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Sentient Archon
Red Star. EoN.
1181
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Posted - 2013.05.07 14:10:00 -
[1] - Quote
There is plenty of QQ going around the forums accompanied by plenty of butthurt too. I am thoroughly enjoying all the butthurt going around but I wanted to add some perspective out here.
My first opinion about the build is that it is a very balanced build. It takes a little getting used to but balance is the theme here. Everything has gotten some sort of nerf but that's not necessarily a good thing.
Look and feel: The LAF does look like a professional game now unlike the previous versions that seemed like a couple of guys coded it in their basement. The gameplay has gotten smoother and the flow is definitely better. The addition of vegetation is cool. However I noticed when you run out of stamina and you are trying to retreat backwards you get "stuck" in the terrain. This is not a problem if you are moving forward.
Skill tree The skill is pretty useful and I like it. I also like the fact that you have kept the previous version of the skill tree
Dropsuits The dropsuits are fairly balanced now. I like the fact the people can get proto suits early in the game. This would help the noobs a lot. However to get the additional perks they have to skill up further into the tree which gives us vets an advantage.
Assault Role The assault role is well defined now. They are straight up killers as they should be. With the protosuit carrying only 1 equipment it makes them rely on the Logis a lot now.
Logi Role I predict Logi/support roles are going to be in big demand now. Most the games I played last night had me scurrying back to the supply depots for ammo because we didn't have any Logis around or the Logis weren't carrying nanohives. The red dot logis were constantly dropping droplinks which made it more of a fight to win.
Heavy Role Inspite of having over 1200 EHP vs my 700 EHP not a single heavy was able to kill me one on one. This is not good news for the heavy. I am good but not that good to kill every heavy on sight. I see this role dying unless CCP does something to fix the HMG.
Scout Role Shottie scout FTW. Nuff said. With their multiple low slots and sprint and stamina mods they are hard to catch
AR The range on the AR is definitely lower than what is was previously. The current iron sights are much better than the previous iron sights. However we need scopes on our ARs. I also noticed that when you are just within the max range and you fire, the shields glow but no damage takes place. I hope we can remove this feature. If I am hitting something I would like it to take damage and not give me false hopes.
SMG Working as intended. Don't see anything so far.
MD MD are still dreaming. I love this weapon. The range nerf takes some getting used to. But in the end a very effective weapon in my hands. It takes about 5 shots to down heavy now.
HMG You may as well remove this weapon from the game. I went face to face with so many proto heavies with 1200+ EHP. The only time a heavy was able to kill me was when I had only 20 EHP. HMG needs some love.
Lasers Lasers have become a LOL factor now. Atleast with the sharpshooter skill they were good at distance. I didn't see a single laser dude who didn't get owned.
Forge Guns This is the weapon for the heavies. Forget about HMGs. Get an assault forge gun and you will be OHKing peeps.
Nanite Injector This is seriously bugged. I have had only one revive so far and that's because the dude stabbed me about 10 times. They are not able to the R1 button to stab people
Nanohives We have had some hiccups deploying nanohives. In addition to that the nanohives run out very fast. With only one supply depot its hard not to stay alive.
Supply Depots Every map I played had only one supply depot. My recommendation is either have one supply depot per objective or allow us to call in supply depots or increase the nanites in the nanohive.
LAVs LAVs are fun to drive now. The control mechanism is awesome. Good job here
Tanks LOL! The PG skill in tanks does not increase the overall PG by 5% - 25%. The blasters are wonderful now. However the rails promote red line sniping. I also feel that the burn out level for the tanks should be increased. I destroyed 2 tanks yesterday just because the fire killed the tank. If they can get away from AV they should get a chance to repair themselves.
I will provide more information once I am done checking the rest of the stuff. |
Sentient Archon
Red Star. EoN.
1187
|
Posted - 2013.05.07 14:24:00 -
[2] - Quote
BursegSardaukar wrote:Death screen needs a look at - jumping right to the map is confusing and implies you won't be rezzed... the bleedout timer needs to be more prominent.
I heard about this. Quite a few alliance mates of mine ran into this issue. Unfortunately I haven't experienced it so I cant say much about it. I heard turning down the frame rate to 720 helps. But then again why should we turn our frame rate down? We want to enjoy this game at its best. |
Sentient Archon
Red Star. EoN.
1187
|
Posted - 2013.05.07 14:26:00 -
[3] - Quote
KatanaPT wrote:good stuff man, i am fairly annoyed at how the triage mechanics have been borked, i spent a full match without reviving anyone, because either they didnt knew how to work it out, or i simply didnt see the icon for revive. Also the movement seens slugish, the turn rate has decreased ALOT. You pointed out almost all whats in this build with a good critical eye, also i would add that i think that every weapon in the game should have their range increase by a 30% or so, like, everyone of them.
Triages now are only useful for repping man. With nanohive running out of ammo fast, one supply depot and the nanite injectore being hosed ;- Logis might have a tough time. Most games I was praying to see a Logi Bro. And to my luck they were on the other side. |
Sentient Archon
Red Star. EoN.
1192
|
Posted - 2013.05.07 14:39:00 -
[4] - Quote
Chris F2112 wrote:The decrease in ammo given from nanohives is only at the basic and militia tiers. The advanced K-2 nanohive actually gives more ammo than the previous ones did. I think that it's a great change that makes skilling into nanohives an actual important role, rather than a waste of SP as it was before.
And don't forget 6 man squads. I love this change!
Hmmm interesting about the nanohives. I should ask my Logis to check that out. Thanks for the information though. |
Sentient Archon
Red Star. EoN.
1192
|
Posted - 2013.05.07 14:42:00 -
[5] - Quote
semperfi1999 wrote:Actually interesting thing we discovered yesterday.......
If you choose a different suit at the supply depot you lose the suit you were running before. So if you want to keep that suit dont change it at the supply depot.
I run only one suit now with the respec. But that's interesting. Anyone else face this problem? We should not loose a suit if we change it at the supply depot. If the heavies have to function in their roles they have to keep switching between suits.
CCP may as well take off the supply depot or don't allow suit changes there. |
Sentient Archon
Red Star. EoN.
1197
|
Posted - 2013.05.07 16:12:00 -
[6] - Quote
Soldier of Mawat wrote:One thing I haven't really seen mentioned besides this thread is how much better the LAVs are now. With the new audio and the better "traction" it really is a fun vehicle to drive. The problem of spinning out of control from a slight turn has been fixed, but has been replaced with the ability to flip the vehicle over just by taking a turn fast. So far I have done a barrel roll off a slight incline, I've done a backflip after hitting a steep hill, and I've rolled it three times after trying to turn around too fast. Most of these situations I have been able to drive away but sometimes I have gotten it stuck on it's side. Flipping it though makes it so much more fun to drive and for a few matches all I did was just call in LAVs and drive around.
I have mentioned LAVs here;-
Sentient Archon wrote:
LAVs LAVs are fun to drive now. The control mechanism is awesome. Good job here
Anything good people should experience for themselves |
Sentient Archon
Red Star. EoN.
1202
|
Posted - 2013.05.07 17:32:00 -
[7] - Quote
Sgt Buttscratch wrote:Great Post OP, agree with you on every asspecked. It's about time people start looking at what we have not had.
I'm for the heavy movement tho. People need to be scared when a heavy walks around the corner, not bounce to 20-30m then wipe him out.
Heavies and tanks for now need some love |
Sentient Archon
Red Star. EoN.
1207
|
Posted - 2013.05.07 18:20:00 -
[8] - Quote
Mr Gloo Gloo wrote: BUT, do you really think that the logi ck0 is well balance ? (you forget that one) Same skin that the assaut (so same hitbox), so many slots and equipment, so high shield... Why bother with a sidearm with the new skill tree ? Focus on 1 weapon, dropsuit, core skills ... No need for assault dropsuit, and definitly no need for other logi suits.
This being said, we are now waiting for a nerf of this dropsuit...
Actually I think the logistics Ck0 is just fine. I know about the 5 extra slots but the starting out S is 150 and A is 135. I did the math and the Ck0 gets about 10 EHP compared to the Caldari Assault suit. I think the side arm is a big factor. With the range being reduced I noticed it takes more bullets to kill someone. I find myself constantly switching to my sidearm. But that's just my opinion and gamestyle.
Mr Gloo Gloo wrote:
But you pointed the principal subject here : the heavy.
Are we in a RPG game or not ? The heavy (or TANK) is the first peace in every RPG. You take off the heavy --> you take off the logibro --> full DPS + 1 cheated dropsuit = COD like casual game.
For the moment, without fixes, I hate Uprising !!!
QFT. Without the heavies, there is no use for a Logi. Good point! +1 |
Sentient Archon
Red Star. EoN.
1213
|
Posted - 2013.05.08 00:30:00 -
[9] - Quote
I haven't played much ambush. I will be getting on now and checking the rest of the stuff. |
Sentient Archon
Red Star. EoN.
1215
|
Posted - 2013.05.08 13:50:00 -
[10] - Quote
Sniper Rifles Sniper rifles hasn't changed much. The number of snipers have reduced a lot thanks to the charged sniper rifle being put into the proto slot. The charge sniper now does a base damage of 294. Slap on a couple of damage mods and with sniper rifle proficiency 3 it does a damage of 397. Pretty cool huh? Not!!! The cost of this rifle is still 6000 Isk. I mean if you a re going to give a weapon this much damage you could make it a tad more expensive. Other than that red line sniping is hard to do.
Shotguns Pretty much OHK or 2HK if you are in range. Shotgun scouts are crazy to deal with. I found fused locus nades and remote explosives very useful. Other than that as long as they were not in range they were easily owned
Scrambler Pistols This is a good weapon to run with. I saw a dude OHK another dude with a scrambler pistol. Lucky headshot;- maybe. Its a good weapon to have. Has more range than the SMG or HMG. Almost comparable to the AR
Dropships The dropship controls feel much better now. I managed to take a dropship left by a teammate for a joyride and absolutely loved the controls. However they are still scrap metal. I still have to see an assault dropship be sued effectively.
Vehicles in General If any of you have specked in vehicles I really feel sorry for all the SP you have wasted to them. I have been soloing vehicles and that is wrong in so many ways. True most of them didn't have infantry support but still you should be able to solo a tank that easily. |
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