Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.10 06:59:00 -
[1] - Quote
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. |