Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.03 15:40:00 -
[1] - Quote
Lets start with the most troublesome thing in DUST so far and how to fix it.
AV/Shield vs Armor/Turrets
1.Swarms: Said this in my last thread but i'll repeat again because this is a big concern but FREE swarms vs Armor vehicles do too much damage especially since it gets a 30% bonus damage to armor. This needs to be dropped a bit. Swarm Tracking needs to be FIXED. Swarms act like a downsyndrome kid vs Derpships with the way they track then act like the smartest AI EVER vs ground vehicles. They should take the shortest distance not follow the vehicle path.
Another problem is that Swarms take 0 skill to use, you lock on and fire and forget...thats it, you can even lock on to a vehicle thats hidden behind cover wtf ccp.. Ways to fix this include having to maintain a lock to properly track vehicles, this would add some risk/reward system and actually make AV swarm infantry take some sort of smarts and skill. For this to take place Swarm speed should be increased as the user is more at risk having to keep a lock.
2.Turrets: Lets talk about balancing both large and small turrets and giving them a proper place on the battlefield. Missile turrets....so many things wrong with them atm lets begin. 1st Direct damage needs to be lowered. 2nd and idk why this hasnt been brought up or mentioned but WHY is it every turret has some sort of drawback EXCEPT missiles?? Rails have a charge up time and delay inbetween shots, Blasters are close-mid range and can overheat which then requires a cooldown time....missiles? Nada..nothing...zip. Missiles have MORE range and fit BOTH AV and AP roles effectively that is wrong.
Missiles need to have a GÇ£reloadGÇ¥ drawback after each payload they fire it should not just be spam spam spam spam. Rails should be the undisputed king of vehicle busting turrets. Blasters the king of AP while still good at AV if in optimal range. Missiles and Lasers are the rock paper scissors speciality turrets imo. Lasers based on the Laser Rifles should be increased damage over time rippin into shields at a distance but suck up close. Missiles should be the direct opposite, splash damage and better at closer ranges meaning shorter flight times.
PS: when you're adding in artillery turrets add in a reload as well because I know this will slip your mind even though it shouldnt.
Small turrets: Reduce the damage on small missiles and reduce the bullshit knock effect. In fact a heavy shouldnt even be rocked by missiles. Idk wtf is up with small rails but last build I used small rails on a tank and it did not damage another tank at all....idk if it was lolhitdetection or what but **** did 0 damage. Small rails should be viable vehicle busters , obv not as strong as large turrets but a decent option because right not only turret worth using is missiles.
Top 5 weapons on dust of all time Missiles Missiles Missiles Missiles and more Missiles.
Remote Reps: What are peoples thoughts on RRs being handled and taking up one of a vehicles small turret spots?
Armor vs Shields: As mentioned in my previous thread give armor some love CCP....seriously. Shield vehicles just have more fitting options mainly due to there not being enough USEFUL mods for high slots for armor vehicles. Damage mods are low slots, Shield hardeners are high so my guess is armor hardeners when they come will be low slots. When you look on paper a shield tank can fit ALL its resistance mods and extenders and boosters and still use the low slots for damage mods making its offensive capability a lot more than an armor tank which will have to sacrifice survivability in order to fit damage mods since armor resists and plates and reps are all low slots which once again makes armor very undesirable choice for tankers.
Sure u can argue with armor u can fit more damage mods since its 5 slots but lets be REAL....whose gonna fit more than 3 damage mods? 2 is enough. I suggest CCP carefully look into armor vs shields again, maybe have the armor resist mods resist a bit more than the shield ones since armor does not passively regen and they wont ever match the offensive output of a shield tank without sacrificing their survivability or fix RRs. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.03 15:42:00 -
[2] - Quote
Infantry Dropsuits and small traits/special abilities
I have an interesting idea to make the game both more appealing to casuals and make it more unique in a sense by the use of special gimmicks some of which are already planned.
Heavy Dropsuit: Sure the heavy is the only one able to use heavy weapons but tbh thats not really all that cool. Heavies in the description are said to be able to stand toe to toe with vehicles correct? Ok so instead of buffing their health instead remove all splash damage from heavy suits, heavies should only be affected by direct damage imo. Also having an active module for dropsuits would be cool, heavies could have an GÇ£Armor LockGÇ¥ module. For those that play/played halo reach there were armor abilities you could use. Armor Lock could be an active heavy only module which lasts about 5-10 seconds. Armor Lock would be the same as Halo but without the ******** ricochet just simple invulnerability for that 5-10 seconds (Flux/emp nades should be able to break the armor lock)
Logistics Dropsuit: IMO the logi should have some sort of special scan ability, maybe make the active scanners GOOD and actually WORK and make it a logi only equipment for them. Imo the active scanner should also work a bit like the hyper reality visor from Blacklight, give it a short use period and cooldown.
Assault Dropsuit: Im open to ideas on a special ability of sorts for this suit lol. Ability to have 2 nade slots? Idk doesnt sound that exciting but would solve the issue with ppl who love to have AP nades having a second slot for an actual useful nade like Flux or AV. Im open on this one tbh.
Pilot Dropsuit: We know these will be able to use special infantry vehicle mods to give bonuses to the vehicles they are piloting.
Scout Dropsuit: We know these suits will be able to use cloaks so they already have their GÇ£special abilityGÇ¥ imo
Crusader Dropsuit: We know these will be able to use squad area of effect buff/area of effect enemy debuff mods.
Usually im against gimmicks of any sort and would prefer everyone be equal and let skill decide but tbh that does not work in our game industry anymore and doesnt hold the masses attention for long so im open to these others I proposed which arent already confirmed.
Weapon Customization/Subsystems
This has been confirmed coming on IRC but i'd LOVE to see a devblog on exactly WHAT sorts of customization we are getting and when exactly?
Ability to change scopes? Ex: Iron sights, Thermal, ACOG type scopes?
Conclusion: balance needs to be there and tbqh the game is dull and bland and addin in special traits to each suit and weapon customization sooner rather than later might help keep casuals interested |