Cal Predine
StarKnight Security
37
|
Posted - 2012.10.07 21:01:00 -
[1] - Quote
Lots of good stuff in here guys...
- New maps are great,
- I love the new lighting and atmospheric effects you've added to represent different stars and planetary types.
- The greater use of vertical space with the long ladders is great for snipers, and gives a great feeling of fighting for significant industrial assets.
- Glad to see Move control has gotten some of the attention it so desperately needed (when zoomed). I've not yet had the chance to test it fully, but look forward to it.
- Great to get on-board the MCC, even if only as a spawn point in the moon-pool room (for the moment, at least )
- I've yet to have a crash requiring a hard reset and subsequent disk-scan since the update.
Sadly, there's some stuff which is quite comprehensively broken.
- KB+M control - the loss of gain in the Y direction appears to have been rather over-done, and makes tracking enemies through the more vertical play areas at best a real chore, and often impossible. It's so bad, I often literally can't track fast enough to follow someone climbing a ladder!
- Mouse control appears to have been re-designed so your cross-hair leaps from one side of the enemy to another, without ever being able to actually get it to settle on him... This never used to happen, in fact it almost feels as if mouse control is now there only to fulfil a marketing promise, without actually being usable...
- The soft chuffing sound the assault rifles now make doesn't really represent an awesome plasma-casting weapon which a normal, unshielded mortal couldn't even wield - it feels like a toy. Similarly, taking fire could do with being rather more obvious and (dare I say) frightening.
- Reward and pricing is pretty badly out-of-true. In some ways this incentivises spending AUR to buy kit, in the hope that it will buy some win and so increase reward. However, I for one certainly wouldn't want to spend real money on a round of the game until I feel that it's a game of skill, rather than chance, which leads me on to...
...Some stuff I was hoping to see changed which hasn't
- Lag. It's still very much there. Some games are fine, some I even feel the enemy is lagging and I'm not. Largely, though, it just makes it unpleasantly random to play. My experience during peak playtime (UK) is pretty bad. I can actually chart my effectiveness rising and then falling again as the lag fades and returns over the course of a number of games. I still maintain this is the single biggest show-stopper the game faces at the moment, and (great though the new stuff is) would gladly exchange the new bells and whistles for a game where I felt I was fighting the enemy, not the console.
|
Cal Predine
StarKnight Security
37
|
Posted - 2012.10.14 13:41:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:the swarm launcher missiles are often way too slow to ever hit dropships, but increasing the missile speed would make them way too effective against dropships. I propose that higher tier swarm launchers (advanced and prototype) should get a missile speed buff.
I certainly agree with this point - I've just been in a match with no fewer than 3 heavies, possibly even 4 (obviously getting this amount of AV firepower together is a very unusual occurrence) unloading barrage after barrage of swarms into a dropship, which kept flying away, repairing and coming back, time and again. It never even went significantly into armour!
I'm not sure about the proposed fix though - although faster missile flight is certainly needed (a passenger aircraft which can outrun missiles.... really? What happens when we get the Dust version of jet fighters?), limiting this to higher-tier equipment doesn't make the problem go away except for very experienced characters. Players will want to "dip into" an anti-armour role now and then, as it's not particularly a fun or helpful role to play when there are no vehicular targets on the map. You're not going to expend significant SP on an occasional-use skill, unless you're happy with your main role's skillset. That means that vehicles will remain free to decimate the field with impunity until the infantry gain a rather large amount of skillpoints.
And as for tanks - just forget trying to take them down, altough it's fun watching them run screaming as soon as they realise there is something on the field which can even damage them |