Ronin Odachi
38th Joint Tactical Command
127
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Posted - 2012.07.02 09:18:00 -
[1] - Quote
Alright, here's what I'm thinking at this point:
If you're crouched, sprinting should stand you up, rather than just moving while remaining crouched. Very frustrating when playing as a sniper especially; more than once I was flanked while I was shooting, and the current system can be frustrating in the heat of the moment.
Increase draw distance when scoped with a sniper rifle. You can pick off enemies based on the indicators on your HUD that you can't necessarily see, an increased draw distance would be nice if the hardware can support it.
Increase vertical thrust on dropships. Not sure if it's just the ship I'm using, or if there's a faster way to climb than L1, but it seems to take ages and requires slow lateral movement.
Allow active modules to be used by tapping R2. The current setup takes more time than is really necessary; you could prioritize for which module is at the top of the ring (shield rep, then armor rep, etc), and have a tap on R2 activate the top module. If there are multiple active mods and you want to use a different one, then hold R2 and select.
Switching weapons should interrupt a reload.
Please add the ability to rearrange loadouts. Would like to be able to put the ones used most frequently closer to the top.
There seem to be a lot of skills where after level 1, you have to hit level 4 before you get any more benefits. It would be nice to see it a bit more like EVE, where there's only a handful like this and the majority offer some sort of perk as you level. Additionally, the 1-4-5 spacing for unlocks seems strange; maybe it's just me, but it seems that 1-3-5 would make more sense.
Maybe a gun for the pilot to use on dropships? Nothing huge, just something to deal a little damage with. Would help prevent all the ramming, methinks.
Railguns seem underpowered to me. Even when facing enemy armor, I seem to get far more kills using blasters rather than rails at any distance I've yet engaged at. Being able to simply hold the trigger in a very slow full-auto style would probably help a little, but a ROF improvement could tweak it into place.
The scout suit also seems underpowered. Could just be my playstyle, but all I've noticed is a small bonus to movement speed in exchange for shields, armor, and another slot.
That said:
I really like being able to have an SMG for a sidearm. Especially useful when sniping, as you aren't totally screwed if engaged short range.
Vehicle fitting in particular is awesome. Being able to change the fitted weapons was expected, yet it's still unique and adds much more depth to the vehicle system.
In closing, the modules/weapons system being so similar to EVE's will likely prove problematic with the new blood. Having to weigh six different options and figure the pros and cons for each before finally selecting one won't appeal to a fair amount of the FPS crowd. I think the way to go is descriptions like on the assault rifles, outlining what each one does rather than a copypasta category description. When you're rifling through PDS's, it would be quicker to decide if it says right there what the benefits of each one would be (least CPU consumption, most efficient, most PG boost, etc.).
Overall, good job, keep it up! |