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Berserker007
Imperfects Negative-Feedback
206
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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 ... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.08.05 05:26:00 -
[2] - Quote
R2 + R3 brings up a command wheel, it works well for me (except for targeting objectives A, B,and C). I'm not really sure if you knew this, so thought I should mention it.
Default pistol damage is fine, 70 seems like a lot, but keep in mind how small the magazine size is. I wouldn't mind them doing less damage if it means they get a bigger magazine, or at least having a (non-burst) variant like that.
Grenade indicator would be nice. Its odd how the mercs' visual systems have indicators for enemies, but not grenades.
Tactical AR's need some buffs, bigger magazine would be nice.
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Berserker007
Imperfects Negative-Feedback
206
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Posted - 2012.08.05 12:32:00 -
[3] - 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 |
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