137H4RGIC
SVER True Blood Unclaimed.
30
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Posted - 2013.05.10 03:20:00 -
[1] - Quote
CCP: This is what I've learned from playing the game thus far.
What I liked:
Dropships, the small blasters I was using on a friend's dropship were prototype and we were able to tear up the enemy team. It was awesome, I felt like I was in a blackhawk using a Minigun.
Tanks are good, they represent an intimidating force on the battlefield and still send me running for cover.
Reduced Range: I like the reduced range for all weapons as it brings the fight and everyone in it closer together. A lot of people complain about the range loss, and I can understand why. Here's my suggestion: Make the weapon range unlimited. Yes. Unlimited for everyone. But have a damage falloff, after so many meters it loses it's dmg output by a solid 25-75%, something that will need consideration for balancing so people aren't sniping across the map. But basically, the least an AR could do is one point of damage across the map. It's realistic. For hybrid weapons, they lose their electrical charge after so far. Lasers are like flashlights insofar as they are less intense the further away you are, and for projectiles? THey loose speed after a while. ARs would stop complaining about range, could be somewhat effective at longer ranges, but they want to be at their optimal range for full effectiveness.
I rarely see scouts on the field anymore with shotguns as everyone else is going assault. I'm not sure why, as I don't play one. Perhaps start implementing cloaking devices for them? (I know they're in the works) Give them their sprint speed back? Donno.
Heavy Suits: I like the whole even armor/shield for the amarrian heavy suits. Only problem is that the sentinel classes only get one high slot for any given suit. Where an HMG nerf has been implemented, this makes the Sentinel suit all but impractical for people who've dedicated their careers to heavy suits, such as myself.
Heavy Suits/HMGs: 1) When aiming and firing at range, I can't see. There's too much flash from the weapon and all I have to go by is the red health bars to aim at the enemy. 2) I've turned the HMG into a suppresive fire weapon to force my enemies into cover while my squadmates advance and surround the enemy position. 3) When it comes to soloing, the only way I can kill a target is if they aren't jumping around, weaving back and fourth and not facing me. If I do make a kill, it was me performing at my best, which does happen. But, it has made heavies impractical and undesirable for most players. The Range nerf for Heavies made sense as the dispersion would just be rediculous.
My suggestion, I think when we aim our minigun, our HMG should go on pre-spin to enable us to focus our crosshair into something smaller as if we had been firing. That, or reduce the flash for us because it's really difficult to see.
Another suggestion I thought up, was take away the nerf you had placed on the heavy, restoring their original damage (and hopefully increase it a little bit more). Take away our sprint. Yes, take it away because you designed us to be point defense units and I think taking away our sprint will impose that role for us. Don't do it to heavy suits, do it to those who carry HMGs, or heavy weapons. Not sure, because that would really mess with the Forge Guns.
THe hit detection for HMGs is also difficult as someone is crossing my crosshairs and I am following them, I can only hear three to four timesonly taking the assault's shields down by about 10-15% (that's an estimate).
I had a sitting still shooting match with an assault HMG (me) and an assault rifle (not sure what model he was using) and he just sat there and took the punishment. By the time he was dead, I had about 75 armor points left. I'm not sure if this is working as intended, but this is just something I've noticed.
Those are my observations!
Hoped this helped in creating a better game! :) Keep up the good work. |