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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
131
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Posted - 2013.05.29 08:18:00 -
[1] - Quote
this doesn`t apply exclusively to DSes, but the modules and mechanics so expect a long read and post your (assuming your a pilot or have used the same modules in other vehicles) thoughts as well please, thanks.
collision:
obstacle crashing: hitting rocks and other environments are at a good spot atm but A2A collision damage needs to be nerfed, we should loose 2k HP when RDV hits us at top speed (this applies to other DSes when at that speed as well) but instant deaths in A2A are crazy atm and hopefully can be fixed.
gun fire: I couldn`t help but notice swarmers push me around.....ok, as a light weapon that can be arguable but seeing its 4 projectiles that are explosives I`ll live with it and am fine with it, but MDs and Flaylocks push me to much, at times more then FGs and if that can be reduced without messing up the guns that be nice.
DS mechanics: the average DSes feel a little to heavy and slow to react, and I feel sorry for the Grimness and Prometheus especially, if their acceleration (as in all in all to non assault variants) could get a 8% boost to acceleration I think I`ll leave with it.
Camera:
1st person view (FPV) needs more uses and I`ll like to suggest a feature but I`ll mention in the line bellow, but specificly to FPV can we can altitude bars and the DS depiction in the lower center of the screen to also detail the tilt of the ship, such as the nose pointing down or the engines being up.
new buttons:
square: this applies to all vehicles and I`ve talked to some tank rivers who would like this and all around I think it would be nice, a head light shut off, press square to turn them on and off.
L1+R3: by hold L1 and using the R3 to turn your camera will turn as if the pilot was looking there but the DS will not react to the R3 (it will to the L3 though, and all other buttons), if you hold your L1 button even longer it will focuse the camera on the last direct hit hostile you hit OR vehicle, this will be epic in A2A especially. I was thinking this should apply to both 3rd person and 1st person camera views but it might be harder to do in FPV.
Vehicle Modules:
active fuel booster: it was nerfed in the build before uprising but not for the better and now I think it stands in a good position, great for all types of DSes and can almost be used on a 24/7 basis so its CPU/PG cost beside using an entire module just for that speed is actually worth it, I do not believe this module will need changes at this time.
Shield transporter (I haven't tried the remote repairer yet but if you see parenthesis it is what I expect from it): this needs a HUGE fix, ok and it should give WP but this is not about that, this module (and you can expect the same towards the RRS modules). I`ll start out with what is good, when using the modules on vehicles, the driver or pilot of the targeted vehicle will see the armor repper glows on his screen like in a repair tool (orange) while using a shield transporter its blue, this is great and appreciate that that was implemented for both sides. On the other hand its hard to get a lock on due to the range and the target lock size, if the range to lock on can be increased by 30% and the box gain in size I think that would fix it. once the lock on is in place 9heres another good part) its easy to notice the energy transfer when using the ST, but (and here's the REALLY bad part) if I go out of the lock on range AFTER the lock on, the energy will stop flowing but my module will still act as active (the is 100% guaranteed since I`ve done 7 battles and through the battle my test tank driver kept mentioning it being cut off so this is accurate down to the point) further more, if I re enter the zone and the module still has the juice it won`t re attach the energy flow, what needs to happen is, the range of the energy transfer needs to be increased OR provide a long range variant for the convenience of pilots (please) and allow the lock on to auto maticly establish once the zone is re entered.
scanner devices: short story, they don`t work AT ALL. I went next to hostiles and activated once nothing happened and as my DS floated their the guy in front of me was there, but the guy 4 yards to the right wasn`t visible on the radar, in long range it doesn`t work either but that might because its range capability so if the detection can be fixed and the range buffed all around since these are vehicle active modules, tier 1 should give a 4 second heads up range while tier 3 should provide a 10 seconds heads up range to a tank on a hill when detecting other tanks charging him.
Future thoughts on upcoming modules:
shield harvester / leach: this will need to follow suit on the requests of the mechanics of STs as listed above and can`t wait for tis release, I`m curious what someone will gain in return from this module, WP, shield HP? also make sure not to add a armor variant of this since it will instant kill Caldari tanks.
bubble shield: great thing to add, it will allow save troop deployment and pick up or could be used to take the blunt of a rail based blast by absorbing it.
smoke bomb/ EMP wave: (suggestion) some current day tanks (my apologize for comparing real life) can deploy smoke screen in front of them for protection and I was hoping for a smokescreen for all vehicles where lock ons (of ALL types) are un usable and/or lock on lost when aimed/ entering or focused on a smokescreen, I was thinking this as an active module.
ammo supply: has the animation of the old scanner devices but provide ammo to all in the bubble, is an active module that provides WP and resupply's passengers and nearby units, passengers gain ammo even when module isn`t activated.
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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
131
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Posted - 2013.05.29 08:26:00 -
[2] - Quote
[u]OP continued.[/u
ST/ RRS variant suggestion: a variant that provides rep to shields (if its a ST) and armor repair (if its a RRS) in a tight radius based for infantry and speeder bikes. it locks on to ALL friendly nearby small units.
turret upgrades module suggestion: a passive module that reduces overheat cool down to all turrets.
also we all saw this coming but has to be mentioned, WP for team supportive actions.
last request, if militia grade vehicles can have the old color scheme instead of being colored like STD types/variants/role. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
41
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Posted - 2013.05.29 13:03:00 -
[3] - Quote
Right now, I'd just be happy knowing what killed me.
Better hit detection too would be nice. There are times when I have no clue what is shooting at me, and even flying around half the map, up at the ceiling at the back of my redline and down low behind buildings... and STILL being shot at... I just have no clue. |
gbghg
L.O.T.I.S. RISE of LEGION
1908
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Posted - 2013.05.29 14:25:00 -
[4] - Quote
Scanners are working fine, I use the all the time on my LAV's, even tried them on a python at one point, they wirk but you need to be pretty lowdown for them to pick things up. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
41
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Posted - 2013.05.29 15:06:00 -
[5] - Quote
gbghg wrote:Scanners are working fine, I use the all the time on my LAV's, even tried them on a python at one point, they wirk but you need to be pretty lowdown for them to pick things up.
Doesn't help when I'm at the ceiling, as far back in my redline as I can get, and something is still taking shots at me and nothing obvious like a tank is in sight.
Not to mention scanners are high slots right? I need every one of my high slots for survivability. If they wanted to add 1 more slot to my Python, I wouldn't complain. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
132
|
Posted - 2013.05.29 19:52:00 -
[6] - Quote
Felix made me start thinking there, making the kill count for the guy who shot me down doesn`t always go through and the vehicle destruction doesn`t count all the time, this was some what fixed with the burning inferno an imitation, if your DS is on fire destruction mode (where its beyond death, not dying slowing) and you fall a decent distance a ball of fire appears and kills everyone inside of the ship and the ship, this makes sure the kill count but again, feel sorry for gallante guys who`s 1 advantage was armor repaing themselves at the right time, of course the inferno doesn`t do much when the ships low flying.
also the L1 hold suggestion can apply to what's hitting you as well. I`ll go back and test the Scanners again. |
gbghg
L.O.T.I.S. RISE of LEGION
1913
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Posted - 2013.05.29 20:56:00 -
[7] - Quote
I'm also pretty sure that the standard scanning rules apply to vehicle scanners too, so if someone has a low enough scan profile they won't show up. Don't know though, so I could be wrong, that might account for people not showing up on your scan. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
134
|
Posted - 2013.05.30 04:43:00 -
[8] - Quote
I went through making line graphs of low/high power module progression from STD-PRO in drop suits in different category's and I`m glad what I`m seeing. Can`t wait to see all DSes variants and STD-PRO available along with the minimatar and ammar, going to be a blast. |
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