Needless Sacermendor
98
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Posted - 2012.08.06 15:04:00 -
[1] - Quote
As Mitchman said friendly fire is currently off but expected to be on at some point before launch. Agree with the bulk of your ideas, good post. The forge gun charge being un-charged by running I like, I just wish it was equated to the swarm launcher which once locked cannot be cancelled. If you're talking about being a secondary gunner on a tank then it depends on the level of turrets being fitted, the proto ones are very good, accurate and powerful enough to be effective, though I'd like to see some user skill coming into effect when gunning from a vehicle, Turret operation should be a requirement to even fire a turret, I'd even like to see the small turret operation skills being required for different turret types and the amount of damage would be related to the users skill as well as the owners skill to fit the better turrets. Next point as discussed in too many threads already tanks shouldn't be easy to kill, in my opinion they already are, my well fitted Surya sits in the dock these days as a single proto forge gun demolishes it in no time and not being able to distinguish its position due to a glitch in the hit detection and direction indicator, but they're aware of this already. I agree KDR should be of less significance, the system works on War Points, that's what you get flashing up when you damage vehicles or structures and when you get a kill or repair damage etc. etc. these points are then somehow converted to an sp gain and an isk payout, how exactly we don't really know, but these War Points should be the primary stat on the end screen and as you said a breakdown, maybe percentage wise, of how players points were earned would be great. The weapon selector is very clunky, I really hope they find a better way to do that. You didn't get the swarm launcher, it IS supposed to lock on when you hold the fire button and point at a target, but I find (mostly in defence) it won't activate on structures, so you're stuck with just vehicle targets for that match, however I've not had a problem with it not working at all. Not sure what you ment by teammates feed while waiting to spawn, but at least being able to press the up button to view the player list / stats would be nice, this doesn't work while dead, hopefully just a bug.
Most of the issues you've raised I think are already in hand, and some good suggestions too +1 |
Needless Sacermendor
98
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Posted - 2012.08.07 15:05:00 -
[2] - Quote
GM Unicorn wrote:Needless Sacermendor wrote: The forge gun charge being un-charged by running I like, I just wish it was equated to the swarm launcher which once locked cannot be cancelled.
If I rember correctly, if you lock a target and then you switch weapon you should be able to not waste your missile. Pretty sure. Thanks, I'll check on that next time, with it all being on the right hand it'll be a bit fiddly, while on the subject I hope there are plans to remodel the weapon switch process, it's a bit hit n miss at times and usually affects your aim in the process, I noticed especially in the tanks when trying to activate reps. A simple hold R2 and then flick left and right to cycle selecting the weapon or rep highlighted when R2 is released, you could then add an up and down to select other menu options, maybe knife could go in there if you want it equipable and you could put reps in a separate line and have some other selectable in another line like a quick access to squad commands etc. |