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HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.07 13:55:00 -
[1] - Quote
according to commander Wang on Zion Shads podcast last night.
The next few builds they are really going to focus on the core mechanics of the game they will still be adding content but a major focus is going to be on fixing what we have.
We all know of the major fixes needed lag, frame rte etc..
But let's talk about some of the smaller sometimes overlooked details that will really polish this game.
1 the clunkyness of walking on hills like you are falling it is hard to keep aim sometimes as you bounce down a hill.
2 the poor way that two people on the same team kinda get locked together when they run into each other.
3 the rdv takes 15 seconds to get to you and another 30 seconds to circle around or slide into you area only to hold it just out of reach before dropping.
Add some of your ideas here maybe these will get polished up a bit. |
Gawdbotherer
Doomheim
6
|
Posted - 2012.11.07 14:17:00 -
[2] - Quote
Lag and Bad spawns, if i wanted to play something with lag and bad spawns I would just play COD.
I mean lag may take a while to iron out, but bad spawns is just lazy IMHO. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.07 14:23:00 -
[3] - Quote
I forgot to add some sorta grenade finess be able to bounce them off the ground or walls etc.. they just don't feel right yet. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.07 14:29:00 -
[4] - Quote
If the game is going to have vehicles and AV then it needs to be sorted out tbh
So far the way vehicles are they are becoming free points and kills to the basic of AV stuff, level up AV a bit more and you are killing tanks like cracking an egg with a spoon
BF3 has gone infantry only tbh with the majority of vehicles being useless and constantly patched to be made weaker because ppl cannot work together to take out a vehicle and the same is happening with tanks in this game
2 builds ago tanks did require teamwork to take out now they take 1 person and the turrets are all getting nerfed to go with it aswell as the resist mods got hammered and EW hasnt been added yet fully which will just cream any vehicle at this rate
It may not be 'core mechanics' as such but its fairly important |
Waruiko DUST
G I A N T
90
|
Posted - 2012.11.07 14:31:00 -
[5] - Quote
FIX AV
Right now dropships can only be touched by a few, anything shield gets almost a pass from AV, and armor get Fd in the A,
First is cause the default AV gear tracks funny, and the other two are because the prevalence of explosives combined with the sharp 30% penalty or buff makes too much an impact.
I say make the Swarm a Heavy weapon, fit its tracking issues, and replace it with a new lower powered direct fire weapon.
Something like a breach loading single shot AM gun with 300 or so meters range would work so long as its a 'projectile' or 'hybrid' weapon for bonus and penalties purposes.
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Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
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Posted - 2012.11.07 14:33:00 -
[6] - Quote
Rewars. If you get 600 Wp killing people you gain more isk/sp than gaining those same 600 WP reviving/repping/resupplying people.
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Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
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Posted - 2012.11.07 14:36:00 -
[7] - Quote
1) Movement speed / Controller responsiveness needs to be bumped up closer to where it was in older builds
2) Spawns need work
a) Ambush - Spawns should be either near teamates or in a safe zone on a fixed side of the map b) Skirmish - Covered spawns or far enough in the red zone to be free from Drop Ship spam
3) Collision between character and map elements needs work all the way around. Often get stuck on hills, rocks, etc...and have to wiggle your way out
|
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.11.07 14:40:00 -
[8] - Quote
Game start sequence. It takes a long time and I need to babysit it because I need to press lots of buttons while it does its stuff.
Launch Dust wait.... Press "x" wait.... Press "x" Press "x" Press "x" wait..... Press "start" Press "start" wait..... Enter game.
Not sure if this qualifies as a "core" game mechanic though. |
KingBabar
Seraphim Initiative. CRONOS.
442
|
Posted - 2012.11.07 14:49:00 -
[9] - Quote
HowDidThatTaste wrote: I forgot to add some sorta grenade fitness be able to bounce them off the gound or walls etc.. they just don't feel right yet.
I totally dissagree. With practice you can be very precise indeed with the nades. I can hit just about anything, and yes, I do bounce them off stuff aswell. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.07 14:59:00 -
[10] - Quote
Maybe we should add a few gun turrets players could man on the bottom of the mcc making it more difficult to spawn camp the drop in players. |
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Dusters Blog
Bragian Order Amarr Empire
116
|
Posted - 2012.11.07 15:02:00 -
[11] - Quote
the spawning is the worst seen in a shooter. steps have to be taken to improve it.
vehicles needs better balance. more numerous and better effective av weapons.
deep training mode
countless game modes and customization are needed.
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.07 15:57:00 -
[12] - Quote
Top requirement => LAG, micro-freeze. These have to go.
Spawns in ambush => agreed. Best solution would be to have a safe area to spawn in just like in skirmish. And also have an MCC for each team. You could choose to spawn from : 1) Random place just like it is now. But you should actually drop from the sky ! 2) MCC 3) Red zone 4) Possible drop uplink on the ground 5) CRU when some are available (why dont we see CRU landing in ambush ?)
If you get redlined in skirmish. your fault.
Grenades, agreed their physics is kinda odd. Seems like they dont have any weight.
HAVs => Saying they're made of paper is an exageration... Yesterday i took one of your tank English. and it took flux nades from corpmates, regular AV nades and my forge gun. Yet, i'd rather have stronger HAVs in HP but with weapons that actually need SKILL to get frags. Not ridiculous missile spam that doesnt require to be accurate.
AV weapons. SL needs a tweak. Needs better tracking against DS, a less efficient one against LAV Best solution ? Make the freakin SL needing to keep track of the target ! Various people suggested that, i agree with them. LAVs should probably be the hardest vehicle to hit with SL as their mobilty and speed is very good. But they're probably the most hurt by those. With SL needing to keep lock and follow target, a good driver could dodge some SL shots.
Also, they should remain light weapons.
Obviously, Vehicle turret: Let's have railgun back... Not with a massive splash like they had before... But with their insta travel beam, pinpoint precision ! Make blasters more usefull by nerfing freakin missile. And keep missile as a crowd control weapon, not a OSing machine. And obviously, light turrets must be light......
Infantry movement. I can get that the dance feeling didnt do any good to the game. But mobility between suits is too limited at the moment. May be straf speed, may be overall speed of the game. When facing heavies, they dont feel as "heavy" as they were in original builds. And scouts dont feel as agile either.
TBH, a team with only dropships and heavies totally rules the game, no problem.
Give us back suits specificity on this point. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.07 16:05:00 -
[13] - Quote
I'd like to see projectile speed factored into the shooting if the new system Wolfman said they're working on now can handle it. We'd probably see an end to most of those ridiculous complaints about the Tac Rifle being a pocket sniper, at least.
In all seriousness, a major factor in the complaints after the strafe nerf was how not being able to strafe made getting killed a lot easier than it used to be, but that wouldn't be as much of an issue if you had to lead your shots, even if that was only by a very small margin. I agree that these are futuristic weapons, and even today we have guns that can fire a round at around two thousand feet-per-second, but no matter how fast the projectile travels, its still not the speed of light. If you think about it, that would actually create a niche filled by the Laser Rifle, which would be pre-balanced in that regard due to doing crappy damage unless you keep the beam on your target.
I'd also like to see the Laser Rifle re-worked to have its damage bonus applied based on time on target, and not time fired. The current ability to fire at something in front of you until you hit 50% heat and then sweep the beam across the head of a distant target for an instant kill is more than a little stupid. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.11.07 16:27:00 -
[14] - Quote
HowDidThatTaste wrote:I forgot to add some sorta grenade finess be able to bounce them off the ground or walls etc.. they just don't feel right yet.
Totally agree. Look at halo for how grendades should act. When I throw grenades I find it difficult to predict where they will land or bounce or whether they will even explode. I have had fewer problems with the latter recently though. |
Sentient Archon
Red Star.
690
|
Posted - 2012.11.07 16:28:00 -
[15] - Quote
HowDidThatTaste wrote:Maybe we should add a few gun turrets players could man on the bottom of the mcc making it more difficult to spawn camp the drop in players.
+1 for this. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.11.07 16:43:00 -
[16] - Quote
Sentient Archon wrote:HowDidThatTaste wrote:Maybe we should add a few gun turrets players could man on the bottom of the mcc making it more difficult to spawn camp the drop in players. +1 for this. Meh I'd be careful with this idea. Even now some ppl still stay in their spawn's turrets for the majority of a match trying to get kills. Now a turret on the MCC with a line of sight on the whole battlefield and no way to be shot at? Yeah that wouldnt be abused right? |
ReGnUM PERFECTION DEI
402
|
Posted - 2012.11.07 16:49:00 -
[17] - Quote
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 ;/ |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.07 16:54:00 -
[18] - Quote
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 ;/ I think this is the first time I've agreed with you completely, ReGnUM. I'd like to see boarding mechanics for all vehicles, personally, so that you can't teleport into a tank to get away from getting shot, for instance. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.07 17:06:00 -
[19] - Quote
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. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.07 17:09:00 -
[20] - Quote
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. well we could but fatsuit cannons in the redline or something |
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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.07 17:18:00 -
[21] - Quote
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. Being able to use a free LAV was a taxi for an asset that can carry weapons equivalent to tank cannons is beyond lame. Its almost as lame as finally blowing away an HAV that's harasing the point you're defending only to have 3 Heavies with Broadsides teleport out just before it blows and gun down everyone there. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
|
Posted - 2012.11.07 17:44:00 -
[22] - Quote
Mobius Wyvern 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. Being able to use a free LAV was a taxi for an asset that can carry weapons equivalent to tank cannons is beyond lame. Its almost as lame as finally blowing away an HAV that's harasing the point you're defending only to have 3 Heavies with Broadsides teleport out just before it blows and gun down everyone there.
I disagree. The point of having a free LAV is to ferry players around. Your aren't complaining about the hundreds of blueberries using LAV's to get around, so your problem isn't with the vehicle. Even ReGnUM's 'solution' would only delay the problem. Heavies will just get out of their LAV's further away from their targets is If they can't 'pop out' of them. You seem to have a problem with what vehicles allow heavies to do. That is an understandable criticism, but it's a slippery slope argument an therefore not one that warrants a ban.
LAV's. HOWDIDTHATTASTE uses this tactic extremely well. Heavys are outmatched at range. So you hop in your LAV and close the distance. Fitting AV nades would drastically help reduce your problem. Destroy the vehicle before it gets in your face, force the heavy to bail (while also taking some damage from the explosion) and try to dictate the pace of the battle.
If anything should be changed, it should be the cost of LAV's. I've heard people complain about being run over by LAV's quite a bit. I think that making milita LAV's very cheap but not free would help alleviate some of that angst. The same thing happened with dropships. I haven't been dropship crushed since E3
PSN: PiercingSerenity Country: US Class: Assault Corp: Shattered Ascension [SH4T] |
SATORI CORUSCANTi
Pink Fluffy Bounty Hunterz RISE of LEGION
253
|
Posted - 2012.11.07 17:53:00 -
[23] - Quote
It isn't -that- big of a deal but when another player nudges you out of the MCC, or bumps you after you jump, it doesn't let you activate your inertia dampener and you just go splat on the ground. |
ReGnUM PERFECTION DEI
402
|
Posted - 2012.11.07 17:59:00 -
[24] - Quote
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.
LOL are you still whining. Heavy is designed to hold down a position,and to not advance like a gunslinger. The only defense we have against heavy's is mobility, and it is clear that the lav abuses that mechanic.
However, Taste Iam sure if you cry enough on the forums you will get another quad buff like last build. Knowing CCP you might even get a thruster back that slings you across the map. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.11.07 18:02:00 -
[25] - Quote
I'd like better sounds for weapons and deaths and explosions and so on, I guess.
But the stuff that really matters to me are FPS and hit detection. I can't play a game about shooting people where it's too choppy to aim, and the people I do shoot don't take damage a significant portion of the time. |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2012.11.07 18:20:00 -
[26] - Quote
Overall speed of the game needs an increase. I don't want it to be COD bad, thats like playing an arcade game. But it needs to be upgraded. The earlier builds seemd to be much faster paced.
For an example, look at the Pdiggy videos he put up on Youtube and see how fast the game used to be.
|
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.11.07 18:37:00 -
[27] - Quote
LAG/Frame Rate issues Controller integration, they really need to tune it up and make it much smoother. play MAG, you'll see what i mean, switch weapons, aim, shoot.. Dust is way too sloppy |
Jak Teston
Osmon Surveillance Caldari State
99
|
Posted - 2012.11.07 18:53:00 -
[28] - Quote
The obvious ones: - The whole infantry-vehicle interaction - Turret skills and damage bonuses - Dynamic object collisions (such as player vs player or player vs capture terminal)
The less obvious ones: - Grenade handling looks like a substitute to a proper solution - Are explosives really final? - Anti-vehicle grenades may need a second look - Rifle kick and dispersion need some more interesting mechanic than the current "cone of fire"-feel to it - Survivability and supply depots - right now either you're dead before you're through the first clip or you're constantly short on ammo - Forge guns and movement - The role of the sniper - Vehicle assists - Oh dear, I almost forgot to mention the R2-wheel - the kind of things you get used to... - The repair gun and it's role during the fight - Warpoints, ISK, and the incentives they set - this one touches on the role of the sniper - Weapon range deserves a look at - at low meta-levels it's the primary gungame mechanic in the game and is very frustrating - maybe more interesting recoil mechanics could take it's place - Warpoint actions - are they supposed to come in discrete sizes or could they potentially be a more scalar measure of achievement? - Reload times and reload animations - Visual detection and radar detection - I can see a HAV/LAV/Dropship from the map but I don't have it on my radar, why?
There're more, but let's leave it at that.
|
nakamakazi
Amarr Templars Amarr Empire
6
|
Posted - 2012.11.07 19:22:00 -
[29] - Quote
Blaster on vehicles.
I think they should work much like he ARs or even the HMG in how the fire. Instead of this one tiny dot to work with, give it a aiming reticule like other weapons, make it a viable weapon. Also maybe increase their range a little bit.
Middle launchers
As much as I love raining death onto ground enemies from dropships, or while in a tank...nerf their range. They shoot way too far. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.07 19:23:00 -
[30] - Quote
ReGnUM PERFECTION DEI 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. LOL are you still whining. Heavy is designed to hold down a position,and to not advance like a gunslinger. The only defense we have against heavy's is mobility, and it is clear that the lav abuses that mechanic. However, Taste Iam sure if you cry enough on the forums you will get another quad buff like last build. Knowing CCP you might even get a thruster back that slings you across the map.
Hahaha have you seen my golden Lav yet ? You will. |
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BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.07 22:07:00 -
[31] - Quote
i know this is random but i want to see my buddies in a dropship. Wat i mean is when i am in the passenger seat when i turn around i want to see where my friend is looking to. :D or be able to move around a have a party while the gunners kill. WOOT. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.07 22:20:00 -
[32] - Quote
Cyn Bruin wrote: Overall speed of the game needs an increase. I don't want it to be COD bad, thats like playing an arcade game. But it needs to be upgraded. The earlier builds seemd to be much faster paced.
For an example, look at the Pdiggy videos he put up on Youtube and see how fast the game used to be.
We talked to CCP Wolfman about this in IRC the other day, and he confirmed that absolutely no changes have been made to movement speed since Replication. The apparent changes are animation related, based on your perception of movement rather than your actual speed. They're working on an update for that right now, as well as redoing the entire hit-detection system for the 3rd time. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.07 22:22:00 -
[33] - Quote
Mobius Wyvern wrote:Cyn Bruin wrote: Overall speed of the game needs an increase. I don't want it to be COD bad, thats like playing an arcade game. But it needs to be upgraded. The earlier builds seemd to be much faster paced.
For an example, look at the Pdiggy videos he put up on Youtube and see how fast the game used to be.
We talked to CCP Wolfman about this in IRC the other day, and he confirmed that absolutely no changes have been made to movement speed since Replication. The apparent changes are animation related, based on your perception of movement rather than your actual speed. They're working on an update for that right now, as well as redoing the entire hit-detection system for the 3rd time. I thought hit detection was good this build or was tht just me? |
Waruiko DUST
G I A N T
90
|
Posted - 2012.11.07 23:25:00 -
[34] - Quote
BobThe843CakeMan wrote:Mobius Wyvern wrote:Cyn Bruin wrote: Overall speed of the game needs an increase. I don't want it to be COD bad, thats like playing an arcade game. But it needs to be upgraded. The earlier builds seemd to be much faster paced.
For an example, look at the Pdiggy videos he put up on Youtube and see how fast the game used to be.
We talked to CCP Wolfman about this in IRC the other day, and he confirmed that absolutely no changes have been made to movement speed since Replication. The apparent changes are animation related, based on your perception of movement rather than your actual speed. They're working on an update for that right now, as well as redoing the entire hit-detection system for the 3rd time. I thought hit detection was good this build or was tht just me?
Going from 20% good to 70% good is a nice improvement, but something in the high nineties is worth shooting for so I'd say this is a good thing. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.07 23:31:00 -
[35] - Quote
HowDidThatTaste wrote:Maybe we should add a few gun turrets players could man on the bottom of the mcc making it more difficult to spawn camp the drop in players. Even better- how about being able to use the turrets already on the MCC (when we get bigger maps, ofc) |
VK deathslaer
Tritan-Industries Legacy Rising
149
|
Posted - 2012.11.07 23:44:00 -
[36] - Quote
EnglishSnake wrote:If the game is going to have vehicles and AV then it needs to be sorted out tbh
So far the way vehicles are they are becoming free points and kills to the basic of AV stuff, level up AV a bit more and you are killing tanks like cracking an egg with a spoon
BF3 has gone infantry only tbh with the majority of vehicles being useless and constantly patched to be made weaker because ppl cannot work together to take out a vehicle and the same is happening with tanks in this game
2 builds ago tanks did require teamwork to take out now they take 1 person and the turrets are all getting nerfed to go with it aswell as the resist mods got hammered and EW hasnt been added yet fully which will just cream any vehicle at this rate
It may not be 'core mechanics' as such but its fairly important
People are are approaching vehicle balance in the wrong way. I agree with what you said when just 2 builds ago it took a dedicated team and coordination to kill a tank. But for diversity reasons they nerfed tanks so gameplay was "better". But this always has a cost tanks weren't really an exploit were they? Was tank HP and damage really a problem, or a team not working together?
Gathering player feedback is a great thing but some times players aren't always right. They sometimes don't address the issue from a game play/mechanics standpoint. So if we are really thinking some items are OP put rational behind it. Is x item an exploit. if yes then how? did it make you lag like a lag switch, could it be classified as cheating? Does it give you a chance to recover if not dead already, so on and so forth. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
|
Posted - 2012.11.07 23:45:00 -
[37] - Quote
- Updated game physics would be nice. Something like Halo, where bullets can blow up grenades in the air if you happen to shoot them - More realistic hulls of vehicles. I understand why all the vehicles just fade away after a while, but it'd be nice to add them to the map. Give the battlefield a "live in" feeling - Colors: There is nothing memorable about this game as far as graphics are concerned. Again, I like the contrast Halo has between the environment and the players/objects. Everything seems to stand out - Customization: I want to be able to make aesthetic changes to my dropsuit. Add an extra layer of shoulder plating? Done. Change the colors of my dropsuit. Nice. Make a corp logo that everyone can put on their suits? Great! - Improved Character modeling. Look at the characters from Uncharted 3. When a grenade goes off in their face, the characters recoil from it. They drop to their knees from the force of it. Their bodies actually respond to the rolling they do. Their hands reach out to touch the walls they're around and they move more realistically when they jump. I'm not saying that DUST has to be a mirror image of that, but it would really add to the immersion if the people I'm fighting acted more like people and less like crash dummies. - Environment: The mood lighting was a nice touch. But i want a more realistic place to fight. If we're doing a battle in a city, then let's see some broken windows or plants growing on buildings. Lets see some things people left behind as they ran out. Some banners from the faction that took over the city. Holes in the walls from grenades or gunfire. The maps we play on look too pristine to be battlefields.
my 0.02 ISK |
VK deathslaer
Tritan-Industries Legacy Rising
149
|
Posted - 2012.11.07 23:54:00 -
[38] - Quote
Dusters Blog wrote:the spawning is the worst seen in a shooter. steps have to be taken to improve it.
vehicles needs better balance. more numerous and better effective av weapons.
deep training mode
countless game modes and customization are needed.
could you please clarify what you meant by "better effective av weapons" i'm sure you mean swarms need better pathing. All av weapons are working as intended except for the flight path of swarm launchers. If you meant av weapons should be more powerful then you may just want to check that statement. teamwork is essential in this game if you just want to blow up a tank just by your lonesome then I"m sorry but i can't appreciate this reasoning. Your making things not as fun to some players while some are having more fun cuz they don't play that way.
No one should be ostracized based on how they play. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.07 23:56:00 -
[39] - Quote
Mobius Wyvern wrote:I'd like to see projectile speed factored into the shooting if the new system Wolfman said they're working on now can handle it. We'd probably see an end to most of those ridiculous complaints about the Tac Rifle being a pocket sniper, at least.
In all seriousness, a major factor in the complaints after the strafe nerf was how not being able to strafe made getting killed a lot easier than it used to be, but that wouldn't be as much of an issue if you had to lead your shots, even if that was only by a very small margin. I agree that these are futuristic weapons, and even today we have guns that can fire a round at around two thousand feet-per-second, but no matter how fast the projectile travels, its still not the speed of light. If you think about it, that would actually create a niche filled by the Laser Rifle, which would be pre-balanced in that regard due to doing crappy damage unless you keep the beam on your target.
I'd also like to see the Laser Rifle re-worked to have its damage bonus applied based on time on target, and not time fired. The current ability to fire at something in front of you until you hit 50% heat and then sweep the beam across the head of a distant target for an instant kill is more than a little stupid.
This i believe is a huge issue with the Laser rifle. People who use it note that its almost impossible to overheat anyway so they are constantly tryin to keep their heat up to 50% or higher for those incredifast sweep kills. I watched once guy sweep right past me he didnt even try to keep it on me but just made a huge sweeping motion and the rifle in the short time that the laser hit me did right about 200 dmg (took down all my sheilds and ate into about 25% of my armor and I have 165 sheilds and 209 armor in the suit I was using). |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.08 13:06:00 -
[40] - Quote
Laurent Cazaderon wrote: HAVs => Saying they're made of paper is an exageration... Yesterday i took one of your tank English. and it took flux nades from corpmates, regular AV nades and my forge gun. Yet, i'd rather have stronger HAVs in HP but with weapons that actually need SKILL to get frags. Not ridiculous missile spam that doesnt require to be accurate. .
TBH you got stupidly lucky
A supply depot dropped next to you which never showed up on my map i thought you were hiding behind the pole tbh and all you did was spam nades because instant resupply thx to the depot
You have never taken me out in an organized fashion tbh on any map or mode
That said the tank got taken out stupidly easily and its a tank, its like paper even with nades it should be able to take quite a few more than it did which seemed to be like 5 at the most and 1 cheapo forge gun 1 shots it with like 2kshield left and 1.2k armor left
Too easy to crack with basic AV stuff |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.08 13:09:00 -
[41] - Quote
VK deathslaer wrote:EnglishSnake wrote:If the game is going to have vehicles and AV then it needs to be sorted out tbh
So far the way vehicles are they are becoming free points and kills to the basic of AV stuff, level up AV a bit more and you are killing tanks like cracking an egg with a spoon
BF3 has gone infantry only tbh with the majority of vehicles being useless and constantly patched to be made weaker because ppl cannot work together to take out a vehicle and the same is happening with tanks in this game
2 builds ago tanks did require teamwork to take out now they take 1 person and the turrets are all getting nerfed to go with it aswell as the resist mods got hammered and EW hasnt been added yet fully which will just cream any vehicle at this rate
It may not be 'core mechanics' as such but its fairly important People are are approaching vehicle balance in the wrong way. I agree with what you said when just 2 builds ago it took a dedicated team and coordination to kill a tank. But for diversity reasons they nerfed tanks so gameplay was "better". But this always has a cost tanks weren't really an exploit were they? Was tank HP and damage really a problem, or a team not working together? Gathering player feedback is a great thing but some times players aren't always right. They sometimes don't address the issue from a game play/mechanics standpoint. So if we are really thinking some items are OP put rational behind it. Is x item an exploit. if yes then how? did it make you lag like a lag switch, could it be classified as cheating? Does it give you a chance to recover if not dead already, so on and so forth.
TBH no one works together, its pub matches randoms vs randoms, even if you have 4man groups on the same side they dont work together
Problem is now that tanks are stupidly weak a organized 4man crew can basically alpha it |
AltTest
Doomheim
21
|
Posted - 2012.11.08 14:51:00 -
[42] - Quote
Piercing Serenity wrote:- Updated game physics would be nice. Something like Halo, where bullets can blow up grenades in the air if you happen to shoot them - More realistic hulls of vehicles. I understand why all the vehicles just fade away after a while, but it'd be nice to add them to the map. Give the battlefield a "live in" feeling - Colors: There is nothing memorable about this game as far as graphics are concerned. Again, I like the contrast Halo has between the environment and the players/objects. Everything seems to stand out - Customization: I want to be able to make aesthetic changes to my dropsuit. Add an extra layer of shoulder plating? Done. Change the colors of my dropsuit. Nice. Make a corp logo that everyone can put on their suits? Great! - Improved Character modeling. Look at the characters from Uncharted 3. When a grenade goes off in their face, the characters recoil from it. They drop to their knees from the force of it. Their bodies actually respond to the rolling they do. Their hands reach out to touch the walls they're around and they move more realistically when they jump. I'm not saying that DUST has to be a mirror image of that, but it would really add to the immersion if the people I'm fighting acted more like people and less like crash dummies. - Environment: The mood lighting was a nice touch. But i want a more realistic place to fight. If we're doing a battle in a city, then let's see some broken windows or plants growing on buildings. Lets see some things people left behind as they ran out. Some banners from the faction that took over the city. Holes in the walls from grenades or gunfire. The maps we play on look too pristine to be battlefields.
my 0.02 ISK I really like these suggestions. Once they clean up shoddy mechanics I'd love these implemented. Game just feels dead. Would help. |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.08 16:20:00 -
[43] - Quote
AltTest wrote:Piercing Serenity wrote:- Updated game physics would be nice. Something like Halo, where bullets can blow up grenades in the air if you happen to shoot them - More realistic hulls of vehicles. I understand why all the vehicles just fade away after a while, but it'd be nice to add them to the map. Give the battlefield a "live in" feeling - Colors: There is nothing memorable about this game as far as graphics are concerned. Again, I like the contrast Halo has between the environment and the players/objects. Everything seems to stand out - Customization: I want to be able to make aesthetic changes to my dropsuit. Add an extra layer of shoulder plating? Done. Change the colors of my dropsuit. Nice. Make a corp logo that everyone can put on their suits? Great! - Improved Character modeling. Look at the characters from Uncharted 3. When a grenade goes off in their face, the characters recoil from it. They drop to their knees from the force of it. Their bodies actually respond to the rolling they do. Their hands reach out to touch the walls they're around and they move more realistically when they jump. I'm not saying that DUST has to be a mirror image of that, but it would really add to the immersion if the people I'm fighting acted more like people and less like crash dummies. - Environment: The mood lighting was a nice touch. But i want a more realistic place to fight. If we're doing a battle in a city, then let's see some broken windows or plants growing on buildings. Lets see some things people left behind as they ran out. Some banners from the faction that took over the city. Holes in the walls from grenades or gunfire. The maps we play on look too pristine to be battlefields.
my 0.02 ISK I really like these suggestions. Once they clean up shoddy mechanics I'd love these implemented. Game just feels dead. Would help.
All of the above please. Plus some meatier effects with the guns. Feels like I'm holding a pea shooter all the time. Also the ability to hug cover like you get with games like uncharted. Press O as you run up to a concrete block on the ground and you'll crouch behind it avoiding incoming fire. And being able to vault over it afterwards would be good. |
CandleJack more rope
27
|
Posted - 2012.11.08 16:26:00 -
[44] - Quote
HowDidThatTaste wrote:according to commander Wang on Zion Shads podcast last night.
The next few builds they are really going to focus on the core mechanics of the game they will still be adding content but a major focus is going to be on fixing what we have.
We all know of the major fixes needed lag, frame rte etc..
But let's talk about some of the smaller sometimes overlooked details that will really polish this game.
1 the clunkyness of walking on hills like you are falling it is hard to keep aim sometimes as you bounce down a hill.
2 the poor way that two people on the same team kinda get locked together when they run into each other.
3 the rdv takes 15 seconds to get to you and another 30 seconds to circle around or slide into you area only to hold it just out of reach before dropping.
Add some of your ideas here maybe these will get polished up a bit.
LAG 2nd Hard cap in EXP grind ! 3rd ADD JETS 4th KICK ALL PLAYERS THAT DONT PLAY EVE ONLINE OUT OF BETA ! 5th FIX EVERYTHING TO THE NEW BETA PLAYERS LIKING ! 6TH LUNCH GAME !( WITH NO BUGS !) 7th PROFIT ! |
CandleJack more rope
27
|
Posted - 2012.11.08 16:27:00 -
[45] - Quote
BETTER YET !
KICK ALL PLAYERS THAT DONT PLAY EVE OUT OF BETA !!
END OF IT ! |
Kain Spero
Imperfects Negative-Feedback
898
|
Posted - 2012.11.08 16:57:00 -
[46] - Quote
I would like to have them completely eliminate the enemy red zones and create spawn protection through map design or some other means. Having it where someone can stand in an area and be fine while if you are on the other team and stand in the same spot you explode after 20 seconds is just silly. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
|
Posted - 2012.11.08 18:47:00 -
[47] - Quote
The change to the X and Y speed on the mouse with Codex. The speed was slow before, but now its A) different speeds for X and Y and B) too damn sensitive in turn speed, but not precise enough when ADS |
Ludwig Van Beatdropin
Royal Uhlans Amarr Empire
195
|
Posted - 2012.11.08 20:00:00 -
[48] - Quote
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. |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.11.08 20:22:00 -
[49] - Quote
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. I'd rather have AV Nade Spam than LAV Spam... CCP, please bring back AV Nade spam so that we can stop these LAV's. i rarely saw tanks die from them, tanks move so slow they noticed AV's on the ground... these LAV's are wreckless and careless. currently AV nades stink, they dont hit vehicles moving nor do they do damage to vehicles some of the times... they seem broken? please bring back AV spam! |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.08 20:33:00 -
[50] - Quote
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. |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.08 21:01:00 -
[51] - Quote
Ima Leet 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. I'd rather have AV Nade Spam than LAV Spam... CCP, please bring back AV Nade spam so that we can stop these LAV's. i rarely saw tanks die from them, tanks move so slow they noticed AV's on the ground... these LAV's are wreckless and careless. currently AV nades stink, they dont hit vehicles moving nor do they do damage to vehicles some of the times... they seem broken? please bring back AV spam!
I'm a fan of Swarm Launcher spam as a counter to LAV spam.
Works nicely for me. Maybe you should try it sometime? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.08 22:10:00 -
[52] - Quote
Fix lag, frame rate, and all that obvious stuff.
Fix spawning in Ambush: You should be spawned where there is the least enemies, and preferably where there are a few allies.
Player on player collisions have a weird bouncy annoying effect. Needs to be fixed.
Grenade throws are still awkward. That needs fixing.
Traversing over sloped terrain like hills should not be nearly as difficult and stamina consuming. It needs to be faster, easier and take up much less stamina.
Vehicles are way too overpriced in my opinion, they are not worth their costs. If they were buffed to worth their cost then they would too powerful though, so reducing the cost should be the goal. I think a massive price cut would be good for vehicles. Don't make them stronger, just make the price reflect what you're getting.
I suggested that there should be turretless variants of dropships with more HP before in Wolfman's variant thread before, but I think it would be simpler just to allow the removal of turrets. This will allow dropships to free CPU/PG to fit more defensive modules to increase survivability (thus making it better for troop transport).
About dropships specifically (and swarms): Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
Additionally, the dropship vs swarms case can be improved with the right new SL variants (variants are not available for militia items, so militia only SL users won't benefit): Add new swarm launcher variants designed for handling fast targets (dropships). Militia swarm launchers should remain slow and crappy since they are free. Swarm launcher variant that fires weak but very fast swarms. Also have a smaller magazine. Swarm launcher variant that fires swarms that detonate in the air after a 20 seconds, and do splash damage to any vehicle in the splash radius. Lower direct damage, and smaller magazine.
Missile turret splash radius could use a slight reduction.
EXTRAS: More lighting effects,sky colors and weather effects. Vegetation. Plants don't have to be green, plant color evolution depend on distance from parent star, type of star, and the way the atmosphere diffuses light. This means be free to have yellow, blue, purple, or red plants. More scifi and cool outpost elements. More color in general. Assault rifle sound sucks. Assault rifle needs to sound like its blasting out hot burning charged plasma ripping through the air at high velocities, and not like some generic military shooter gun. It needs to soun more scifi. |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.11.09 02:38:00 -
[53] - Quote
Garrett Blacknova wrote:Ima Leet wrote:I'd rather have AV Nade Spam than LAV Spam... CCP, please bring back AV Nade spam so that we can stop these LAV's. i rarely saw tanks die from them, tanks move so slow they noticed AV's on the ground... these LAV's are wreckless and careless. currently AV nades stink, they dont hit vehicles moving nor do they do damage to vehicles some of the times... they seem broken? please bring back AV spam! I'm a fan of Swarm Launcher spam as a counter to LAV spam. Works nicely for me. Maybe you should try it sometime? i've only got militia swarms and they're not the best AV weapon due to their horrible locking and tracking system
AV nades were so nice and easy, currently they're broken, i throw them at a vehicle, they track to it then stop tracking, give up and the LAV takes no damage. the other is it will hit the LAV but does nearly no damage or they just don't track at all and just dud out on the ground.
btw, you sound like a prick "maybe you should try it sometime?" maybe you should suck on my nootz sometime |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2012.11.09 06:28:00 -
[54] - Quote
Id like to see some tweaks to the throw away sniper fit. If we cant get speed/distance based projectile system then at least do something about follow up shots at the lower level. I think the damage is fair where its at.
LAV controls. Perhaps they made them absurd for a reason? If thats the case then leave it I guess but honestly it makes no sense to me why acceleration and steering are on the same stick.
Ill also add I agree with quite a lot of the other stuff. Some good points/ideas in this thread. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.09 09:40:00 -
[55] - Quote
Stasis webifiers would really help with the dropship situation. |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 11:17:00 -
[56] - Quote
KAGEHOSHI Horned Wolf wrote:Stasis webifiers would really help with the dropship situation.
could we make each engine damageable individually, that way, you manage to damage the DS, you take out an engine, cut the speed in half. theyd have to land next to a Logi LAV with vehicles repair module to rep. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.09 13:40:00 -
[57] - Quote
Ima Leet wrote:i've only got militia swarms and they're not the best AV weapon due to their horrible locking and tracking system
AV nades were so nice and easy, currently they're broken, i throw them at a vehicle, they track to it then stop tracking, give up and the LAV takes no damage. the other is it will hit the LAV but does nearly no damage or they just don't track at all and just dud out on the ground.
Militia Swarms with a couple of points in Weaponry are capable of one-shotting starter LAVs, and some of the cheaper Militia LAV fits.
You just need a bit of practice to learn their idiosyncrasies. If I target the same LAV with 2 shots, it pretty much doesn't have a chance. |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.09 15:33:00 -
[58] - Quote
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.
i disagree the fat suits need more HP to better take blows but this is a logical thing regnum is right there needs to be a boarding animation or something so people cant insta-port around.
Piercing Serenity wrote:- Updated game physics would be nice. Something like Halo, where bullets can blow up grenades in the air if you happen to shoot them
- More realistic hulls of vehicles. I understand why all the vehicles just fade away after a while, but it'd be nice to add them to the map. Give the battlefield a "live in" feeling
- Colors: There is nothing memorable about this game as far as graphics are concerned. Again, I like the contrast Halo has between the environment and the players/objects. Everything seems to stand out
- Customization: I want to be able to make aesthetic changes to my dropsuit. Add an extra layer of shoulder plating? Done. Change the colors of my dropsuit. Nice. Make a corp logo that everyone can put on their suits? Great!
my 0.02 ISK
this is some stuff i would like as a little bit extra reality, not shooting grenades at of the air but if a lucky shot hits |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.09 15:42:00 -
[59] - Quote
truthfully i would like the controls to be more responsive and for me to have better and more finite control over them i cant count the times that i could get a kill cause the gun would overshoot or would move at all when i only tapped it a little i need more control over my gun is hard to aim, try playing games like COD or killzone the games may suck but the mechanics are precise.
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mini rehak
The Southern Legion
22
|
Posted - 2012.11.09 20:26:00 -
[60] - Quote
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. |
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Garrett Blacknova
Codex Troopers
1849
|
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
|
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
|
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
|
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.
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
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
|
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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