CELESTA AUNGM
Kang Lo Directorate Gallente Federation
230
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Posted - 2014.08.22 19:39:00 -
[1] - Quote
Shooter Somewhere wrote:I First suggestion-is bring back standard hauls. Second suggestion- different variants of turrets I really have been hating how all of them right now are just rock papers sicors there is no middle ground or specialty unless I become god quickscope COD god with my railgun I will never be able to combat tanks and infantry in my own special way. Third suggestion- More or better passive skills- All there really are are mod skils that improve the recharge and duration of active mods and that is really it. The dificaulty of fitting small turrets- Now you may say "if you want to have the advantage of gunner you have to sacrifice performance Well I did the math ...
Shooter_Somwhere, you're points have either spotlighted or echoed some of the subjects that were part of CCP's 2013 concept "Waves of Opportunity" on the maps. In conjunction with rolling back the way the vehicle modules worked (to make them mirror the operation of modules used on EVE Online spaceships, I think the claim was?)...
specialized variants of vehicles would be eliminated from the game, to prevent "confusion" , where ingenious players were pimping their vehicles to be unexpectedly powerful, while not actually using them for the roles they were meant to be powerful for.
those vehicles that remained would be allowed to use Time-restricted modules only, so that you'd be able to fit a strong vehicle, but one that would lose it's strength in 25 or 35 seconds max, and have to leave the area (no matter how much your team was benefitting by your vehicle's help). Also, "cooldown" periods were added to all these modules, so you had to wait on the sidelines for half a minute or more before you could get back into the fight and effectively help your buddies some more.
Weapons for these vehicles that had corporation variant design (arguably the "breach" or "burst" or "tactical" versions for the small turrets world), would also be eliminated from the game, arguably making choice/use of turrets less "confusing" and more to the tune of EVE spaceship weaponry.
The goal was to trigger exciting back-n-forth moments in the matches, where one side would rise up almost to the point of slaughtering the opposition, only to have the timer run out on someone's module, giving the weakened team a chance to bounce back and change tactics on their enemy...we're winning, no they're winning, no we're beating them back again...
To me, taking away the specialized vehicles was counter to EVE players' ability to create any exhaustingly custom dream vehicle-fittings their scheming minds could dream up. I had problem with LEAVING vehicle modules the way they were before the "Waves" idea was implemented---the earlier modules allowed a little more stacking much the way EVE players could stack. And to this day NOTHING in the small turret marketplace was more fun to rig on my DS and LAV than NuetronBlaster w/ long longer range versus NeutronBlaster w/ wider splash--it made the gameplay more personal and customized for many of us.
...Just not for all of us. Some players still need things to be "trimmed down to the simpler off-the-shelf-n-go" form in these FPS games. IN effect, what you're requesting is that the "Waves of Opportunity" concept be decommisioned and reversed. I sure as hell wouldn't mind that... and I'd love CCP to re-examine the issue under the current state of Dust 514, and decide if the it would really hurt gameplay if the "Waves" changes were removed altogether.
Returning those modules and vehicle-turret variants at this point WOULD feel like fun all-new content being injected into the game, and that would also be a great thing for players who never experienced the early 2013 version of the game... Thanks, Shooter!
Universe of good wishes for the 49, especially CCP Eterne...
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