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Artemis Kaiba
Prima Gallicus
0
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Posted - 2013.04.15 18:04:00 -
[1] - Quote
1/ Spawn positions should be different than spawning hack point location. This would avoid spawn farming.
2/ Get the turrets look at the battlefield, not at your own MCC. Avoid positioning behind a structure or a hill, this makes them useless. Actually, most building are not strategically placed at all... Give them more resistance, I see building farming too often (a guy order a tank, breaks all buildings and wait in the red zone for the end of the match :/
3/ Nerf the tanks upgrades. How a 4 anti-tank squad cannot even lower a tank shield ? Even a full militia anti tank squad should be able to take down a tank WITH some effort. I may have miss something here, but I feel that wrong (title)
4/ Allow to put low powered module into high power slot (just like light weapons can go into heavy slot)
5/ Allow some skill respec. Even if it costs a lot of ISK.
6/ Get all those profile scanning stuff more clear. For shields, I can clearly see how modules improves it, but for scanning, I can't see a damn thing.
7/ Give orbital strike to the losing team, not the winning one. They need it more. How often I see people red lined and get nuked in the red zone...
8/ Squad orders. lol. In the end, I only use "defend" on a squad mate. Others feel useless. Need some upgrade and ergonomics.
9/ Balance the heavy armor. Only another heavy can get them. Otherwise you have to sacrifice two or three guys to get the forth one kill him. Even snipers can't kill them... The system should be more like shifumi : the heavy beats the assault, the assault beats the scout and the scout beats the heavy (by getting the heavy having a real speed down). I feel like I see more and more heavy due to this (I've seen a 6 heavy squad once, nothing could stop them). Again, they may have a weakness i still don't know and it's only what I feel like a problem.
That's all I have in mind for now. I don't know if any dev will actually read this (especially with the upcoming "Uprising"), but I don't mind, I just feel better having written everything down. If a dev actually read this, I thank him, the least I can do.
For (3) and (9), any players advices are welcome, naturally. |
ladwar
Dead Six Initiative
137
|
Posted - 2013.04.15 18:20:00 -
[2] - Quote
first don't make list.. 1.Im guessing your talking about skirmish. I can personally say that most spawn spots are fine, its up to the merc to have awareness of the battle field. 2. lol.. some turrets are badly placed, some are not. 3. dear god no, i solo kill tanks, your squad is just bad. 4. the modules fitting are fine and needed to balance out the game, works well 5. no... you made the choice deal with it, and they will be a refund soon due to a new skill tree so sshhhh!. 6. they work as intended, dampering just has more going for it. 7. its a reward for work so giving it to people who are not helping is pointless so no 8. meh, its sortof balanced to prevent warpoint abuse 9. lol simply not true. weakness is speed and range, use it and heavies fall like scouts under LAVs. |
Halador Osiris
Dead Six Initiative
163
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Posted - 2013.04.15 18:29:00 -
[3] - Quote
1. I believe mercs should only spawn from CRUs, drop uplinks, and the MCC. 2. Turrets pose a HUGE threat to vehicles, hence why dropships and tanks go around destroying them first. If you want to buff the health, we're gonna need you to nerf the damage. 3. A single proto-AV guy can take out a VERY well geared tank. Skill your stuff up. 4. You've never played EVE, have you? 5. Welcome to New Eden. You mess up, you pay for it. 6. Agreed 7. Yeah, let's just reward the team that hasn't worked for it. Moron. 8. We use rally all the time to designate LZ's for dropships. Other than that, I'll admit we just use defend. 9. Have you ever played a Heavy? I get killed by Type-II assaults all the time. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3435
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Posted - 2013.04.15 18:59:00 -
[4] - Quote
I strongly recommend making new accounts and testing things like heavies and tanks to understand the costs and difficulties associated with using these things. Even when using using the best tanks with great modules, you will still be very susceptible to one or more players who actually properly skilled into AV weapons; tank droving is still very much a gamble at high levels. Can't type more now, just test them yourselves. |
Artemis Kaiba
Prima Gallicus
0
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Posted - 2013.04.15 19:18:00 -
[5] - Quote
Sorry for not being a veteran player with tons of SP. But I can see your point and may temper mine.
3/ Everyone can't affford the SP to get pro to AV, you know ? So I guess i'm supposed to forfeit the game and wait in the MCC as soon as I see someone with a well geared tank...
9/ For heavies, I really want to know how an assault can kill you. I've never seen anyone win at one vs one against a heavy
7/ Concerning Orbital Strikes, I can't temper. If you work well, you already get a lot of SP and ISK. I don't see OS as a reward (lol, definitely not) but more like a cry for help. I'm pointing abusive use of it in the red zone. But I understand it should be earned, playing cards in the MCC shouldn't give you any OS, on that i'm sure we can agree. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3439
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Posted - 2013.04.15 19:57:00 -
[6] - Quote
Artemis Kaiba wrote:Sorry for not being a veteran player with tons of SP. But I can see your point and may temper mine.
3/ Everyone can't affford the SP to get pro to AV, you know ? So I guess i'm supposed to forfeit the game and wait in the MCC as soon as I see someone with a well geared tank...
9/ For heavies, I really want to know how an assault can kill you. I've never seen anyone win at one vs one against a heavy
7/ Concerning Orbital Strikes, I can't temper. If you work well, you already get a lot of SP and ISK. I don't see OS as a reward (lol, definitely not) but more like a cry for help. I'm pointing abusive use of it in the red zone. But I understand it should be earned, playing cards in the MCC shouldn't give you any OS, on that i'm sure we can agree.
It would be insanely unfair if someone spent lots of time accumulating SP to skill into a tank, and lots of ISK (sometimes over 1 million) making a great tank fitting for it to be easily taken down by some free starter fit swarm launcher, what would be the point of skilling up and spending all that money?
I understand not everyone doesn't have massive amounts of SP to invest to get the best gear, but with the SP your character starts with you could probably skill into an advanced swam launcher or something. AV grenades are very powerful, and they are homing grenades; getting standard tier ones are extremely useful. A pack of standard flux grenades can take out most if not all the shields of a shield tank (the bulk of their HP is shields).
The real problem is the matchmaking. New players should not be matched with vets, but they're working on it.
As for heavies, a militia/standard assault rifle do 387.5 damage per second, in 3 seconds you can do over 1000 damage; a regular assault player can definitely take out a heavy if they are smart and precise. The HMG does more damage per second, and the heavies do have more health, but HMG heavies are meant to dominate in 1 vs 1 CQC battles, that is their role. Heavies are powerful, but have weaknesses, think rock/paper scissors. Heavies are slow, large hitboxes, largest profile signature (means they are easiest to detect), they can't carry equipment (means they can't replenish their ammo with nanohives, etc). A militia shotgun scout can easily take out a heavy by sneaking up, a low level sniper or laser rifle user can easily take out a slow moving heavy.
Precision strikes are earned by war points, if you want one, then get war points by doing things beneficial to your team (laying down drop uplinks for your team to spawn, hack installations and objectives, etc). |
Valto Hynton 2100453693
SVER True Blood Unclaimed.
11
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Posted - 2013.04.15 20:00:00 -
[7] - Quote
5) if they implement this(so most of the player base don't lose interest), they would need to limit it so that when they have more than 8.5mil sp, they won't be able to respec anymore. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3441
|
Posted - 2013.04.15 20:00:00 -
[8] - Quote
People only using defend orders for the easy war points is a problem, something needs to be does about it to incentivize use of the others. |
ladwar
Dead Six Initiative
139
|
Posted - 2013.04.15 20:47:00 -
[9] - Quote
Artemis Kaiba wrote:Sorry for not being a veteran player with tons of SP. But I can see your point and may temper mine.
3/ Everyone can't affford the SP to get pro to AV, you know ? So I guess i'm supposed to forfeit the game and wait in the MCC as soon as I see someone with a well geared tank...
9/ For heavies, I really want to know how an assault can kill you. I've never seen anyone win at one vs one against a heavy
7/ Concerning Orbital Strikes, I can't temper. If you work well, you already get a lot of SP and ISK. I don't see OS as a reward (lol, definitely not) but more like a cry for help. I'm pointing abusive use of it in the red zone. But I understand it should be earned, playing cards in the MCC shouldn't give you any OS, on that i'm sure we can agree.
3.i have the standard AV gear(minimal sp) so proto not needed which is to say tanks are weaker then they should be for the cost. 9. teamwork, i do pretty well but, i use the team to help me. i win vs heavies even squads quite well. speed and or range goes a long way to make them weak and easy to flush out or CQC.
7. it is a reward, there no other way to say it. even if your team is doing bad your squad can still use that to get warpoints and get orbital strikes. its the difference from giving up and using tactics to your advantage.
manus peak is number one for red lining. why because it has 3 points and snipers make it worse, scouts are great on this map. sneak behind and you can set an uplink and capture the other two points usually without having to kill anyone, now you just flipped the game in your side, all of the reds are going to flush out of last point to regain the lost points and you have broken the red lining while earning a good deal of warpoints. you do know if your getting redlined the other team isn't making a lot of warpoints either. |
Buster Friently
Rosen Association
269
|
Posted - 2013.04.15 21:05:00 -
[10] - Quote
With regards to orbitals. Try to think of them this way :they aren't meant to be balanced, they are meant to speed up the inevitable coarse of the game. Your team has more orbitals, then you're already winning, and it's just a matter of time. Orbitals reduce the tedium of following through to the end.
Also, not to brag (I'm not that good) but I kill heavies probably better than 50/50 in my Logi. |
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Arkena Wyrnspire
Turalyon Plus
68
|
Posted - 2013.04.15 21:36:00 -
[11] - Quote
Artemis Kaiba wrote:
9/ Balance the heavy armor. Only another heavy can get them. Otherwise you have to sacrifice two or three guys to get the forth one kill him. Even snipers can't kill them... The system should be more like shifumi : the heavy beats the assault, the assault beats the scout and the scout beats the heavy (by getting the heavy having a real speed down). I feel like I see more and more heavy due to this (I've seen a 6 heavy squad once, nothing could stop them). Again, they may have a weakness i still don't know and it's only what I feel like a problem.
For (3) and (9), any players advices are welcome, naturally.
Heavies definitely do not need nerfing. It's annoying when you're facing a group of them as they take time to down, which is time you don't have when they're ravaging your team with HMGs. But a group of heavies SHOULD be able to do that. One on one I find heavies to be a bit of a joke. I can go toe to toe with them in my assault gear and win. |
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