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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.09 21:08:00 -
[61] - Quote
mini rehak wrote:I'm not sure if this has been said or not but that damn dead zone on the DS3 controller, it's impossible to do precise shooting with that big of a dead zone.
Compared with the E3 build, there's almost no deadzone. I can snipe just fine.
Although... have you turned the deadzone settings all the way down on your PS Move controller? Because that made a difference in the old builds, and I still have that wound all the way down. Might be a factor. |
Wako 75
SVER True Blood Unclaimed.
76
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Posted - 2012.11.10 00:48:00 -
[62] - Quote
Martin0 Brancaleone wrote:Rewars. If you get 600 Wp killing people you gain more isk/sp than gaining those same 600 WP reviving/repping/resupplying people.
good point but i do both well killing and reviveing i get good isk and sp payouts i get 700 - 2500 wp per game my highest was like 2800 we got like three orbs it was fun. but i wouldnt really know about other suit payouts. i might test it some time?
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steadyhand amarr
Imperfects Negative-Feedback
338
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Posted - 2012.11.10 00:55:00 -
[63] - Quote
if i team gets redlined a withdraw function would be nice, as im sure many corps wont want to lose an MCC in a battle they know they have already lost if they can just bug out |
Delta-Primus
Nuevo Atlas Corporation
0
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Posted - 2012.11.10 01:35:00 -
[64] - Quote
Improve the sound and vibrations system, because when I play I just don't feel as powerful. Sound goes a long way in these types of games |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.10 08:02:00 -
[65] - Quote
Paran Tadec wrote:Dropships:
What can be said that hasnt already? I feel the dropships themselves are fine. If/when attack gunships are added, give dropships a HP boost and speed nerf. No arbitrary limit should be placed on what turrets can be fitted, thats dumb. Add in countermeasure systems for pilots.
Tanks:
- It seems my prays were answered when the active hardeners were added. It makes tank viable again, but not overpowering. Now we just need them for armor tanks.
Turrets:
- Vehicle turrets need obvious fixing and adjustments, first being that rounds need to actually go where the reticle is pointing while the vehicle is in motion. All vehicles should have a limited number of ammo magazines, which require returning to a supply depo to restock, as well as time to reload. The Same principles are found in EVE, and can add more tension to battle.
- Small missiles should be renamed to rockets. Function just as that, dumbfire rockets. Keep all the variations. Large missiles should be broken up into 2 catagories, Rocket pods and missiles. Rockets for antiinfantry, but horrible against vehicles, and missiles, which should have a lock on capability (and will only fire this way), which will give them an antiair role as well as antitank.
- Railguns need to have their turn radius turned up a little bit, and given a slight boost in range and splash. Small rails need to do a little bit more damage and have more range.
- Large blasters feel fine, no complaints there. Small blasters need a dmg increase, and possibly range.
Weapons:
- Swarms. Beginning to sound like a broken record on this. No speed buff is necessary, just fix the flight path. Its stupid to see swarms stop and do a 180 behind a dropship and then chase it til they disappear. This will make it so you have to position yourself correctly with them to get a kill on the dropship. Increasing their speed would just make it hit 100% of the time, and thats just as stupid as them hitting 0% of the time.
- Forge gun. Alot of people are gonna cry about this but it needs to be said. Reduce the range and splash. This is supposed to be like a handheld railgun right? Then it needs to act like it. Why in the world would I consider bringing a railtank out when its easier to bring a forgegun? It does more damage, is more portable, and I can swap it out when its killed its target. You can swap out a tank, you're committed. As it currently is, its too good at everything. Reduce range, so it requires being close to get a kill, or atleast reduce damage over distance (isnt the heavy supposed to be a high HP brawler?) Theres no risk when they can just snipe across the map. Also, if its to be an AV weapon, remove some of the splash, as its currently being used to mop up new players in militia suits like cattle at the hamburger factory. If you still want a version thats good against infrantry, keep the short range, increase splash, and remove its antivehicle dmg.
- All other weapons feel about right in terms of balance, fluidity of gungame is overall much better before, especially with mouse support, but something still feels off and I can't quite put my finger on it. I really hope we one day have more customization options for our weapons, including different types of sights.
Other:
- Remove all WP rewards for action gained in any zone considered out of bounds for either team. This will fix snipers hiding on the edge of the map that can't be challenged. Before, I'd just just the railtank on them.
- Can we actually drop in when we spawn somewhere other than MCC and the CRU?
- WP, SP, and ISK from kills made in vehicles should be divided up equally amount people in a vehicle, as long as they are piloting or manning a gun. Passengers should get assists. Allow us to set default entry into vehicles based on squad, corp, standing etc.
- Can we get a 4 man, turretless LAV? Seems odd that you cant sit a whole squad in an LAV.
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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.10 12:30:00 -
[66] - Quote
Paran Tadec wrote:Paran Tadec wrote:Dropships:
What can be said that hasnt already? I feel the dropships themselves are fine. If/when attack gunships are added, give dropships a HP boost and speed nerf. No arbitrary limit should be placed on what turrets can be fitted, thats dumb. Add in countermeasure systems for pilots.
Tanks:
- It seems my prays were answered when the active hardeners were added. It makes tank viable again, but not overpowering. Now we just need them for armor tanks.
They are not anything and the active hardners are the only way to go because all of the resist mods and DCU got whacked with the nerf bat and are pointless to use leaving the active resists left
Turrets:
- Vehicle turrets need obvious fixing and adjustments, first being that rounds need to actually go where the reticle is pointing while the vehicle is in motion. All vehicles should have a limited number of ammo magazines, which require returning to a supply depo to restock, as well as time to reload. The Same principles are found in EVE, and can add more tension to battle.
Only agree with this if i can kick out idiot blue dots from my tank, i dont want johnny random spamming missiles at the hill or MCC like a dumbass
Also i would prefer to have a cargohold where i can buy the ammo and fill it up to last the entire battle if need be, also maybe a specific nanohive just for vehicles instead of relying on supply depots which will get blown up
- Small missiles should be renamed to rockets. Function just as that, dumbfire rockets. Keep all the variations. Large missiles should be broken up into 2 catagories, Rocket pods and missiles. Rockets for antiinfantry, but horrible against vehicles, and missiles, which should have a lock on capability (and will only fire this way), which will give them an antiair role as well as antitank.
Just no, if you force missiles to become seperated then they become useless, you have the anti tank missile on no tanks appear your useless and vice versa. The railguns and blasters can do both so why should missiles be split up and force drivers to pick one or the other? even tho it will leave them at a disadvantage anyways and the main turret will be useless
- Railguns need to have their turn radius turned up a little bit, and given a slight boost in range and splash. Small rails need to do a little bit more damage and have more range.
- Large blasters feel fine, no complaints there. Small blasters need a dmg increase, and possibly range.
All turrets should turn at the same speed
Weapons:
- Swarms. Beginning to sound like a broken record on this. No speed buff is necessary, just fix the flight path. Its stupid to see swarms stop and do a 180 behind a dropship and then chase it til they disappear. This will make it so you have to position yourself correctly with them to get a kill on the dropship. Increasing their speed would just make it hit 100% of the time, and thats just as stupid as them hitting 0% of the time.
You forgot the swarms being able to lock on through mountains, also the ability of the missiles to bend around cover a tank is using and still hit it
- Forge gun. Alot of people are gonna cry about this but it needs to be said. Reduce the range and splash. This is supposed to be like a handheld railgun right? Then it needs to act like it. Why in the world would I consider bringing a railtank out when its easier to bring a forgegun? It does more damage, is more portable, and I can swap it out when its killed its target. You can swap out a tank, you're committed. As it currently is, its too good at everything. Reduce range, so it requires being close to get a kill, or atleast reduce damage over distance (isnt the heavy supposed to be a high HP brawler?) Theres no risk when they can just snipe across the map. Also, if its to be an AV weapon, remove some of the splash, as its currently being used to mop up new players in militia suits like cattle at the hamburger factory. If you still want a version thats good against infrantry, keep the short range, increase splash, and remove its antivehicle dmg.
- All other weapons feel about right in terms of balance, fluidity of gungame is overall much better before, especially with mouse support, but something still feels off and I can't quite put my finger on it. I really hope we one day have more customization options for our weapons, including different types of sights.
Other:
- Remove all WP rewards for action gained in any zone considered out of bounds for either team. This will fix snipers hiding on the edge of the map that can't be challenged. Before, I'd just just the railtank on them.
- Can we actually drop in when we spawn somewhere other than MCC and the CRU?
- WP, SP, and ISK from kills made in vehicles should be divided up equally amount people in a vehicle, as long as they are piloting or manning a gun. Passengers should get assists. Allow us to set default entry into vehicles based on squad, corp, standing etc.
- Can we get a 4 man, turretless LAV? Seems odd that you cant sit a whole squad in an LAV.
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Ludwig Van Beatdropin
Royal Uhlans Amarr Empire
195
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Posted - 2012.11.10 17:20:00 -
[67] - Quote
HowDidThatTaste wrote:Ludwig Van Beatdropin wrote:HowDidThatTaste wrote:ReGnUM PERFECTION DEI wrote:I want mechanic for players getting into and out LAVs, so heavys can't just jump out of a moving lav and instant pop people ;/ Horrible idea. I mean the fat suit is already gimped from your long range ar. This gives us a chance to get up close and personal with you. Actually It's a great Idea. The only reason you disagree with It Is because you do that very thing with LAVs. Of course you don't want It fixed, you use It to your advantage. We want changes like this to make this game better than what It currently Is, not just so you can get some cheap kills. And If your scared of the range on ARs then go hide In a building and stop running out In the open. So someone adapts and you call it unfair? Sounds like your scared someone will get up and personal and you won't have the advantage with you AR anymore. Maybe you should go hide in the hills with the snipers, its much more difficult for me to drive up there if you think its unfair.
Lol, when did I ever say the word "unfair"? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.10 17:55:00 -
[68] - Quote
Ludwig Van Beatdropin wrote:HowDidThatTaste wrote:Ludwig Van Beatdropin wrote:Actually It's a great Idea. The only reason you disagree with It Is because you do that very thing with LAVs. Of course you don't want It fixed, you use It to your advantage. We want changes like this to make this game better than what It currently Is, not just so you can get some cheap kills. And If your scared of the range on ARs then go hide In a building and stop running out In the open. So someone adapts and you call it unfair? Sounds like your scared someone will get up and personal and you won't have the advantage with you AR anymore. Maybe you should go hide in the hills with the snipers, its much more difficult for me to drive up there if you think its unfair. Lol, when did I ever say the word "unfair"?
Found it |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.11 13:33:00 -
[69] - Quote
Yea, did forget to mention swarms bending around cover. I've also had them just go thru cover to hit me. WTF |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.11 13:59:00 -
[70] - Quote
Paran Tadec wrote:Yea, did forget to mention swarms bending around cover. I've also had them just go thru cover to hit me. WTF
For every time I've seen my Swarms do something like that in the current build, I've had AT LEAST 2 moments where the Swarms decided that they don't trust that empty air in front of them, and would rather say hi to a nearby wall than do anything resembling focusing on the target. |
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