Kriegs son Jaeger
Ikomari-Onu Enforcement Caldari State
5
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Posted - 2013.01.25 16:23:00 -
[1] - Quote
Very solid game for a beta, I think CCP did the right thing in getting the fundamentals down pat, and saving the content for later. Haven't noticed any glaring issues just yet, and the feel is pretty good thus far. Also enjoy putting a bit of a movement/turning penalty on heavy weapons, not only gives them a weakness in combat, but gives good game-feel as well. You really FEEL like you are lugging around this massive death machine.
That aside, some negatives:
Spawning- Not very good feedback on where I'm going to spawn by default, and often spawning on top of allies and enemies alike. Could use some better indicator as to where you will spawn, and keep you from enemies if that is the intent.
Sound- Some weapons (LMG, Shotgun, bolt driver) are very beefy, good sounds. The kind you can hear over and over without becoming grating. The assault rifle also falls into the latter category of "not grating" but is likewise not very impressive.
Map design- I'm still learning them, but it seems to me that some of them try to combine grandiose and interesting architecture, with small level design, and it generally just ends up feeling claustrophobic. I can think of better ways to build small maps, which I will get into later. But if it's going to map with large interesting features, I would suggest less large clutter and centering these structures in the map more. Ofc these may simply be smaller versions of the intended full size maps considering this is beta, but this is simply what I have observed.
Some suggestions: EDIT: Just read the sticky on it, but I honestly don't think any good will come of posting these individually aside from cluttering the forums. Maybe later if no one else thinks of it.
In keeping with the theme- Space! We need battles on space stations, from pirate bunkers to hab centers. Throw in some damage on the station here and there so it doesn't appear pristine. This could be a good prelude to any potential plans for having mercs weaken/take stations without destroying them.
Capturing stations as a game mode- As mentioned above, a pretty sweet idea would be having mercs capture stations/facilities. Not sure if it's already planned, but one rather blatant thing that comes to mind is "What happens to vehicles and orbital strikes when you're in a facility?" Not sure about vehicles, but we could change the game-mode in that basically you have two dominating factors: Facility control and facility damage.
The more damaged a facility is, the easier it is for attackers to obtain control via hacking stations, and the faster they gain points. There may also be automated defenses which repairing the facility activates, damages to facility can potentially disable. This can allow corps to hire mercs to capture facilities whole, and further effect their interaction.
Drones as calldowns, defense, or NPC defenders- In the event a corp doesn't feel like hiring mercs to defend their territory, or can't have mercs on hand 24/7, I would think they should be able to create/purchase drones and turrets for defense, along with NPC mercs. Likewise, drones would be an interesting calldown on the battlefield.
PVE against Rats-
DUST mercs could also get some PVE against rats, as well as drone survival. Though while Drone survival is just that, clearing an area of drones, PVE against Rats could be more mission oriented. With a small group of players invading a facility with a specific goal, like hacking a certain computer for data, or simply to destroy it. This serves as a good random PVE gameplay mode, and as good training for base capture. |