Duck Drahko
DUST University Ivy League
4
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Posted - 2013.07.15 17:53:00 -
[1] - Quote
While it's always possible to tweak performance values (health, damage, etc), ultimately that does little more than to shift the power balance one way or another. Personally I hope for improved gameplay mechanics to deal with some of the common nuisances in more creative ways. These are just some possible ideas:
Swarm Launchers
These seem to be the easiest to deal with. From lock-on warnings and time-to-impact indicators to flares, I think that everything has been mentioned already and would fit in perfectly. Swarms even say in their description that they shoot multiple rockets to ensure that at least some will make it through countermeasures.
These fixes/additions will be even more crucial if we ever get missile based air to air combat, which would make a whole lot of sense. It's not very logical that every ground unit can carry a swarm launcher, but I can't fit one to my air based vehicle, where it would be most useful.
Forge Guns
A weapon that requires no lock on and almost instantly delivers a massive amount of hurt... That's always going to be difficult to deal with. You can make vehicles stronger or reduce the power of these guns, but both doesn't seem entirely satisfactory.
IMO the most promising approach would be to focus on the aspect that these things require HUGE build-ups of energy, which should do terrible things to your signature radius. So whenever a forge gun is charging within range of my radar, the raspberry and triangle icons could not just show up, but also flash, perhaps even indicating the amount of charge. This should give us a fighting chance to deal with forge gunners, without having to reduce the weapon's effectiveness on our ships.
Red Line Snipers
This suggestion is probably the most "out there" of them all, but what if we placed a makeshift wall across the redline of each team? It would be mostly open at the bottom to let ground forces pass, and be low enough to allow us to fly over comfortably, but block most line of sight in and out of the red zone. This should not just effectively eliminate (most) red line sniping, but also provide a bit more cover when being redlined.
This should be fairly easy to implement without requiring dramatic changes to the map layouts, and it's fairly believable too. Considering all the technology on the battlefield, being able to construct a simple wall on the fly does not seem that far fetched.
Assault Dropship Targeting
This is a bit unrelated, but just throwing it in here: Can the assault dropship please turn transparent when it is overlapping the target reticule, so I can actually see what I'm shooting at? Thank you!
Anyway, this is just food for thought. Maybe the actual solutions will be even better and I'm sure that interesting things will happen with dropships soon after all these discussions (I'm not a cynic yet).
Fly safe! |