White-Lion
Random Gunz Rise Of Legion.
71
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Posted - 2015.09.15 04:00:00 -
[1] - Quote
Hardeners: armor hardeners seem to be on the line of overpowered and overused when stacked on top of multiple reps, as seen on multiple armor tanks now a days. I suggest dialing down the efficiency to a more balanced level, because buffing AV to compensate for that would further ruin dropships like the aDS who couldn't endure as much as an sDS or a low level tanks could. On top of that the glow from hardeners is blinding and obscuring the view of side gunners dramatically and should have a tighter fit around the vehicle, or even have no visual effects on turrets its self. The delay factor was an overall good balancing idea overall.
Turrets in general: I feel like the mechanics of turrets in vehicles are very poor, especially in dropships. For dropship there are NO good side turrets, unless you plan to stay completely still while engaging opponents. The barrel sway as a dropship is turning is way to strong, I agree it should be there but not as prevalent. Missiles continuous hit the edges of dropships effectively killing its operator and the driver if in faction or PC. Rail turrets have poor hit detection, but for the most part are decent. And blasters still cant hit anything to cause significat damage from even small distances in a dropship, it needs better aim assist while attached to dropships including front gun, and maybe a damage buff instead of RoF for incubus, seeing that you cant even get the turret installation shields within a full over heat and having incredible RoF and still unable to hit anything does combine well.
Small Rail turrets: for many aDS pilots, those especially who use the incubus, know that the hit detection can allows be considered off. It seems to be most common when shoting at the edges of any moving target or back sides of dropships. And for infantry the hit box is always above the visual target, which I assume is because how the camera is placed relative to the turret on dropships.
Passenger interface: tanks and LAVs are okay with this, it could be better in some way. In dropships people should be able to look all around them, mainly to see where they would be jumping out. And bombbay doors should initially be open on spawn, the pilot should mindfully have to protect their passangers to make it as useful function. Either that or have it be controlled by the passangers so that they can open and close their own door as they see fit. (Or maybe even make it so that closing bombbay doors prevents passangers from entering and/or exiting [also force eject buttons or notification switchs])
LAVs: While their change to overall ehp has deterred the abuse of heavies using them as get away vehicles, it has completely deterred the use of them overall. Many people simply have the ability to just throw on a few kin kats and run to their objective, where heavies are stuck to "waddling" or choose the option of reducing their health in order to move distances at the high probability of being instantly killed by AV intended to kill tanks and dropships. A boost to respective ehp is needed but not as much as it used to have. Maybe reduce accelerationg of heavy getaway vehicles return from it in order to give the chance of destroying the vehicle.
Swarm launcher: for the most part their damage and lock on range is fine. Maybe a slight increase in time between shots or longer lock on time could help vehicles, or even small lock on box to give some skill in to locking on to face pace vehicles. I only say that because vehicles dont get any sort of warning system to the missiles so by the time the first round of missiles hits, the second round has already been lock and fired. The biggest overall problem with them are their visual and tracking mechanics. Multiple times a day, I see swarm after swarm make contact and yet leave no trail nor flare from the rocket and completely throw off a pilot, leaving a high damaging opponents shooting glowing missiles completely unseen. And times when they are visable and the pilot or driver attemps to flee from the threat, seeing as there is no way to avoid the missle as of yet, the missile will simply curve around multiple corners and still make contact. (My thought is to have a non refillable equipment for dropships that deterrs missile that has a medium length arm time. High meta levels can have more uses or quicker arm time)
There's probably other stuff I could talk about, but you guys can talk about such things or discuss my thought in the comments.
How all ads battles end...
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