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Gilbatron
Free-Space-Ranger Nulli Secunda
81
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Posted - 2012.08.22 00:13:00 -
[1] - Quote
dearest internet spacesuit overlords,
i recently ran a few matches as a logistics guy, i used very basic gear (militia suit, t1 repair tool and a nano injector). here are some of the thoughts that came through my head
1. The Mechanics:
- Working fine, cant wait to repair more than one dude.
- I wish i had a quicker weapon switch (kb/m guy here), just like in every other fps game 1-6 should work fine, primary and secondary weapon and the max 4 utility slots the logi suit has to offer
- For the Nanobot injector i would like to have a range indicator on the dead guys, and also a way to tell them "STAY WHERE THE **** YOU ARE I AM COMING FOR YOU !!!!" not just a general alert about a nearby triage unit, but a specific one, triggered by me (maybe something like aim at the dead guy and click R1/mouse 1, kinda like the repair tool or the swarm launcher works (lock on acquired). also a warning for them if i died while trying to rescue them
"remote" nanite injectors which i can throw like a grenade ! this is the future gentlemen !
i am not really sure whether or not i can give someone laying on the ground a coup de gr+óce, but i would like to do so for hostile scum, i want them to walk that 700 meters to the battle again
its not very clear how to qualify for the +15 or +25, they imho should be based purely based on the amount of HP regged, not a percentage value
the nano injector currently works at the spot where the target died, not where the body is. this should be fixed
Bleed out meter please
Range indicator for people i can revive
Show guys with nanite injector on minimap
2. The Tools:
Why are the beams yellow ? the remote armor repair modules in eve have a green effect (consistency ftw) Where is my shield repair thing ? seriously ! i can see how the tool i have right now is great with a heavily plated heavy, but its mostly useless when supporting assaults, other logistics or even scouts, these guys usually fit shield extenders over plates. (it should have light blue effects btw, consistency ftw)
The Variations sound fun, increased range, different for vehicles and suits, lower fitting requirements (btw: there is one with lower requirements that requires the exact same PG/CPU). I am missing aurum variations (not really missing them, but there are only a few). also the aurum one is better than all the others :( i would like to see a lowlvl one with 2 targets and reduced repairs
i am not sure about unlimited ammo, i just dont like the concept
there is no way to increase my range or my reps by fitting any modules. thats not very cool. there is also no skill to increase range :(
have you thought about giving other support tools/projected effects ? more damage, speed, applying a buffer shield, stuff like that, as an active module like the repair tool, or as a passive one, applied with a nanite injector ? i am thinking about a logi/heavy team, with the logi applying a speed bonus when there are no enemies around and remote repairs when the bad guys show up (the more teamwork the better)
3. The Rewards:
This has been mentioned by many other guys before, right now you only give K/D at the end of the match, fix that please so you can see who was contributing most, with detailed stats on a certain player on request.
How about Kill assist when someone repaired by you kills someone ? i like that idea more than the current implementation, maybe +10 on team repair and another +25 on kill assists ? same for healing someone who is hacking something
[*] +60 on team reanimation is great, no need to fix anything, maybe a small reward on getting reanimated to make sure people wait a few seconds so we can get to their body (+25 ?) |
Sven Lindblad
11
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Posted - 2012.08.22 11:06:00 -
[2] - Quote
Personally I feel the yellow beams fit better than green feels more mechish. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.08.22 12:22:00 -
[3] - Quote
added the following:
Quote:
its not very clear how to qualify for the +15 or +25, they imho should be based purely based on the amount of HP regged, not a percentage value
the nano injector currently works at the spot where the target died, not where the body is. this should be fixed
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Altman Stormsinger
Doomheim
16
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Posted - 2012.08.22 15:10:00 -
[4] - Quote
Gilbatron wrote:dearest internet spacesuit overlords,
+60 on team reanimation is great, no need to fix anything, maybe a small reward on getting reanimated to make sure people wait a few seconds so we can get to their body (+25 ?)
it's frustrating dodging enemy fire just to have them waste a clone just as i get to them...
some people need a little bit of reward to just wait for a bit. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.08.22 15:25:00 -
[5] - Quote
I don't like that with a militia nanite injector you can resurrect people an unlimited number of times. I'd prefer if they worked like grenades, where you have two "shots" with it and then you need to resupply. Better nanite injectors could have more shots. |
Jack McReady
46
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Posted - 2012.08.22 15:28:00 -
[6] - Quote
Fivetimes Infinity wrote:I don't like that with a militia nanite injector you can resurrect people an unlimited number of times. I'd prefer if they worked like grenades, where you have two "shots" with it and then you need to resupply. Better nanite injectors could have more shots. 1. they should fix the animation, because currently you have to target the clones dieing location but when the corpse gets dragged away .... real pain :) 2. you should be able to use nanites at range with a cool device. there are devices in eve universe that can send nanoes over range e.g. repair tool but for some reason someone decided this is not possible for revives. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.09.01 13:40:00 -
[7] - Quote
added the following:
Bleed out meter please
Show guys with nanite injector on minimap
[*] Range indicator for people i can revive |
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