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Cquj The Merc
Eternal Beings
66
|
Posted - 2015.12.07 06:52:00 -
[271] - Quote
Fix the forge gun occasionally not firing Too many times dropships and tanks have escaped barely because the forge gun glitched out and did not fire. |
Xenu Khanid
ScReWeD uP InC Devil's Descendants
12
|
Posted - 2015.12.07 07:14:00 -
[272] - Quote
Cquj The Merc wrote:Fix the forge gun occasionally not firing Too many times dropships and tanks have escaped barely because the forge gun glitched out and did not fire. ^This
Also, same problem for Rail Rifle |
dzizur
Nos Nothi
1
|
Posted - 2015.12.07 08:27:00 -
[273] - Quote
Adipem Nothi wrote:My Two Cents on Class Parity
great stuff man! |
NoExsplosionsMgee
Rebels New Republic The Ditanian Alliance
477
|
Posted - 2015.12.08 05:10:00 -
[274] - Quote
This thread should probably be pinned up until 1.3 or the next hotfix comes out.
PRAISE THE SUN!! \ |Gö¼|' /
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Xenu Khanid
ScReWeD uP InC Devil's Descendants
16
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Posted - 2015.12.08 05:10:00 -
[275] - Quote
NoExsplosionsMgee wrote:This thread should probably be pinned up until 1.3 or the next hotfix comes out.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
463
|
Posted - 2015.12.08 11:02:00 -
[276] - Quote
Change all the gallente burst assault rifles to fire 6 rounds per burst instead of 3. This would make it easier to use and increase its overall average DPS. It would make it worthwhile to use, this is similar to the burst assault rifle stats in open beta, where it fired 7 rounds per burst.
The game used to show players they were being repaired by infantry repair tools by displaying a yellow glow (to the repaired player) on the outer edges of the TV screen. Return that feature to the game if possible or create something similar.
Increase the animation speed of players activating and throwing grenades by 70%. Hopefully this does not change the time it takes for grenades to detonate after activation.
Some players dont like myrofibrils stimulants giving a bonus to jump height, I would be alright with preventing players firing weapons while airborne if possible. But I would not support limiting the modules use further or reducing the jump height bonuses per module in most circumstances. The current jump heights allow players to jump over important walls and bypass areas into cities that are bloodbaths. It helps reduce deaths and loss of ISK because we are not fighting multiple opponents unless we choose to. It gives us more control over the flow of battle.
Unusual Suggestion: Make players turn to the colour black when crouched and also not display gun barrel flashes and not display gun barrel tracer bullets to other players and themselves. It will help players blend into shadows and enhance stealth gameplay. Optional suggestion: Gun sounds also silenced while crouched, but that would enhance CQC stealth play, not long range stealth gameplay.
Increase direct damage of breach mass driver by an extra 100 units and make its HAV 'fuel tank' weakspot damage modifier 430% for all HAVs (the weakspot at the back of HAVs). You need to be very close to hit a HAV weakspot consistently with breach mass drivers.
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Cloak Dog
Horizons' Edge
980
|
Posted - 2015.12.08 15:22:00 -
[277] - Quote
Adipem Nothi wrote:My Two Cents on Class Parity ScoutsEWAR (i.e. passive scans, active scans, range extenders) needs work, and we need to either rework/replace the currently lackluster passive scan bonuses or find a way to make them meaningful again (without being OP). I'd personally prefer seeing the CA Scout made into a decent passive scan platform and the AM Scout's bonuses replaced with either efficacy bonus to biotics or the scrambler pistol (either option would make it much more fun to play). Also, Scout scan profile normalization has been proposed by several different mercs (Varoth worked up a spreadsheet); I'm inclined to agree that this would be the best way to get Scouts other than Gallente back into competitive play. While profile normalization would disenfranchise the GalScout to a degree, it would make for a strong step toward restoring intra-class parity. Need be, we could later find a new edge to set the GalScout apart, but I don't think that this would prove necessary as the GalScout's base stats and slot layout alone make it a solid option. What is or isn't within the scope of hotfix here, I'm uncertain. AssaultsUnpopular, I know, but we absolutely need to stop buffing Assaults or buffing things (like HP modules) which disproportionately benefit units with high slot counts (like Assaults); they're far enough ahead of the pack as is. Or so it seems to me. SentinelsIf it is in fact happening on a large scale, Assaults winning toe-to-toe engagements against HMG Heavies is unacceptable. If reigning in slightly some of the more recent Assault buffs (i.e. slightly reduce Assault shield regen buffs, slightly reduce GA Assault RoF bonus) is for whatever reason is off the table, I don't see any option other than to buff heavies and deal with the pandora's box of power creep that follows. LogisSee Spreadsheet below. CommandosNo input at this time.
My Two Cents on Everything Else Google DocIncludes hotfixable tweaks to the following: Sniper Rifles Swarm Launcher Breach Shotgun Assault Mass Driver Nova Knives Ion Pistol Breach Flaylock Sleek AV Grenade Active Scanners Cloak Packed Remote Explosive Proximity Mines Small Blaster Turret Range Extenders Dropsuit Module Tier Progressions <--- somewhat poke Kevall; this one would improve NPE.* and a couple other things beyond the reach of hotfix (namely, a CalLogi buff and some EWAR tweaks) The cloak is fine for god sakes! It's not meant to be OP or Nerfed any more than it is now! Its perfect!
Its not for your amarr assault, its not for your commaaando, its for your scout. The scout that is only eliminating key targets like swarmers or people in installations or snipers. Its not for killing everyone like a freaking ninja! I'm tired of people complaining about it being stupid and useless or not good enough.
Before they fixed it, everyone and there mothere was usin it. Now, only skilled scouts use it, and I can be impressed if I'm killed by a cloaker scout.
Quit it. Or I'll cloak you in the face. >:3
Bite the hand that feeds, it's tasty!
DISCOUNT
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postapo wastelander
Corrosive Synergy
2
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Posted - 2015.12.08 15:31:00 -
[278] - Quote
Adipem Nothi wrote:My Two Cents on Class Parity ScoutsEWAR (i.e. passive scans, active scans, range extenders) needs work, and we need to either rework/replace the currently lackluster passive scan bonuses or find a way to make them meaningful again (without being OP). I'd personally prefer seeing the CA Scout made into a decent passive scan platform and the AM Scout's bonuses replaced with either efficacy bonus to biotics or the scrambler pistol (either option would make it much more fun to play). Also, Scout scan profile normalization has been proposed by several different mercs (Varoth worked up a spreadsheet); I'm inclined to agree that this would be the best way to get Scouts other than Gallente back into competitive play. While profile normalization would disenfranchise the GalScout to a degree, it would make for a strong step toward restoring intra-class parity. Need be, we could later find a new edge to set the GalScout apart, but I don't think that this would prove necessary as the GalScout's base stats and slot layout alone make it a solid option. What is or isn't within the scope of hotfix here, I'm uncertain. AssaultsUnpopular, I know, but we absolutely need to stop buffing Assaults or buffing things (like HP modules) which disproportionately benefit units with high slot counts (like Assaults); they're far enough ahead of the pack as is. Or so it seems to me. SentinelsIf it is in fact happening on a large scale, Assaults winning toe-to-toe engagements against HMG Heavies is unacceptable. If reigning in slightly some of the more recent Assault buffs (i.e. slightly reduce Assault shield regen buffs, slightly reduce GA Assault RoF bonus) is for whatever reason is off the table, I don't see any option other than to buff heavies and deal with the pandora's box of power creep that follows. LogisSee Spreadsheet below. CommandosNo input at this time.
My Two Cents on Everything Else Google DocIncludes hotfixable tweaks to the following: Sniper Rifles Swarm Launcher Breach Shotgun Assault Mass Driver Nova Knives Ion Pistol Breach Flaylock Sleek AV Grenade Active Scanners Cloak Packed Remote Explosive Proximity Mines Small Blaster Turret Range Extenders Dropsuit Module Tier Progressions <--- somewhat poke Kevall; this one would improve NPE.* and a couple other things beyond the reach of hotfix (namely, a CalLogi buff and some EWAR tweaks)
If you need more love for assaults you need to be prepared and except some hate for comandos.
"Im original Boii Boyko"
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Adipem Nothi
Nos Nothi
18
|
Posted - 2015.12.08 16:07:00 -
[279] - Quote
Cloak Dog wrote:Adipem Nothi wrote:My Two Cents on Class Parity ScoutsEWAR (i.e. passive scans, active scans, range extenders) needs work, and we need to either rework/replace the currently lackluster passive scan bonuses or find a way to make them meaningful again (without being OP). I'd personally prefer seeing the CA Scout made into a decent passive scan platform and the AM Scout's bonuses replaced with either efficacy bonus to biotics or the scrambler pistol (either option would make it much more fun to play). Also, Scout scan profile normalization has been proposed by several different mercs (Varoth worked up a spreadsheet); I'm inclined to agree that this would be the best way to get Scouts other than Gallente back into competitive play. While profile normalization would disenfranchise the GalScout to a degree, it would make for a strong step toward restoring intra-class parity. Need be, we could later find a new edge to set the GalScout apart, but I don't think that this would prove necessary as the GalScout's base stats and slot layout alone make it a solid option. What is or isn't within the scope of hotfix here, I'm uncertain. AssaultsUnpopular, I know, but we absolutely need to stop buffing Assaults or buffing things (like HP modules) which disproportionately benefit units with high slot counts (like Assaults); they're far enough ahead of the pack as is. Or so it seems to me. SentinelsIf it is in fact happening on a large scale, Assaults winning toe-to-toe engagements against HMG Heavies is unacceptable. If reigning in slightly some of the more recent Assault buffs (i.e. slightly reduce Assault shield regen buffs, slightly reduce GA Assault RoF bonus) is for whatever reason is off the table, I don't see any option other than to buff heavies and deal with the pandora's box of power creep that follows. LogisSee Spreadsheet below. CommandosNo input at this time.
My Two Cents on Everything Else Google DocIncludes hotfixable tweaks to the following: Sniper Rifles Swarm Launcher Breach Shotgun Assault Mass Driver Nova Knives Ion Pistol Breach Flaylock Sleek AV Grenade Active Scanners Cloak Packed Remote Explosive Proximity Mines Small Blaster Turret Range Extenders Dropsuit Module Tier Progressions <--- somewhat poke Kevall; this one would improve NPE.* and a couple other things beyond the reach of hotfix (namely, a CalLogi buff and some EWAR tweaks) The cloak is fine for god sakes! It's not meant to be OP or Nerfed any more than it is now! Its perfect! Its not for your amarr assault, its not for your commaaando, its for your scout. The scout that is only eliminating key targets like swarmers or people in installations or snipers. Its not for killing everyone like a freaking ninja! I'm tired of people complaining about it being stupid and useless or not good enough. Before they fixed it, everyone and there mothere was usin it. Now, only skilled scouts use it, and I can be impressed if I'm killed by a cloaker scout. Quit it. Or I'll cloak you in the face. >:3 No idea what you're talking about, but I'll try to explain what I mean by adjusting cloak delays ...
Whip out your cloak, but don't turn it on. Now put it away. Notice the massive delay? The unnatural clunkiness was intended to prevent fire-from-cloak. If you weren't cloaked to begin with, why the clunkiness? This "fix" went into effect a year ago, and cloak's been a pain-in-the-arse ever since. Should there be a delay between decloaking and firing? Absofreakinlutely. Should there be a delay every time you raise/lower the equipment even if you don't use it? Absolutely not. This one's a no brainer. Bad user experience is bad.
As for cloak being "fine" otherwise, that's debatable. As for Scouts not being designed to kill, that's probably a very popular concept, but it is also debatable. Unfortunately, this thread isn't for debate.
Dropsuit Usage Rates
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Mad Syringe
Carbon 7
848
|
Posted - 2015.12.08 16:11:00 -
[280] - Quote
Only one thing:
Do not take away the E-War advantage of the Logi! It's the only thing, that gives the Logi a sliver of a chance to survive betwheen these lightning fast scouts and assaults. If you take that away, you might just take the logi out entirely... |
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Jammer Jalapeno
K-A-O-S theory
415
|
Posted - 2015.12.08 16:30:00 -
[281] - Quote
Adding the missing weapons to the Caldari loyalty store....the other factions have their loot already!
Missing the Magsec, Nova Knives, Bolt Pistol and Forge Gun (specialist variant for forges would be nice)
Pretty please
and Quafe weapon trading
MmMmMm Glitter
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KEROSIINI-TERO
The Rainbow Effect
2
|
Posted - 2015.12.08 18:28:00 -
[282] - Quote
Two words:
vehicle locks Vehicle Locks VEHICLE LOCKS VEHICLE LOCKS
https://forums.dust514.com/default.aspx?g=posts&m=3015403#post3015403 https://forums.dust514.com/default.aspx?g=posts&m=2862128#post2862128 https://forums.dust514.com/default.aspx?g=posts&m=2889214#post2889214 https://forums.dust514.com/default.aspx?g=posts&m=2841682#post2841682 https://forums.dust514.com/default.aspx?g=posts&m=2794952#post2794952 https://forums.dust514.com/default.aspx?g=posts&t=199669
https://forums.dust514.com/default.aspx?g=posts&t=191548&find=unread
KERO-TRADER is my official Eve character for Dust trading.
Search "KEROSKIN" for list of skins for sale!
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Quasar Storm
0uter.Heaven
696
|
Posted - 2015.12.08 20:33:00 -
[283] - Quote
More vehicle variety with hulls, turrets and modules.
A switch to high eHP and low mitigation for vehicles.
Keep a balance between AV & Vehicles.
Don't like my posts. I like the number of likes I have.
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Abraxis Mangelor
Breach Team
0
|
Posted - 2015.12.08 23:12:00 -
[284] - Quote
Entosis grenade.
A duplicate of the flux, with a big pink bubble, that nukes stamina, rep tool locks & turns off hardeners.
It temporarily breaks the control connection between the brain and the tech.
_edit_
Additionally, ability to select multiple single grenades per fit. i.e. fut one flux and one core on the suit |
Saint Winter
DEPREDADORES LATINOS Smart Deploy
174
|
Posted - 2015.12.09 01:20:00 -
[285] - Quote
Hello to everyone.
I have another idea is that each team has its own color when displayed on the game, this has no bearing on the game but just a tip.
My idea is simple:
In games there are always 2 teams, Attackers and Defenders:
I wish both teams have their own color to identify.
Examples:
Attackers are displayed in Red (for the opposing team and its team) and Defenders are displayed in Blue (For the opposing team and their team).
I will further explain my idea so excuse me if I spend the limit established lines.
1. How it works:
1.1 Public Matches:
There are two teams:
Attackers (Red) and Defenders (Color Blue).
1.2 Factions Matches:
Not here the teams Attackers and Defenders were counted, but the Factions and each has its own color.
Ammar (Yellow) Caldari (Deep Blue) Gallente (Green) Minmantar (Red, or Brown)
I have no problem with the current coloration, but to me a little strange that we see the red team and the opposing team also we see red, it's just a tip.
Thank you for viewing my idea. |
Olivia MartyR
WarRavens Auxiliaries
18
|
Posted - 2015.12.09 06:36:00 -
[286] - Quote
Saint Winter wrote:Hello to everyone.
I have another idea is that each team has its own color when displayed on the game, this has no bearing on the game but just a tip.
My idea is simple:
In games there are always 2 teams, Attackers and Defenders:
I wish both teams have their own color to identify.
Examples:
Attackers are displayed in Red (for the opposing team and its team) and Defenders are displayed in Blue (For the opposing team and their team).
I will further explain my idea so excuse me if I spend the limit established lines.
1. How it works:
1.1 Public Matches:
There are two teams:
Attackers (Red) and Defenders (Color Blue).
1.2 Factions Matches:
Not here the teams Attackers and Defenders were counted, but the Factions and each has its own color.
Ammar (Yellow) Caldari (Deep Blue) Gallente (Green) Minmantar (Red, or Brown)
I have no problem with the current coloration, but to me a little strange that we see the red team and the opposing team also we see red, it's just a tip.
Thank you for viewing my idea.
Your idea of pubs is OK but it kinda relates to counter-strike
However I am used to the red enemy and blue friendly and especially the term "blue berry" so I don't wish to see so many coloured berries .... Also , some might not be visible properly in respect to the background e.g. brown , deep blue
Also if Gallante is green then how does one differentiate between them and squad mates ?
Men , The Polite Ones Atleast , Would Call Me A Monster
Mistress of Fitting/Counter-Fitting
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ANON Cerberus
TerranProtossZerg
938
|
Posted - 2015.12.09 10:40:00 -
[287] - Quote
The return of logistics and scout LAV`s with the remote vehicle repair tools. I still see the assets every day in my fittings so they are clearly still in the game. At this point down the long path we have taken, is there really any reason not to? (Balance adjustments not withstanding) |
Saint Winter
DEPREDADORES LATINOS Smart Deploy
175
|
Posted - 2015.12.09 16:46:00 -
[288] - Quote
Olivia MartyR wrote:Saint Winter wrote:Hello to everyone.
I have another idea is that each team has its own color when displayed on the game, this has no bearing on the game but just a tip.
My idea is simple:
In games there are always 2 teams, Attackers and Defenders:
I wish both teams have their own color to identify.
Examples:
Attackers are displayed in Red (for the opposing team and its team) and Defenders are displayed in Blue (For the opposing team and their team).
I will further explain my idea so excuse me if I spend the limit established lines.
1. How it works:
1.1 Public Matches:
There are two teams:
Attackers (Red) and Defenders (Color Blue).
1.2 Factions Matches:
Not here the teams Attackers and Defenders were counted, but the Factions and each has its own color.
Ammar (Yellow) Caldari (Deep Blue) Gallente (Green) Minmantar (Red, or Brown)
I have no problem with the current coloration, but to me a little strange that we see the red team and the opposing team also we see red, it's just a tip.
Thank you for viewing my idea. Your idea of pubs is OK but it kinda relates to counter-strike However I am used to the red enemy and blue friendly and especially the term "blue berry" so I don't wish to see so many coloured berries .... Also , some might not be visible properly in respect to the background e.g. brown , deep blue Also if Gallante is green then how does one differentiate between them and squad mates ? Hello, thak for you respond my idea.
Now I will answer everything you said by parties.
1)Your idea of pubs is OK but it kinda relates to counter-strike.
Answer :
I obviously based on the principle that although I was not consistent, but if you start thinking is the same as in counter strike but the difference here is that no faction or corporation is good or bad.Why, because there is a team of Attackers (terrorists, Red color) Defenders (counterterrorists, blue), of course this only applies to public.
2)A. However I am used to the red enemy and blue friendly and especially the term "blue berry" so I don't wish to see so many coloured berries ....
Answer A:
If you use that term, but I do not see anything interesting in that term but you and other players will use it, but I do not consider that a reason for this idea is not applicable.
You say for sure that one will feel discomfort when playing with different colors in FW and if you did that person is one of the effects that can cause this idea in part.
B. Also , some might not be visible properly in respect to the background e.g. brown , deep blue.
Answer B:
Not exactly if they can see where it would have serious difficulties in dark places (I guess you say about that), but there is a solution:
Place the scanner type you want, I mean we can put the scanner to make it look transparent or solid. (Eson soulionaria the problem more or less in part)
3)Also if Gallante is green then how does one differentiate between them and squad mates ?
Answer :
Well, let's differentiate, it is quite simple, with two alternatives:
1. Change the color of the squad members. (Any would serve color, but it depends on what color select CCP members)
2. The color of the Gallente, will be Green with a strong, deep, etc...tone or any color tone as long as it is green, and the Green it is the representative color of the Gallente race.
Thank you for your questions and if you have other questions and I will answer.
Thank you and sorry for the extension of the idea. |
KEROSIINI-TERO
The Rainbow Effect
2
|
Posted - 2015.12.10 00:30:00 -
[289] - Quote
Jump charge meter to determine the jump height, noticable with stacked myofibs.
Because this suggestions seems to be getting a good start.
KERO-TRADER is my official Eve character for Dust trading.
Search "KEROSKIN" for list of skins for sale!
|
maybe deadcatz
Serris Inc
1
|
Posted - 2015.12.10 00:33:00 -
[290] - Quote
Less lag. Jk lol.
Ha!You can't kill me! I'm already dead!
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jordy mack
WarRavens Imperium Eden
984
|
Posted - 2015.12.10 00:47:00 -
[291] - Quote
good so we are all agreed?
full trading and logi vehicles returning :)
this is a stupid thread, i hope you had fun reading through all this. next time have a discussion with us instead of just opening a topic and letting people post whatever then ignoring most of it.
COMMUNICATION
Less QQ more PewPew
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
|
Posted - 2015.12.10 01:58:00 -
[292] - Quote
Increase the clipsize of all tactical snipers to 14 shots and increase the damage of all tiers by an extra 50 units and increase there max ammunition to 56. But decrease the optimal range of all tactical snipers to 150m and increase there reload times to 12 seconds.
I have been testing tactical sniper rifles and I have noticed that the tactical sniper rifle relies more on body shots without aim assist. It relies on hitting a target 3-9 times to kill them at short ranges. To reliably hit targets 5 times i needed to be within 150m ranges because targets can change direction so suddenly without any inertia affecting them (optimal range of tactical sniper rifles are currently 350m). Missing shots was a very common occurrence. I needed many damage mods and adv tier tactical sniper rifle for my fits to be able to be functional and kill targets before needing to reload. (I needed a much higher damage per clip/magazine ) |
Olivia MartyR
WarRavens Auxiliaries
19
|
Posted - 2015.12.10 04:33:00 -
[293] - Quote
That my friend , Saint Winter , is thee most civilized , elaborate and accurate replies in dust 514 forums I have ever seen (excluding the DEVs of course) & for that I salute you
Men , The Polite Ones Atleast , Would Call Me A Monster
Mistress of Fitting/Counter-Fitting
|
Olivia MartyR
WarRavens Auxiliaries
19
|
Posted - 2015.12.10 04:40:00 -
[294] - Quote
WeapondigitX V7 wrote:Increase the clipsize of all tactical snipers to 14 shots and increase the damage of all tiers by an extra 50 units and increase there max ammunition to 56. But decrease the optimal range of all tactical snipers to 150m and increase there reload times to 12 seconds.
I have been testing tactical sniper rifles and I have noticed that the tactical sniper rifle relies more on body shots without aim assist. It relies on hitting a target 3-9 times to kill them at short ranges. To reliably hit targets 5 times i needed to be within 150m ranges because targets can change direction so suddenly without any inertia affecting them (optimal range of tactical sniper rifles are currently 350m). Missing shots was a very common occurrence. I needed many damage mods and adv tier tactical sniper rifle for my fits to be able to be functional and kill targets before needing to reload. (I needed a much higher damage per clip/magazine )
I use tactical sniper beyond 220m. from a flanking range any given day and am more determined on stacking assists by damaging people or taking on who take cover after taking some shots ....
The changes you propose are OP even for that range nerf as Caldari Assaults will benefit greatly with it on a frontline
Men , The Polite Ones Atleast , Would Call Me A Monster
Mastering the art of Fitting/Counter-Fitting
|
WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
|
Posted - 2015.12.10 11:03:00 -
[295] - Quote
Increase the base HP of basic light frame suits at all tiers and all races.
amarr light frame: +approx 120 armor hp
caldari light frame: +approx 120 shield hp
gallente light frame: +approx 120 armor hp
minmatar light frame: + approx 120 shield hp
This will make light frames become light assault suits with only small amounts of ewar. If I remember correctly Rattati had wanted to make them light assaults by giving them less speed but more HP compared to scouts. (they already have less speed)
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Saint Winter
DEPREDADORES LATINOS Smart Deploy
176
|
Posted - 2015.12.10 22:22:00 -
[296] - Quote
Olivia MartyR wrote:That my friend , Saint Winter , is thee most civilized , elaborate and accurate replies in dust 514 forums I have ever seen (excluding the DEVs of course) & for that I salute you for that Hello to veveryone and Olivia MartyR.
Thank you for saying that I appreciate very much and greetings. |
Saint Winter
DEPREDADORES LATINOS Smart Deploy
176
|
Posted - 2015.12.10 22:30:00 -
[297] - Quote
Hi.
I would now ask to be more variations to some weapons, to give them some ideas follow this link (is old but has very good ideas):
Dust 514 Improvement (Dropsuits Weapons) |
Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
|
Posted - 2015.12.11 00:36:00 -
[298] - Quote
Adipem Nothi wrote:My Two Cents on Class Parity ScoutsEWAR (i.e. passive scans, active scans, range extenders) needs work, and we need to either rework/replace the currently lackluster passive scan bonuses or find a way to make them meaningful again (without being OP). I'd personally prefer seeing the CA Scout made into a decent passive scan platform and the AM Scout's bonuses replaced with either efficacy bonus to biotics or the scrambler pistol (either option would make it much more fun to play). Also, Scout scan profile normalization has been proposed by several different mercs (Varoth worked up a spreadsheet); I'm inclined to agree that this would be the best way to get Scouts other than Gallente back into competitive play. While profile normalization would disenfranchise the GalScout to a degree, it would make for a strong step toward restoring intra-class parity. Need be, we could later find a new edge to set the GalScout apart, but I don't think that this would prove necessary as the GalScout's base stats and slot layout alone make it a solid option. What is or isn't within the scope of hotfix here, I'm uncertain. AssaultsUnpopular, I know, but we absolutely need to stop buffing Assaults or buffing things (like HP modules) which disproportionately benefit units with high slot counts (like Assaults); they're far enough ahead of the pack as is. Or so it seems to me. SentinelsIf it is in fact happening on a large scale, Assaults winning toe-to-toe engagements against HMG Heavies is unacceptable. If reigning in slightly some of the more recent Assault buffs (i.e. slightly reduce Assault shield regen buffs, slightly reduce GA Assault RoF bonus) is for whatever reason is off the table, I don't see any option other than to buff heavies and deal with the pandora's box of power creep that follows. LogisSee Spreadsheet below. CommandosNo input at this time.
My Two Cents on Everything Else Google DocIncludes hotfixable tweaks to the following: Sniper Rifles Swarm Launcher Breach Shotgun Assault Mass Driver Nova Knives Ion Pistol Breach Flaylock Sleek AV Grenade Active Scanners Cloak Packed Remote Explosive Proximity Mines Small Blaster Turret Range Extenders Dropsuit Module Tier Progressions <--- somewhat poke Kevall; this one would improve NPE.* and a couple other things beyond the reach of hotfix (namely, a CalLogi buff and some EWAR tweaks) I think toning down the gallogi would be better than normalizing the profile of scouts. Not only would this perhaps make dampening more practical on assaults and maybe logi's but it would still give the gal scout the niche of dodging the focused scans. If the need for dampening gal scouts drops to the point where damps are almost pointless then a slight buff to focused scanners can be looked at. |
NoExsplosionsMgee
Rebels New Republic The Ditanian Alliance
482
|
Posted - 2015.12.11 22:55:00 -
[299] - Quote
One thing I would like suggest for the next patch is to give this game tighter and more responsive controls with absolutely no input lag or aim acceleration what so ever. Have tight and responsive controls is EXTREMELY important to have in a first person shooters(among other things of course) and as it currently stands right now, the controls in this game are kinda loose and clunky compared to other games on the market such as Wolfenstein: The New Order and it's stand alone expansion "The Old Blood". Hell I even played the alpha tests of DOOM 4 and the controls in that game were some of the best I've ever experienced in a FPS so far! Trust me when i say that significantly improving the controls in this game would make a world of difference.
PRAISE THE SUN!! \ |Gö¼|' /
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Radiant Pancake3
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Posted - 2015.12.12 04:30:00 -
[300] - Quote
love.
Lives in a woman's pants.
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