Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.07.05 10:13:00 -
[1] - Quote
To help CCP with some of their internal processes, we wanted to get the feedback that we've been kicking around on the IRC channel into the forums so that they'd be more available for viewing. To that end, these are the various things we could come up with from memory that have been discussed over the last week. If there's anything you see not on this list, or if you'd just like to elaborate on something to expand it from the bullet point format, feel free to do so.
- The new map is cool, but we need variance to not go crazy. I think that a weekend restricted to testing a new map is fine, but we're getting a little burnt out on the same thing over and over.
- HMG needed a nerf, but has been hit too hard. Specifically the new overheat rate feels really good, but combined with the damage reduction makes the HMG a subpar weapon. Could also do with a range increase, as the Heavy suit already has a turn speed penalty making very close range difficult, there isn't a very large margin where the HMG excels.
- Bring back charge indicators on the UI for Forge/Sniper/Railguns.
- Swarm Launcher missiles bounce erratically when inside a confined space. In general collision detection on Swarm Launcher missiles needs to be looked at as it's inconsistent.
- Regarding the new map, the missile installation pointing directly into C needs to be moved, or the containers need to be shifted to provide better cover. Currently splash damage can allow a defender to cover C while tucked inside their redzone.
- Being on top of the towers and immune to retribution feels unbalanced, whether due to limitations of the draw distance or some unforeseen additional feature that will limit this tactic.
- In Ambush, sometimes you spawn ontop of one of the two hangers. This feels like an awkward place to be rewarded with randomly as being up their provides a tactical advantage
- There is a spot on the east side of the map, under the tubes where you can get stuck.
- You can get caught in the terran to the southwest of "A" between concrete struts and inclined terrain
- The milita vehicles should not be free as they currently skew the risk/reward ratio as they have no cost to using carelessly. Leading to tactics whereby a HAV driver simply jumps out if taking any damage, or a Dropship pilot uses it as a free taxi and then abandons.
- The AUR Advanced Heavy Suits lack a lowslot compared to the ISK version.
- The market is experiencing frequent hangs where specific market categories will not load for some people while other categories will. A client/system reset sometimes fixes the issue, and sometimes does not. If it does not, the problem has been seen to escalate until a person is unable to purchase from the market, including restocking existing fittings.
- Electronics upgrade skill is missing from the market
- Comms sometimes get mismatched, allowing you to hear/talk to the opposing team.
- Damage Mods for Vehicles don't work.
- ISK Repair tools are missing from the market.
- If you dont hold down L1, the HAV goes crazy when firing a large missile turrent.
- Putting the "fallback spawn" of each team inside the redzone is a good change, however some additional cover is required at these locations as it's currently possible to fire into them and/or run in and run out within the 20s timer.
- Redzone on Ambush is 10s while on Skirmish is 20s, this seems inconsistent.
- In the previous build, it was possible to hack defense relays from 3 of the 4 sides. This was most likely a bug, but made it far more difficult for a single person to cover an objective alone with no chance of retribution via sniping or remote explosives. The change has allowed this tactic to flourish, and again feels like it's skewing the risk/reward ratio allowing easy kills at little to no risk. Allowing objectives to be hacked from a radius around the terminal that includes 3 sides is requested.
Again, anything not on the list? Feel free to add to it below. |