maybe the sentinel could only use heavy, but commando anything
2. of course, it's a bug
3. I would go as far as to say we use stacking penalties too seldomly, stacking basic plates over actually advanced and complex is something that shouldn't pay off, imo.
4. I can say that I no longer feel my duvolle is competitive, but it's still viable if I pick my fights and optimize for my effective range. I like that I can't charge heavies and pump headshots into them any more though.
5. not a tanker, but generally feel that jack of all trades should be proper jacks, reward specialization
6. I would love to make the PLC a viable AV weapon without making it OP against infantry. A skillshot weapon against infantry definitely, it is my favorite weapon through thick and thin
IMO, if something happens to cloaky-shotgun-scouts, the HMG will be the undisputed king of CQC with very very few counters. If you run some ambush matches, eventually you'll see hordes of sentinels all gridlocked inside a building with Logi support. It's almost impossible to kill anything in those grid locks without another HMG to apply more damage than is being repped. I -do not- like this, as the Assault Rifle, having a very low range by comparison of other rifles, should at least be competitive against an HMG at times (not all the time). Otherwise, it doesn't really have much purpose other than being a less powerful Assault Combat Rifle.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5560
|
Posted - 2014.04.24 04:43:00 -
[2] - Quote
CCP Rattati wrote:Goric Rumis wrote:CCP Rattati wrote:1. I have thought that too, but have imagined that fitting penalties for "non core" weapons would be smart, not locking options just making them a little harder to fit
1b. Maybe the sentinel could only use heavy, but commando anything I've liked this idea since I first heard it. Locking the heavy weapon slot sets a problematic precedent and doesn't really solve the issue anyway, but adding fitting penalties for using a non-optimized weapon in any slot (which would include sidearm weapons in light slots) nudges players into the roles the suits were meant to fill without completely barring them from creative uses. Also, please nerf the Sentinel's PG/CPU. Seriously, it's ridiculous. I could run the math, but the numbers the base suit has now are pretty close to what should be the max you can get with all skills. Haha, I actually emailed one dust dev to ask about that. For now I am happy rolling, albeit very situaionally, in my full pro ga sentinel, complex plates and reps, pro weapon and high slots of choice. I have all core skills maxed, but maybe that's a bit generous to not have to make an actual choice, "oh, all pro in every slot with pg/cpu to spare, better not tell anyone..." I was even experimenting with quadruple complex reps and a complex shield extender to see if I could active tank, with less than great results. I would love it that was a viable ;). Or armor hardeners in high, a man can dream right?
I remember a long time ago in Closed Beta I ran a Caldari Assault with quad reps. I guess due to shoddy hit detection and lack of aim assist - it was BEAUTIFULLY effective. Was repairing more damage than could be applied just by moving around in the fire fight.
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