Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.07.22 18:07:00 -
[1] - Quote
Iceyburnz wrote:Remote Explosives - should not be able to be used as grenades. Suggestion: Should be place able only.
They've announced the balance pass RE will be getting: 5 second arming timer after being set, a greatly decreased throw distance, and their ammunition is being reduced to two.
Quote:Nanoinjectors - Presently useless due to in game mechanics. With the way ammo works, often its better just to respawn with a fresh guy that bother waiting for someone to rez you. Suggeston: have a flat generic respawn time of 30 seconds, that can be reduced with drop uplinks, SP skills and rezs.
There are zero accommodations for medic gameplay, yeah, and this hurts nano injector usage a lot. I don't think the solution is necessarily to force people to wait longer to respawn, though. Rather, selecting a respawn point should not make you ineligible for revival. There should be no "Press O to suicide" prompt, you should simply select your respawn point and wait for the timer.
Meanwhile, anyone equipped with a nano injector would see you as a downed ally on your map with the time remaining until you respawn superimposed over the "dead ally" icon, and you would similarly see allies with nano injectors on your map as you wait to respawn. Should your friend with the nano injector reach you in time, you would be given the option of reviving, or respawning at your chosen location.
Quote:Massdrivers - This could be a bug, but seriously everyone should try these just to see how monumentally bad they are. There is no reward for skill with this weapon, you do a tiny amount of damage, often none at all. It does not feel like a grenade launcher it feels like a nerf gun. Even if you zero someone and hit them in the face with the "grenade" you can do almost no damage. This is the only weapon I have seen that bunny hopping actually works as a way of reducing damage to zero.
I agree, mass drivers are pretty lackluster. The thing is, I'm not really sure what niche they're meant to fill. Their arc and lack of bounce means that stuff you'd be able to do with, say, a demoman from Team Fortress 2, is impossible with mass drivers. And their ammunition supply is really pretty limited, such that you're basically required to fit with a nano hive.
So, what I'd suggest is that they make the mass driver grenades be able to travel further and bounce more, and up the ammunition store for them a fair bit. If you can't use mass drivers to indirectly attack enemies behind cover or obstacles through bouncing them off or arcing them over things, then I don't know that they'll have much use, as shooting them directly at someone shooting back at you with an assault rifle isn't going to work in your favour.
Quote:Small Missiles Turret: is painfully overpowered, acts as a awesome AT and AI weapon. You can one shot militia guys with the splash. Unlike the other weapons that require you to aim and have some skill , you can just spam missiles all day and rack up the kills. Awesome when your doing it, not so fun when your the victim. Needs sorted.
I agree. Missile turrets are amazing, blasters are awful, and large railgun turrets are great but the small ones are pretty terrible too.
Personally, I think the solution would be to pigeon-hole them more. Eliminate the blast from railguns, reduce the blast from missiles and low their damage, and give blasters a small blast, with slightly increased damage.
From there, to be honest, I think giving vehicles limited ammunition is the way to go. Make railguns have such limited ammunition that firing on infantry with them would be considered a waste. Make missiles have okay ammunition, and give blasters a lot of ammunition.
Quote:Assault Rifles: Presently the assault rifle is too good at all things except maybe AT. You actually don;t have to train anything else, because the assault rifle at Meta 3 plus is a perfect weapon. If this is actually what CCP wants, then fine. I think if this game becomes Assault Rifle 514 then it would be a real pity.
Assault rifles are good all-around, yeah. Unfortunately, shotguns kind of suck and the HMG also kind of sucks. I've suggested a possible niche for HMGs in my "HMG Sustained Fire Mode" thread, basically suggesting HMGs be allowed to "deploy" in such a way that their accuracy and heat dispersion goes up a lot. Basically making them kind of like machine guns from Battlefield 3, or Day of Defeat, or whatever other game.
Otherwise, shotguns need to have their damage increased I'd say, and probably their magazine size as well, at least for the breach versions. Having essentially no mid-range firepower is a pretty big negative. Shotguns should be fearsome in close range. Currently they're pretty mediocre at close range and I seem to take them out fine with my assault rifle in the few times I've fought them, although if a strafing scout is using them I sometimes lose as strafing scouts are pretty close to immune to all damage. |