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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.06 08:09:00 -
[1] - Quote
The Small Blaster: Give it some aim assist in the meanwhile until it can be reworked.
Shield Booster Glitch: (The glitch occurs if you take any damage during the cycle time of the shield booster, after which, no shield HP is replenished at all, though shield regen kicks in the following second) Make Shield Boosters give their HP instantly. In other words, remove the 1 second cycle time. This will not have any sort of huge impact on the game and will solve the problem for now.
I am hoping both of these can be done without a named hotfix.
Thank you for reading !
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.07 17:52:00 -
[2] - Quote
Derpty Derp wrote:Do people even use the small blaster? It's pretty good... You can kill infantry quite quickly at a decent range... Even the basic version... Instead of "Aim assist" I suggest... Just aiming.
Perhaps this is a reason to kill off the "Aim assist" as it seems people have become a little too reliant on it.
There's an issue with firing small turrets as side gunner of a vehicle. Most people are unaware of how it works / why it happens. I've been studying it closely and relaying the info to CCP through CPM, with videos and whatnot. Most people don't know what makes the glitch or that it's even happening so this type of response is natural.
It is my assessment that aim assist, for the small blaster alone, could help tremendously as a temporary solution until the netcode for vehicle side gunners can be looked at (if ever).
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.08 02:51:00 -
[3] - Quote
True Adamance wrote:Pokey Dravon wrote:Derpty Derp wrote:Do people even use the small blaster? It's pretty good... You can kill infantry quite quickly at a decent range... Even the basic version... Instead of "Aim assist" I suggest... Just aiming.
Perhaps this is a reason to kill off the "Aim assist" as it seems people have become a little too reliant on it. I think its a similar issue to the ion Pistol. "It's pretty good" but not nearly as good as the other options available. Still not worth taking over a Railgun.
in it's current iteration, I will have to agree.
Due to the position glitch between operator and gunner, Vehicles have to be perfectly still. This is even more true for the hitscan turrets because there is absolutely no visual feedback you can rely on (gunner's client straight up lies). Because of this, both railgun and blaster need the vehicle to be perfectly still in order to hit infantry. The Blaster kills infantry infinitely faster than the railgun does, but because you need to be perfectly still in both cases, setting up the kill takes the same amount of time (dropship specific).
With all of that in mind, it makes more sense to use the railgun, from a safer distance, instead of the blaster.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.07.03 19:58:00 -
[4] - Quote
Please consider adding the notes in the OP without a name hotfix. These things can really help temporarily without changing the meta drastically. Thanks !
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.07.06 20:53:00 -
[5] - Quote
Even more than aim assist on small blasters, I would like to underline how important removing the 1 second cycle time can be to the shield booster. This will not make the modules better or worse, as they are balanced around their cool downs. This should completely eliminate the bug that makes them not function if you take damage during the cycle.
See vid: https://www.youtube.com/watch?v=o4_ohYc3QBM
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Kaeru Nayiri
OSG Planetary Operations
1
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Posted - 2015.09.03 23:19:00 -
[6] - Quote
Bump
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