Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.08.04 23:53:00 -
[1] - Quote
ok, these are my opinions from what i have experienced & seen, so may be missing stuff, as ive only played a certain role, so take with a grain of salt; as everyone feels differently about the game. Will try and put this into sections so bare with me if this gets a bit lengthy; and anything i didnt say, i find fine at the moment (though i may leave stuff out that should be there as it slipped my mind)
General: - allow for moving of dropsuits. I find it annoying everytime i remake a suit it drops to the bottom of the list. So allow people to move the more used dropsuits to the top, and less used to be bottom (ie premade one) -allow the purchase of more then 100 items at a time -show ISK lost after end of match; so can do math as to how much you gained or lost -show points on scoreboard besides KDR -fix squad; as doesnt always show peoples names in your squad -change how squad leader sets stuff (maybe something like MAG where can hit the left arrow, and brings up icons and u can direct them on locations or something... as the current setup is HORRIBLE) -figure out the reason for the "freezing" getting into game; where you simply stay in the loading screen (but ps3 doesnt actually freeze) -show reductions of values in dropsuit screen (ie, original stat of AR cpu/pg then in green the new stat is have Light Usage skill) -same for damage also across the board -remote explosives DONT explode after guy is dead (those w/ timer set to 5sec it might solve this; but i know ill kill someone now, then 2sec later the RE goes off) -fix knifing, seems bit "clunky" (not damage, just seems ehh, idk how to put it into words really)
Assault: -damage & possible mag increase (for proto) for the tactical AR's -slight (and i mean SLIGHT increase in creo recoil) -possible slight decrease in allok recoil
Heavy: -slight increase in movement/spring speed. Currently especially if setup as an AV setup, with tanks how they are, almost impossible to get to cover is a tank sees you - re`add FG indicator, or make the plasma change color to let u know can fire (on the charge type)
Scouts: -fix the hitbox -fix the lag issue on cqc fights against them -look into the bunny hop as they skip across the map (possible)
Dropships: -least on current map; make the pillars out-of-bounds -thusly cutting down on tower camping (as unless SL trajectory is fixing, this will become a problem
Tanks: -simply OP at moment, enough said ... everyone knows where they need fixing ; or give AV weapons a boost to actually be affective
Grenades: -indicator plz -some idea of a throw arc, as usually just throw but hard to tell distance etc
Pistols: -LOWER the damage; no reason a pistol should be a 70 damage to start; then add skills, you are looking at a 100 damage per shot gun ... |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.08.05 12:32:00 -
[2] - Quote
tnx 4 the reply KageHoshi.
-for the command wheel, i did know that; but like you said it doesnt target objectives well, or vehicles i find well ; hence said need to have it worked on, as i know a few times going into the squad command area has gotten me killed as wanted to switch stuff but since i pressed to hard i went into the command area
-personally, id like to see default pistols at 40 damage or so, and have them all set to either 8-12 rounds ; as ive seen people run the proto ones like it is their main weapon, as they can do 77 damage, plus a minimum of 30% bonus (as if running it that way u know they have pistol-proff. also), making it a 100.1 damage, and that doesnt include if they are gana be running a damage mod; so they can technically kill an advanced assault suit in 5 shots; which i find to be a bit nuts; but thats just me
New things to add:
Tanks: -shield booster should NOT make the tank invulnerable. They should take normal damage while it occurs, but it will keep going through the repping.
SMG: -ish (something.. one that has 1024 rds, proto one), look into the spread on it; as it still seems quite big even w/ proff into it ; as the toxin spread seem tighter then it
DropShips: -never should go "invisible" , should ALWAYS be able to see them, not necessarily lock onto them, but should always be able to see them -crushing/hitting ground = loss of ALL shields -no infinite range of missiles (make it a skill like other weapons)
Swarm Launchers: -fix the randomness of lockon to installations .. seems like can only lock onto them once 7pm est hits; and then still is "shoddy" - fix trajectory to vehicles ... ie if in enclosed area have it low flying so they dont shoot into the ceiling when first launched |