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Cross Atu
Conspiratus Immortalis League of Infamy
907
|
Posted - 2013.05.08 05:36:00 -
[1] - Quote
I am, first and foremost a support player, a Logi and that is what I will be focusing on.
Repair Tool My testing is in the early stages but it appears that the awful "cycle" bound WP earnings of prior builds may actually have been removed, if so that is a real boon to Logi and I thank you for the change.
Aiming and lock; the inductors for these are both improved however the aiming and lock themselves are not working well at all. There have been others encountering issues with aiming on weapons/other areas outside the tool so this may be a larger issue and not tied to the repper.
New "repair indicator"; this is a vast improvement, who is being repaired now clearly stands out and the indicator for Mercs when they are being repaired is very welcome indeed.
Nano Injector I love the concept of the new system, the ability to revive Mercs without putting out the needle is a major improvement and helps keep Logi players in the fight and thus more of an overall asset to a squad/team.
The drawback is that there are quite a few bugs with the current build. [list] Call for help Icon not showing (this happens frequently even to squad mates who are on comms actively seeking a revive)
Injections not reviving (Frequent instances of the revival/injection animation not resulting in a revival)
Revive point not bound to body (the point for a revive appears to be an invisible spot in space linked the point of death, this can be in the air or at an angle which makes revival difficult, The largest problem however is that this point can be in a location not indicated by either the body or the "call for help" icon, which can often both indicate separate locations.)
Nanohives Considering the level of their use the nerf is not terribly shocking, however it seems now that most of the functional hives are in the Proto level, further testing is required but at this point most of the hives I've tried are less effective than the basic Militia hives from last build.
The big issue with hives however is the new UI interface, removal of the depletion indicator leads to a host of associated problems reducing combat effectiveness, hampering team play and breaking game immersion.
Uplinks Uplinks seem erratic, sometimes vanishing upon user death other times maintaining prior behavior.
Side note: At FanFest there was talk of limiting spawns to squad only or perhaps even Merc only, while these variations could be useful maintaining options which allow for team spawn as as well will be important for proper tactical play within PC teams. Binding uplinks to only squad limits the diversity and flexibility of team composition.
Skill Points While I understand and support the move towards longer term SP development and specialization the recent changes in suits combined with the SP cost increase in fittings skills stack with the recent shift of equipment towards a semi "proto requirement" to result in a much higher base SP threshold for playing a Logi. While I cannot at this time identify any specific areas that are inappropriately priced within the new context of Uprising it does seem unfortunate that support play now carries such a heavy burden to attain basic functionality (although admittedly some of this may be alleviated when hit detection is improved).
More feedback will be forthcoming as testing progresses
Cheers, Cross |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3743
|
Posted - 2013.05.08 05:39:00 -
[2] - Quote
Very good feedback
EDIT: I actually like that we have to invest so much to get into specialized roles, but I can see how that is very harmful to logis. The execution of the specialization is pretty dumb because most of the specializations (with the exception being the logi) are just slightly tweaked versions of the basic frames. For logi players, it would be good to have the basic medium frame have 2 equipment slots to allow it to be used as a decent logi substitute; right now the basic medium frame only works as an assault substitute. This change would require that all specialized logi suits have at least 3 equipment slots to differentiate themselves from the mediums. |
Jathniel
G I A N T EoN.
256
|
Posted - 2013.05.08 05:41:00 -
[3] - Quote
I can confirm the OP's observations.
People aren't running needles because it's bugged. |
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CCP Draco
C C P C C P Alliance
11
|
Posted - 2013.05.08 06:19:00 -
[4] - Quote
Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco |
|
Zero Harpuia
WarRavens Orion Empire
442
|
Posted - 2013.05.08 06:36:00 -
[5] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco
How about we just lose the rag doll then? Most every other game has the fellow fall where he's shot, like MAG, Planetside 2, and Battlefield, to name a few. I'm sure people won't mind losing something so trivial to improve player performance. |
RINON114
B.S.A.A.
129
|
Posted - 2013.05.08 06:37:00 -
[6] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco How about removing the ragdoll? Sounds like that would solve this problem and free up some assets for you to work with. |
Deluxe Edition
TeamPlayers EoN.
142
|
Posted - 2013.05.08 06:52:00 -
[7] - Quote
+1 for removing ragdoll
|
mollerz
s1ck3r Corp
205
|
Posted - 2013.05.08 06:55:00 -
[8] - Quote
yea. maybe add ragdoll later when you get it worked out. i would hate to see it permanently gone, tho. it adds a lot of depth to the combat going on around you.
|
Cinnamon267
Sinq Laison Gendarmes Gallente Federation
35
|
Posted - 2013.05.08 06:58:00 -
[9] - Quote
Couldn't agree more on the UI feedback of nanohives. Why it doesn't tell you immediately how many you have is bewildering. Going backwards in that regard is... there isn't even a word for it. Very good feedback, though. +1'ed. |
Etero Narciss
Seraphim Initiative. CRONOS.
128
|
Posted - 2013.05.08 07:27:00 -
[10] - Quote
Sweet feedback.
I agree that the nanohives may have been overnerfed a bit. Also, Kagehoshi's suggestion is very good too. |
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bcs1a
ROYAL SQUAD Shadow of the Apocalypse
18
|
Posted - 2013.05.08 08:57:00 -
[11] - Quote
mollerz wrote:yea. maybe add ragdoll later when you get it worked out. i would hate to see it permanently gone, tho. it adds a lot of depth to the combat going on around you.
I would agree with this, especially since sometimes a teammate's body rolling down the hill to you so you can revive it actually helps the logi...
o/
Bill
|
Robert JD Niewiadomski
NULLIMPEX INC
97
|
Posted - 2013.05.08 09:48:00 -
[12] - Quote
@ragdoll, plz stay, how i can tell where to stick the needle if you are gone? You can ragdollize players a bit later than just a moment after armor goes to 0. Or make a second type of ragdoll that can exchange it position with other DUST clients like alive mercs but is lolling it's limbs. When it hits ground and stops moving replace it with regular ragdoll we already know. Mark that spot as usual for evry logi to see same location. You can do same with wrecks.. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3749
|
Posted - 2013.05.08 09:50:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:Very good feedback
EDIT: I actually like that we have to invest so much to get into specialized roles, but I can see how that is very harmful to logis. The execution of the specialization is pretty dumb because most of the specializations (with the exception being the logi) are just slightly tweaked versions of the basic frames. For logi players, it would be good to have the basic medium frame have 2 equipment slots to allow it to be used as a decent logi substitute; right now the basic medium frame only works as an assault substitute. This change would require that all specialized logi suits have at least 3 equipment slots to differentiate themselves from the mediums. This post seems to get a lot of likes, so here is a link to a thread I made specifically about specialization for those who wish to further discuss https://forums.dust514.com/default.aspx?g=posts&t=73239 |
Gersh Raven beta
Subdreddit Test Alliance Please Ignore
132
|
Posted - 2013.05.08 11:04:00 -
[14] - Quote
I'd like to add my support for this feedback. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
|
Posted - 2013.05.09 18:53:00 -
[15] - Quote
The whole of the injection process is bugged, i've yet to revive anyone without equipping the injector to my hands, but that is neither here nor there.
The icon for the point of injection is off - ragdoll and server connection place it not even where it is supposed to be, that is established. But the point of injection is too small an area. Perhaps widening the area for injection might smooth out some of the problem. What seems to be a 6inch box target to hit for a revive should be changed to a 2-3 meter area. Im not good with distance as it is and of course I dont want to be able to stab someone while i am behind cover, just suggestion a small tweak that might be of temporary help until the bug can be fixed. |
I-Shayz-I
ZionTCD Unclaimed.
221
|
Posted - 2013.05.09 20:31:00 -
[16] - Quote
I play logistics a lot too and this is what I'm currently having trouble with in this build compared to the last one:
Problem 1 - Skill allocation variances Why is it a problem? I can no longer spend my points in the same way to get what I had last build because I'm having to spend skill points in places that I shouldn't have to just to get the same outcome. I'm fine with this, but newer players will be unable to become a useful logistics player until they have saved up at least 3 million. That's too long, and even then they will only be running basic suits.
What's going on here is that previously it cost me 0 skill points to be a logistics player. I could start out from the beginning and buy a bunch of militia items to make a decent logistics fitting that had two equipment slots with no sidearm.
Right now, every other "role" is able to use their basic dropsuits to accomplish the main task of that role. Basic light dropsuits act like Scouts, basic heavy dropsuits act like Sentinels, and basic medium dropsuits act like Assaults.
Possible Solution: Change dropsuit skill requirements to something like this: Minmatar Medium std suit - Minmatar Medium dropsuits level 1 Minmatar Logistics std suit - Minmatar Medium dropsuits level 1 and Minmatar Logistics dropsuits level 1
The advanced and prototype logistics suits would then cost level 3 and level 5 in both skills respectively. ____________________
Problem 2 - The new revival system Why is it a problem? When players go back to the map screen, their first impression is that they are dead. The "press x to call for help" isn't in a good place right now, and we shouldn't have to go to the map just to do this.
Possible Soution: Instead, there should be a call for help button on the death screen, and the option to go back to the map. ____________________
Problem 3 - Equipment sp costs alongside skill allocation Why is it a problem? Not only do we have to skill massively into dropsuits to be effective, but for those dropsuits to be effective, they need the equipment skills to also be effective.
The choice for a logistics player is now one of the following: A - Skill into dropsuits to use more equipment, but not have the skill points to actually use better equipment/modules/weapons B - Skill into equipment and modules, but not have the skill points to use better dropsuits, so you just use the basic medium dropsuits and act like an assault.
Possible Solution: Same as solution to problem 1 ____________________
Problem 4 - Equipment swap Why is it a problem? Switching equipment is no longer as easy as a quick flick in the general direction while pressing R2. You now have to hover over the icon you want to swap to for much longer, and sometimes it just doesn't work altogether.
Possible Solution: There is none. I can't make any comments about the way it should work, but the way it worked in the previous build seemed to run just fine. (It also showed when I was out of nanohives) |
Swear-n-SC
WOLF AND IRON STRIKE FORCE
6
|
Posted - 2013.05.10 02:04:00 -
[17] - Quote
I concer, the old build made it so I could run a well equiped Logi. This one is, just off. And PLEASE change the color of the Dropsuit. I got chased around the map with people trying to kill me. The Nanohives are off also, if one is used up I should be able to drop another, not anymore. This is what I use: Recruite Assualt Rifle/ Mass Driver, Nanohive (Miltia), Nanitinjector, Repair Tool. I had to go to the Miltia Hive because of sp required. I know we need specailization, just my two cents worth.
Thank You, Swear |
Cross Atu
Conspiratus Immortalis League of Infamy
936
|
Posted - 2013.05.10 08:27:00 -
[18] - Quote
An additional note with regards to the new Skill point requirements.
I've done some figuring and I will need roughly 20.2 million SP to do in Uprising what I could do in Chrome with 11 million. Here are the changes in skills/buffs.
Gained Passive bonuses of the racial suits (in my case Amarr)
Lost (skills I had but will no longer have the SP for until after the 20 Mill mark) Hacking L5 Mobility skills (total of 7 levels) Drop Uplink L3 Remote Explosive L4 Weapon ammo L3 Weapon reload L3 All upgrades for non-primary weapon. Sensor skills (total of 9 levels) Assorted module unlocks All vehicle skills.
So having cut all of the above out of my previous build, and ignoring the ability to equip my MAG suits, it will take me nearly twice as much SP under Uprising as it did in Chrome to run the same build.
Again I understand and even support the move to a longer average skill progression but ~20 mill is a pretty hard bench mark to have for someone to get into a class, not so much for vets like me but for new players. In short I'm hoping there is some way to make "the path to Logi" more accessible in the early stages while not sacrificing parity in the skill progression between Logi and other classes.
Cheers, Cross |
Doshneil Antaro
SVER True Blood Unclaimed.
40
|
Posted - 2013.05.10 09:14:00 -
[19] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco This issue has been in every build I have played. Towards the end of chrome it was alot better but the issue still existed. It feels as though you throw issues like this that are a massive concern to your player base onto a pile, and say you will fix it. Build after build these basic game play issues stack up, but alls we get are graphic and ui upgrades. Fix the core game mechanics, than make it pretty. I want to pkay this game for years to come, but at this rate I am ready to throw in the towel. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
59
|
Posted - 2013.05.10 10:26:00 -
[20] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco The current state of ragdoll-effect: - Doesn't visually influence the behavior of deaths from hitscan weapons. - Looks pretty bad on all deaths caused by explosions because all limbs gain the same velocity vector, despite having different surface areas and masses. - Hinders gameplay (regarding revival). - Costs limited computation time.
To summarize: Pros: None Cons: Many
You know what to do. |
|
Skywalker83
GamersForChrist
0
|
Posted - 2013.05.10 11:18:00 -
[21] - Quote
+1 to this. I have the same problems with the revive. The idea of adding a selection from the kill screen to call for help or go to the map would be great in my opinion. |
Marston VC
SVER True Blood Unclaimed.
235
|
Posted - 2013.05.10 11:20:00 -
[22] - Quote
Zero Harpuia wrote:CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco How about we just lose the rag doll then? Most every other game has the fellow fall where he's shot, like MAG, Planetside 2, and Battlefield, to name a few. I'm sure people won't mind losing something so trivial to improve player performance.
I like watching them fall though..... For example the five letter map with those two pipes.... you kill some pompous sniper from below and get to see his body tumble over and down. Priceless. |
Zero Harpuia
WarRavens Orion Empire
449
|
Posted - 2013.05.10 12:52:00 -
[23] - Quote
Marston VC wrote:Zero Harpuia wrote:CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco How about we just lose the rag doll then? Most every other game has the fellow fall where he's shot, like MAG, Planetside 2, and Battlefield, to name a few. I'm sure people won't mind losing something so trivial to improve player performance. I like watching them fall though..... For example the five letter map with those two pipes.... you kill some pompous sniper from below and get to see his body tumble over and down. Priceless.
True, you may like to watch the doll tumble, but what about you? What about when YOU are the doll? Wouldn't you like to not be forced to respawn and lose your fit because your doll decided to flop down the hill when 'you' are still at the peak? Gameplay is FAR more important than little graphical nuances.
ALSO, I like how I asked him to remove ragdolls, but the guy after me parroted me and got all the like. Stay classy, forums. |
Krasymptimo
SyNergy Gaming EoN.
11
|
Posted - 2013.05.10 13:43:00 -
[24] - Quote
I wouldn't like to see the ragdoll removed as described, I personally get a good chuck when corpses flail out a doorway when I chuck a 'nade in. But if it has to be done... |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
10
|
Posted - 2013.05.10 13:47:00 -
[25] - Quote
Easy ragdoll fix:
If you die to a point of having no chance of revival, ragdoll it.
If the death is one that can be revived, don't.
I do like it when someone get hit with an LAV and bounces off the windshield, but no amount of nanites are going to repair the bones that quickly.
This would eliminate the bug, without eliminating carnage.
|
Doshneil Antaro
SVER True Blood Unclaimed.
40
|
Posted - 2013.05.10 21:29:00 -
[26] - Quote
Tallen Ellecon wrote:Easy ragdoll fix:
If you die to a point of having no chance of revival, ragdoll it.
If the death is one that can be revived, don't.
I do like it when someone get hit with an LAV and bounces off the windshield, but no amount of nanites are going to repair the bones that quickly.
This would eliminate the bug, without eliminating carnage.
best solution yet. We would get the pros of ragdoll without the cons. This just makes too much sense. |
Mithridates VI
IMPSwarm Negative-Feedback
1275
|
Posted - 2013.05.11 03:08:00 -
[27] - Quote
I would like to see the ragdoll remain but a marker be placed where the injector needs to be activated from.
I'm sure a reasonable gameplay reason for going to the death location could be invented and implemented visually. |
Cross Atu
Conspiratus Immortalis League of Infamy
947
|
Posted - 2013.05.11 04:08:00 -
[28] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco
Thanks for the response it's really good to hear that is a known issue and being worked on. While it would be ideal to have the ragdoll always represent the point of injection for practical purposes having a clearly defined indicator of the point (current call for help icon is somewhat non-specific much of the time) and perhaps a mildly expanded target area would correct most of the functional problem faced at present.
There's also the additional issue of the revive not working even when the spot is found and the animation sequence triggers, is this issue related to the disparity with the doll as well or is it occurring within another part of the system?
Thanks Cross |
Cross Atu
Conspiratus Immortalis League of Infamy
956
|
Posted - 2013.05.13 17:41:00 -
[29] - Quote
bump in hopes of response about secondary revive bug question |
Doshneil Antaro
SVER True Blood Unclaimed.
52
|
Posted - 2013.05.13 17:54:00 -
[30] - Quote
Cross Atu wrote:CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco Thanks for the response it's really good to hear that is a known issue and being worked on. While it would be ideal to have the ragdoll always represent the point of injection for practical purposes having a clearly defined indicator of the point (current call for help icon is somewhat non-specific much of the time) and perhaps a mildly expanded target area would correct most of the functional problem faced at present. There's also the additional issue of the revive not working even when the spot is found and the animation sequence triggers, is this issue related to the disparity with the doll as well or is it occurring within another part of the system? Thanks Cross I think it has to do with uneven terrain and the hitbox for the body is slightly under the ground. Flat ground I have a easier time of picking up bodies, but any deviation to the body and nothing . |
|
Abu Stij
Goonfeet
11
|
Posted - 2013.05.13 18:03:00 -
[31] - Quote
It is partially entertaining running around in circles over my dead friends body as I try to figure out where the "trigger box" is for the revive.
Nonetheless, its also equally annoying.
CCP, please fix it and make me usefu |
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
10
|
Posted - 2013.05.13 18:41:00 -
[32] - Quote
CCP Draco wrote:Hi Cross Atu, thanks for the feedback!
On the Nanite Injector, we're aware of the location mismatch between the "corpse" and the location you need to use the injector and it's on our list of things to work on.
Technically, the problem is that the "rag doll" plays individually on each client, it's not enforced into a specific location by the server. This saves some processing and network time and makes the rag doll behave better when falling against walls and other objects on your machine. Thus, the server only knows the death location, but at the same time it's only the server that is allowed to confirm that you've successfully revived someone. Nevertheless, we should be able to make this behave better.
Cheers, CCP Draco
You could code it to - when you have less than zero health animate rag doll then die. Rather than - die then rag doll. this means when your character has Finnished flailing all over place then you die and therefore the location of the nanite injector is where the body is. :) of course for the gamers sake - we are dead the second we hit rag doll animation but for the developers and the servers sake - your "not dead" untill after rag doll |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
198
|
Posted - 2013.05.13 19:02:00 -
[33] - Quote
I too am concerned with the SP increase. Given that this was a beta perhaps the skills were lowered. But values were changed depending on how the developers thought the value of the skill had changed and perhaps what many players want - therefore extending the time players will need to play to get the skill. Further extending the time to get every skill from 7 years to 30?... I will not be playing for 30 years. perhaps another 5 but that is as far as I can go.
I know CPM also addressed the SP increase issue. We will wait and see what happens. |
xxMemphis
KILL-EM-QUICK RISE of LEGION
22
|
Posted - 2013.05.13 20:18:00 -
[34] - Quote
I agree 100% with the others....ragdoll revive issue is awful, equipment swaps are sloppy, repair tool locks are not working well, droplinks show up way too well, and the SP sink logi has become is not worth it. I still think suits should be teir based...dropsuit command lvl 1 unlocks all base suits (nerf them down in HP Proto base should be no better than advanced ever was)...racial base suit lvl 2 opens...lvl 1 racial type. So, to get into a Minmatar logi suit (MAG suit) you should have to get Dropsuit command lvl 1, Minimatar lvl 2, and Minmatar Logi lvl 1...still SP required so you do not get into it day 1 but not the sink that it is...this system would also require a much larger SP requirement for proto suits (lvl 5 in all 3 categories) so the proto pub stomps would slow down alot and not running new members off as bad.
The other issue I see alot of is the ammo problems. With the nanohives offering little help (outside of proto hives) and the removal of supply depots on some maps if you live long enough you will run out of ammo and hives so...you have to take a LAV back to the ground spawn and resupply there???? If the tanks would stop blowing them up that would be nice but that will not happen as long as they get +100 for it. Not sure of a solution here?? |
CLONE117
Planetary Response Organization
9
|
Posted - 2013.05.13 21:39:00 -
[35] - Quote
maybe redoing the nanite injecters so they can be given a revival range where any dead players can be revived in a certain area... |
Rachoi
HavoK Core RISE of LEGION
45
|
Posted - 2013.05.13 23:07:00 -
[36] - Quote
big +1
i think the Injector is the biggest medic hinderance with that bug, so if they gave death anims then i would say go for it..... the bodies already dissappear when hit with a mass driver or other explosion, so we wouldnt have to worry heavily about that. and if i remember right in Chromosome i did see some people die with an animation, expand on that so that way we can have less server draw, no bugs on revival, and eventually work something out so we can have ragdoll for something like when you get run over or landed on my a freebie LAV. |
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