EnglishSnake wrote:Full customisable controls - For DS3 & KB + M - I would love to be able to assign keys or empty face buttons to boosters and heat sinks or whatever i deemed as important enough to get its own button, also i wouldnt mind moving keys around
Example - Keyboard - E is used for entering & exiting a vehicle, problem for me is that it is next to the W which is used for moving forwards and sometime i press E by accident instead of pressing W, i would like to move the entering & exiting button to M for example so it is as far away as possible and i dont press it by accident unless my cat jumps on the keyboard
Dropships
Logi DS - They are good with an inbuilt MCRU, I also feel they should have an inbuilt supply depot which would refill ammo and nades, this would also make the DS useful and it would be used as a taxi more often ferrying players from point to point
Lack of WP - No WP except for kill assists atm, it's wrong it stops them from using MCRUs and ferry players across the battlefield
Need the HP buff - All vehicles got it except DS and they are already like a paper brick
Assault dropships - Firing the pilots turret is easy, aiming on the otherhand is guesswork and with practise you can work it out using the 3rd person camera because the FPV mode from the dropship is useless unless you want to nosedive the dropship everytime you want to shoot at someone. We need a turret camera so you can look down at the ground without having to crash or use TPV mode, plus it needs to be independent from the vehicle flight controls slightly so you can move the turret around without having to move the dropship if you dont want to. I suggest use the left analog stick for the turret controls and use the right analog stick for moving the dropship backwards/forwards/left and right but only when you are using the turret camera so once you exit the turret camera the controls revert to what they usually are and you can escape or do whatever
Countermeasures - Especially needed against swarms, you cannot outrun swarms generally and you can hide in your redline so they cut out but if your trying to support your ground troops with players spawning from the MCRU or even taking a risk and repping a HAV for example you are a sitting duck while hovering. We need ECM to disable to lock and also prevent the lock onto vehicles, also armor HAVs could use this module and since it would be against SL which target armor i would see this being a high slot module which requires CPU and 0 PG and recharges every min but is used for say 30sec as an example
Flying - The chromosome build i felt was the best build to fly a dropship, they were responsive and did what you asked of them, this build they are very temperamental and will not hover and stay still and will consistently move and slightly turn like a gust of wind is moving the DS
LAV
Militia LAV - Take away its HP buff, also add an ISK value to it, Militia HAV/DS cost ISK like 138-60k for the HAV so why are LAVs free? Make it cost 20k per LAV and if it costs ISK then the spam will be decreased except for those with BPO LAVs
Weight - All LAV are generally light as a feather and flip far too easily, they need to have more weight added to them and stiffer suspension so they don't bounce around on the terrain like a kid on a bouncy castle
HAV
Enforcer HAVs - Remove them, they are not useful at all, I see them stomp around in ambush matches more than in a PC match, glass cannons with not enough firepower to boot and a basic tank can take them out every time
The description on the Enforcers is also misleading and wrong
'The Enforcer class possesses the greatest damage output and offensive reach of all HAVs'
Shield Enforcer - Bonus to missiles - Medium range if that, generally not too good at medium due to missile flight time
Armor Enforcer - Bonus to Blasters - Short range weapon, CQC beast
Only turret we have which is capable of long range is the railgun and it will continue to be until Lasers and Artillery turrets are added
Impact damage - A LAV has no problem running over a player, a HAV on the other hand seems to push them across the map until you go over a bump and the player ends up under the HAV then they will die, they don't even take a little bit of the damage when you are pushing them
Turrets
Railguns - Faster projectile speed, it's still quite slow, its slow enough to see the shell dip on long range shots and you do have to lead your shots, the railgun is supposed to fire shells at high velocity speeds (3,500m/s) so it should be an instant hit no matter how far away the target is since the range limit is 600m
Railguns - Range is capped 600m, maybe with the current size of the maps i can see why but if and when maps become larger and draw distance is increased i feel so should the range of the railgun and perhaps the FG too since it uses the same technology
Railguns - Assault FG has a 3m blast radius with 277 splash where as the particle cannon does 2.5m blast radius and 234 splash, once again the handheld version does more splash and has a bigger damage radius than the vehicle mounted railgun
Skills
Vehicle engineering - We need that 5% PG per level, dropsuits get it but vehicles don't, its totally unfair
Shield/ Armor core upgrades - They used to add 5% shield/armor per level and instead they got replaced with 2%
shield/armor resistance per level and the missing HP got added to all vehicles except dropships. So this means if you have no vehicles skills you still get that extra HP because it was added to all vehicles. This takes away a little bit of specialization from vehicle users, we should have the 5% shield/armor per level because once again dropsuits get skills which increase shield/armor by 5% per level