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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.19 17:59:00 -
[1] - Quote
1. Take away the extra 20% buff that the SL got, it was already put back to how it used to be
2. SL missiles should not be able to bend around corners when you are already behind cover, i see like 12 missiles heading for me so i back around the hill and half the missiles will then stick on the road and follow it around until they hit me. TBH its pure BS these missiles can turn quicker than an LAV, what is the point of having cover when they can avoid cover and go around it even if you was already behind cover in the 1st place
3. AV nades - you pull the pin it should blow up, not sit ther and wait 20mins until a tank/LAV passes it by. It makes AV mines useless since you are restricted to how many you can put down when compared to an AV nade minefield - FIXED
4. Forge guns vs railguns - Forge gun is damn accurate and has a nice spalsh damage to boot and can take on infantry where as the tanks version has been made purly for anti tank roles so why does the forge gun get away with being infantry and AV? Shouldnt it be AV only tbh so that the heavy has to have support from MI so he doesnt get shot up
5. Dropships - Shouldnt be able to fly around in circles avoiding missiles, its BS when you see a dropship with 30missiles following it - FIXED
6. Shield resistance/Armor resistance/damage control mods - They got whacked with the nerf bat and currently are not worth using tbh, if they got brought back to original levels then it would give more options for HAV drivers
7. Armor active resistance mods - we should have them tbh, give armor HAV users the same options as shield HAV drivers
8. Armor vs shield - Anyone can use the SL on any suit so its the most common used AV but the bad new for armor drivers is that it causes most DPS against armor, if point 7 was in it wouldnt be so bad tbh and make it a viable option
9. AV mines/nades - They cannot be destroyed, i can see them and i fire at them with my large missile turret and they shrug it off like i hit them with air, nades should go off after 5 seconds anyways like i covered but mines should be destroyed with any type of weapon when you fire at it tbh, they are not a hardened structure a mile under the ground its a damn mine
10. Turret on the front of the HAV - If an LAV hits the front of your HAV at full speed while your pretty much at full speed or so it will blow up but it will take the guy in the front turret also, he is in the tank tho he should not die since he is protected by my shields and armor
11. Swarm Launcher - Should not be able to lock on through the mountain so when you pop up you can instantly spam your missiles and then hide again and rinse and repeat
12. Vehicle controls - I would like to swap them about tbh, R2/L2 for forward and reverse, R1/L1 kept the same, Left analog kept for direction, R3 for turret movement, the booster would also move moved to R3 then when the wheel pops up you flick it in the direction of the booster you want to use and it activates - Either way i would think it be better if we could have alternate controls because frankly moving the tank about while firing the main turret screws up your direction
13. Reversing in a HAV - the camera should change so it shows you where you are reversing instead of basically guessing and praying ther isnt a bunch of rocks you will hit or some other crap which is littered about, i cant turn my turret around quick enough either and when i do turn my turret for some reason it also changes my direction
14. Small missile turrets - They cannot seem to shoot straight, always firing at angles like its RBS from MAG except with missiles
15. Ejecting seats - Dropships pilots sometimes have a few in them doing nothing, i used to have a full dropship in the past and they never jumped out even if an objective was clear and they could take it, so eject them all and force them to do something (hacking objective) and it would be useful espc if your avoiding AV and cant land
16. Pilot/HAV radar - maybe it could be a skill, maybe even for MI aswell and the more its leveled up the more the radar shows the roads/instalations/buildings/enemy vehicles
17. Squad lock - HAV mainly, driver locks up the HAV so only squad members can enter the turret slots, can turn it off is running solo so blue dots can enter, this allows gunners to get out hack something and get back in knowing blue dots wont jump in because they see a tank
18. AUR items and mods for vehicles - Dropsuits have them so why dont use vehicle users get some aswell, maybe and just maybe an extra AUR tank which has diff stats etc
19. Rig slots - Maybe MI could have small rigs for dropsuits and dropships have medium sized rigs and HAVs have large rigs, just like in EVE even the basic ships ie frigs have rig slots
All i can think of atm tbh |
Waruiko DUST
G I A N T
90
|
Posted - 2012.10.19 18:55:00 -
[2] - Quote
I disagree with 5 and 13 and want to add that proxy Mines should not despawn with you when you die They can be spoted and destroyed so good drivers can avoid or remove them but as it stands they are only useful against LAVs if they are driving straight at you and you might get caught in the blast anyway
Other then that support these changes |
Skold Hagradsson
Tronhadar Free Guard Minmatar Republic
8
|
Posted - 2012.10.19 19:35:00 -
[3] - Quote
In reference to Hav vs LAV. What about LAV vs infantry, it seems that the LAV can shrug off contact with all infantry. I can see that with scouts but not with heavies. Also small arms fire should hurt LAV more than it does. But strangely the LAV benefits from same passive reduction as a HAV. |
VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.10.19 20:14:00 -
[4] - Quote
I disagree with 5, 11, Drop ships have no countermeasures against swarms so there is no other option but to kite the missiles. and at the same time your breaking mechanics of LOS target acquisition and notification. Point number 11 is kinda silly I have to physically see my target to lock him, but at the same time if my team mate sees my target he'll show up? We are advanced soldiers with advanced weaponry/ |
Waruiko DUST
G I A N T
90
|
Posted - 2012.10.20 00:31:00 -
[5] - Quote
I think a good adjustment on the resistances is to leave DC as is, and to drop the best Active Resist to 25% where the old standard was, and raise the best passive resist from 15% to 20% making active or passive hardening a play style choice rather then a choice of if your resists protect you at all. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.20 12:04:00 -
[6] - Quote
13 is a must tbh
I can do it in every other game and be able to avoid stuff but its guess work at best in DUST and punishes drivers because they cannot see what is behind them when reversing
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.10.20 16:49:00 -
[7] - Quote
agreed. dont understand why armor keeps gettin shitted on tbh got active shield hardeners but no armor? really? |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.10.20 16:56:00 -
[8] - Quote
shield tanks are caldari...which gets a bonus to missiles. missiles do explosive damage...armor is weak to explosive. so a shield tank will do EXTRA damage to an armor tank that already is at a disadvantage?
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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.10.20 16:56:00 -
[9] - Quote
vehicles are a little too easy to kill under normal circumstances. Most swarms OHK a LAV. If the LAV is fairly well fitted, it might take two rounds. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.20 17:34:00 -
[10] - Quote
immortal ironhide wrote:shield tanks are caldari...which gets a bonus to missiles. missiles do explosive damage...armor is weak to explosive. so a shield tank will do EXTRA damage to an armor tank that already is at a disadvantage?
Pretty much spot on
Until we have resistances for each tank and all the mods to go with it then it will even it out |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.22 09:24:00 -
[11] - Quote
14. Small missile turrets - They cannot seem to shoot straight, always firing at angles like its RBS from MAG except with missiles |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.22 10:02:00 -
[12] - Quote
Possibly point 15
15. AUR items and mods for vehicles - Dropsuits have them so why dont use vehicle users get some aswell, maybe and just maybe an extra AUR tank which has diff stats etc |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.24 13:08:00 -
[13] - Quote
15. Ejecting seats - Dropships pilots sometimes have a few in them doing nothing, i used to have a full dropship in the past and they never jumped out even if an objective was clear and they could take it, so eject them all and force them to do something (hacking objective) and it would be useful espc if your avoiding AV and cant land
16. Pilot/HAV radar - maybe it could be a skill, maybe even for MI aswell and the more its leveled up the more the radar shows the roads/instalations/buildings/enemy vehicles
17. Squad lock - HAV mainly, driver locks up the HAV so only squad members can enter the turret slots, can turn it off is running solo so blue dots can enter, this allows gunners to get out hack something and get back in knowing blue dots wont jump in because they see a tank |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.24 15:29:00 -
[14] - Quote
18. AUR items and mods for vehicles - Dropsuits have them so why dont use vehicle users get some aswell, maybe and just maybe an extra AUR tank which has diff stats etc |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.10.24 20:03:00 -
[15] - Quote
All of these, with the addition that pathing on swarms is fixed, and countermeasures for airborne ships added in. This should fix those issues. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.24 20:04:00 -
[16] - Quote
5. Dropships - Shouldnt be able to fly around in circles avoiding missiles, its BS when you see a dropship with 30missiles following it - FIXED |
Average Joe81
Circle of Huskarl Minmatar Republic
21
|
Posted - 2012.10.25 01:49:00 -
[17] - Quote
there DEFINETLY needs to be some balencing done but some maby not like that... |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.25 12:11:00 -
[18] - Quote
19. Rig slots - Maybe MI could have small rigs for dropsuits and dropships have medium sized rigs and HAVs have large rigs, just like in EVE even the basic ships ie frigs have rig slots |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.26 13:22:00 -
[19] - Quote
3. AV nades - you pull the pin it should blow up, not sit ther and wait 20mins until a tank/LAV passes it by. It makes AV mines useless since you are restricted to how many you can put down when compared to an AV nade minefield - FIXED |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.10.26 14:04:00 -
[20] - Quote
should add that having a CRU in your vehicle should give you them same points as throwing a drop uplink on the ground |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.26 14:45:00 -
[21] - Quote
Herpn Derpidus wrote:should add that having a CRU in your vehicle should give you them same points as throwing a drop uplink on the ground
I didnt know tht
I know BO HAVs have CRU in them i think but i thought pts wise it was the same |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2012.10.27 21:36:00 -
[22] - Quote
EnglishSnake wrote:15. Ejecting seats - Dropships pilots sometimes have a few in them doing nothing, i used to have a full dropship in the past and they never jumped out even if an objective was clear and they could take it, so eject them all and force them to do something (hacking objective) and it would be useful espc if your avoiding AV and cant land
17. Squad lock - HAV mainly, driver locks up the HAV so only squad members can enter the turret slots, can turn it off is running solo so blue dots can enter, this allows gunners to get out hack something and get back in knowing blue dots wont jump in because they see a tank
As a frequent gunner for Englishsnake, the loss of increased tactical awareness you get from using comms and spotting is too much compared to what happens when a random jumps in your turret, so it just isn't worth jumping out when other blue dots are around. The squad lock would be ideal. Wish I'd thought of it! |
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