Constructive Feedback (patch notes)

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Fishpoke, Apr 30, 2018.

  1. Fishpoke

    ***One Patch to Rule Them All***

    Vehicles: All vehicles performance certifications have been refunded and may now be found under passive certifications. New performance certifications affecting weapon systems performance available as follows; [Damage - 3/9/15/25%] [Rate Of Fire - 7/14/21/30%] [Accuracy (COF reduced) - 2/5/9/15%] [Projectile Veolcity - 10/20/30/50%] [Explosives (radius increased) - 5/10/15/25%]

    (AIR)
    New vehicle -Scout-
    *150 Resources
    *AA weaponary / Light MCG only / radar / faster afterburner / no flares
    *Assumes HP of current ESF + 30% increase

    New vehicle -Heavy ESF-
    *300 Resources
    *100% increased HP over Scout
    *Increased splash damage radius / effectiveness 100% / 50% for explosive weapons
    *Increased damage against vehicles for all AV weapons 50%
    *Increased AI weapon damage 25% + increased clip size of MCG 50%
    *Can use flares / body similar to Valkyrie

    Valkyrie:
    *200 Resources
    *Small arms fire no longer damages the Valkyrie
    *Increased HP 25%

    Liberator:
    *350 Resources
    *Bomber angle requirements removed, now functions with greater range of motion / firing angles
    *Tailgunner range of motion increased to 270 degrees in all directions
    *Projectile velocity increased 100%
    *Hyena missiles auto target easier with greater range + damage increased 25%
    *HP increased 30%
    *Base turn rate increased 20%
    *Tank buster bullet drop reduced 50%
    *Bomber shots now show up on the the Mini-Map

    Galaxy:
    *Tailgun now comes with walker weapon standard issue
    *New certification available: Shield (absorb all damage for 10 seconds / 60 sec cooldown)
    *Repair / Resupply combined into one certification & changed to a passive cert
    *HP increased 20%
    *Bulldog launcher side weapons are now standard issue
    *Top speed increased 15%

    (LAND)
    ATV:
    *25 Resources
    *Top speed increased 40%
    *No longer sets off land mines
    *Sticky Tires certification allows ATV to climb vertical walls
    *Muffle certification silences all noise from ATV
    *Boost certification increases the top speed of all friendly vehicles within 50 meters by 50% for 6 seconds / 60 second cooldown

    Harasser:
    *150 Resources
    *Small arms fire no longer affects the harasser
    *HP Reduced 25%
    *Turbo certification added to harasser
    *Cloaking certification added to harasser (similar to hunter cloak functionality)
    *Turn radius reduced 30%
    *Mine layer certification allows the driver to deploy mines to the ground while driving
    *Darklight spotlight certification, illuminates cloaked units 30 meters in front of the vehicle

    Lightning:
    *300 Resources
    *Base damage increased 15%
    *HP increased 30%
    *Top speed increased 15%
    *Turret range of motion increased to 190 degrees in all directions (minus a 3 degree blind spot straight up)
    *Secondary light MCG added to turret base (similar to PS1)
    *Projectile speed increased 40%
    *EMP Blast certification added (slows vehicles / reduces fire rate)

    MBT:
    *450 Resources
    *HP increased 25%
    *Base damage increased 5%
    *Projectile velocity increased 60%
    *Gunner weapon damage increased 25%
    *Reverse speed increased 50%
    *Added 4 "ride along" spots for infantry outside the tank with use of personal weapons

    Sunderer:
    *250 Resources
    *Repair / Resupply certification combined & resupply range increased 200%, repair no longer affects tower turrets or terminals
    *HP Increased 25%
    *Shield certification added (absorbs all damage for 10 seconds / 60 second cooldown)
    *Stealth field certification removes respawn function, increases stealth field radius 400%
    *EMP certification added (detonates mines / slows vehicles movement + fire rate)

    (INFANTRY)
    *Using a knife will no longer interrupt sprinting - All Melee from behind is instant death [MAX immune to melee]
    *Consumables (includes C4 / Thrown / Medkits / Etc) resource cost removed
    *Implant energy requirements removed
    *Ground-to-Air launchers have been removed as an infantry weapon and may now be found in place of flak defense turrets, certifications have been refunded

    Medic:
    *Revive function made instant, 4 second cooldown added.
    *AOE Heal can be replaced with AOE Shield restoration (provides more regeneration than HP)
    *Healing dart gun added, allowing the medic to heal at range. Dart heals over time.
    *May cert to make healing instant over time, 2 second cooldown added, stacks 3 max. Reduces healing rate slightly

    Engineer:
    *May now cert to repair over time, 2 second cooldown, stacks up to 3 active effects max. Reduces repair rate slightly.
    *Right click functionality added to repair gun, can extingquish vehicle fire instantly
    *Repair gun now damages enemy armor / MAX units
    *AOE (frontal cone) certification added to repair gun projecting repair cone in front of engineer
    *Repair rate increased 30%
    *Now has access to motion detector

    Light Assault:
    *Passive certifcation added (sprint speed increases by 35% for 4 seconds when damaged)
    *EMP blasts reduce jump jet / sprint speed effectiveness
    *Rocket pack certification added, allowing fast forward movement while hovering slightly
    *May access flamethrower weapon (sets vehicles on fire)

    Heavy Assault:
    *Increased starting ammo capacity by 2 clips
    *Movement speed decreased 7%
    *Base shield increased 50 points
    *Reduced reload speeds by 20%

    MAX:
    *Performance certifications added (same as vehicle performance certs)
    *No longer subject to fall damage
    *AOE Impact certification added, MAX deals damage upon falling from height slowing enemies movement speed affected for 6 seconds by 50% and reducing enemy accuracy by 20% as well
    *Damage recieved against small arms fire reduced 200%
    *Weapon clip sizes increased 50%
    *Damage increased 10%
    *Charge certification available - damage enemies by charging them, slowing their movement speed by 50% for 3 seconds
    *May now cert AOE Melee attack
    *May equip swords / chainsaw / stun gun (EMP) as weapons
    *Run mode added, auto runs at higher speeds but weapon systems disabled while traveling

    Infiltrator:
    *Only class that may spot enemies with a marker visible to others, 6 second cooldown
    *Recon gun now tags vehicles and lasts until destroyed by EMP or vehicle destruction, awarding xp to the infiltrator if vehicle is destroyed while tagged (may also tag enemy soliders)
    *May cert to increase the effective range of the recon gun while reducing ammo count
    *Recon tags now allow liberator bombers to lock on to a tagged target for auto-aiming
    *Tagged vehicles show up in stealth fields, and are fired upon automatically by unoccupied base defense turrets
    *Recon gun tags through stealth fields.

    (GENERAL)
    *Flak explosive radius increased, proximity to aircraft required to detonate decreased (will explode further away)
    *Flak damage reduced 40%
    *Flak weapon clips as follows; MAX - 40 per clip / Skyguard 80 per clip / Walker 40 per clip
    *Flak Range reduced 15% & projectile speed increased 35%
    *AA Flak turrets replaced with Ground-to-Air launchers
    *Flamethrower Infantry weapon added to game
    *Support XP increased 200%
    *Squad XP increased 100%
    *Resources are supplied at an increased rate for population handicapped empires
    *More territory control gives a higher xp bonus to majority controlling empire (others receive resources)
    *Biolab control increases Infantry damage by 5%
    *Tech Plant control increases vehicle damage by 5%
    *Amp station control reduces damage recieved by 5%
    *Instant action now allows you to choose your drop point on the map, increased cooldown
    *Redeploy now has a 2 minute cooldown
    *Swapping factions after leaving the common lobby area "Koltyr"? applies a faction lock timer of 4 hours.
    *HUD UI may now be completely customized / rearranged on the screen as the player sees fit
    *List of chat based commands added to interface menu
    *Outfits now give increased xp for each outfit member in squad / platoon together (2% per solider)
    *Follow Me certification added - increasing XP gained when capturing / defending objective marked by squad waypoint
    *Dynamic weather added to the game
    *Clouds added
    *Dynamic skyboxes added
    *Water added to game (not just puddles)
    *Naval unit easter eggs added
    *BFR unti easter eggs added
    *Nanites! event added, mine the most consortium within enemy territory
    *Capture the rabbit event added, capture and hold the "rabbit" for the longest duration
    *King of the hill event added, capture and hold the designated objective for the longest duration
    *Destruction event added, cause the most damage as an empire to enemy units and structures
    *Burning Man event added, first empire to destroy the burning man wins
    *Player must be present at objective for control to transfer to their empire after the timer has run out (this prevents "ghost" capping)
    *Defending & Capturing outposts awards 1000xp
    *Capturing & Defending major bases awards 5000xp
    *More voice emotes added, such as "No."
    *Players can now /dance (different dances certable / marketplace)
    • Up x 1
  2. Fishpoke

    As a pilot / support player primarily, I have noticed an issue with fight saturation. As it increases, and armor ramps up naturally what needs to take place to break the stalemate is air support. What I've noticed if you bring air into a heavy fight, tanks (otherwise engaged) will stop to shoot you because you go down so much faster than even a harasser 1 shot AP round? It's understood that air vehicles should go down faster to tank shells in the face. The problem I see is air can't effectively engage from range, negating the need for dog fighting in the first place (and subsequently having a galaxy to support your air force high in the sky) why? Well from a safe altitude of 400 meters everything looks tiny, so tiny that when the fight gets busy all those would be tiny people don't even show up do to the way the game optimizes to prevent lag (it was really bad without it)... Aircraft need to be able to see what they are there to suppress with gusto, infantry & armor. It needs to work so even at it's busiest moment aircraft have a "safe range" they can still use their weapons while being near the upper limit of AA range and not comfortably in the middle or near the lower end of AA's range. This will encourage scouts & heavies to scramble to take out enemy libs / galaxies / valks rather than spam rockets and flak until all air is dead and then everyone gives up on air realizing it doesn't work at all right now. Why get in a galaxy? I can poof there. Why ride a sundy? I can poof there. Valk? Poof.
  3. Demigan

    So this is basically your wishlist? I just read the opening about vehicles and it looks to be not thought through.

    Making all the current performance stats upgradeable passives already makes a certed tank way more valuable than an uncerted newby, add a choice of ROF or Damage and a newby wouldnt stand a chance even if he was better. The difference between newby power and veteran power should be closer, not farther apart. The skill of the veteran should be what eins him the battle not the accumulated gear.

    Or the Heavy ESF with massive increases to damage, but for some reason 50 resources cheaper than a regular ESF.

    I think you need to go back to the drawingboard, weed out all the things that werent thought through and update those, then see whats left.
  4. Fishpoke

    Give new characters 5000 certs to start. And all existing players a 5000 cert bonus. Happy now? Sheesh. Read past the first line mate.

    Galaxy actually needs like 60% HP buff at least... if not much more. Too easily nailed by tanks at any range that the galaxy would be a threat to ground targets.
  5. LordKrelas

    Why do you want the cloak-able shotgun Flashes to be immune to tank mines?
    Why allow Harassers to be immune to small-arms?
    Hell why remove Infantry's AA launchers... The AA turrets are few & inbetween, and easily destroyed by ESF's
    Which also pack Flares, making them even more easily destroyed by said ESF's by complete immunity to the rockets.

    A Valk isn't exactly fragile..
    With no AA Launchers, and no way to even scratch the paint on the now more durable-by-default Valk..
    A CAS Valk is basically accurate death, spawning troopers constantly..

    Hell, this also doesn't account for a more lethal ESF..
    Which already is pretty damn deadly, let alone without any infantry AA at all, while packing higher AOE.
    Like, are bases getting some manner of Skyshield over Spawn? or just Screwed?

    Not to mention, an AOE flame-thrower would beat a Shotgun in every possible way.
    Short-range: Both are.
    Can miss: Only the shotgun.
    DOT vs Direct-Damage.
    Inescapable cone vs Pellet spread.
    Unless its unable to deal practical time quick, it would beat the Shottie hard.
    Which already is in a crap place - not to mention unlike Shotguns, would scale up easily.

    Like dear lord.
    I don't find an Issue with the tank improvements, comically enough.
    I am disturbed about the reverse speed increase however, since it's already fast, the prowler would be hilarious.
  6. infilallday


    Tagging vehicles with recon darts and having friendly libs able to target them because of it sounds great, but im not sure how OP this would become? imagine it though....

    Infils the only class that can spot. I like this, but if you want to implement a 6 second delay between spots then the infil should not appear on mini map when spotting. Even without cloak activated.

    Devs have already stated that water is too much work to implement. I wish i remenered where i read that but pretty much we can never expect to see any more water in game than there akready is.
    • Up x 1
  7. Demigan

    You want me to read passed the first lines? Ok.


    heavily increases the difference between uncerted and certed vehicles, bad idea.

    A cheaper, stronger and faster A2A ESF that would dominate the skies even more. Liberators, Galaxies and Valkyries already have trouble defending themselves against ESF, no need to make that even worse and no need to give the A2A fanboys an even easier time abusing the warped skillcurve of the ESF.

    I'm all for a Valkyrie Gunship, but this is just a ridiculous amount of health and damage.

    Have you looked around lately? In infantry fights, Valkyries are often swooping around owning infantry without infantry having a good chance to beat them. Their only hope is to shoot at the ridiculously high small-arms reduction Valkyrie in the hopes that enough people damage it to make it go away for half a minute. It already has 96% damage reduction against small-arms! http://planetside.wikia.com/wiki/Vehicle_armor_and_damage_resistance
    Why does anyone think that the Valkyrie needs immunity to small-arms?

    And why does the tank-popper require all these upgrades?

    What's with all the health increases and random unwarranted other upgrades? 15% speed increase? Why it doesn't need it. 60% health? You mention something about it being required against ground vehicles but why would you be flying so low all the time? Even if you do fly so low, it's unlikely a Galaxy is downed fast enough before it drops it's payload of infantry.

    Put mineguard on? You can tank about 6 mines or so if you have mineguard and it even protects the driver from mine explosions while you have it equipped.
    What's with the speed increase? It's already going around 60 to 90 km/h, with your speed increase it would be going 84 to 126km/h for no reason. It's like a permanent boost.

    Again the small-arms resistance for no reason, why? It already has 87% damage resistance against small-arms and it is plenty capable of escaping small-arms fire, if not just crushing the infantry firing at it. Only damaged Harassers need to worry about small-arms and only if they are very close to infantry. Turbo is already on the Harasser standard. Cloaking on the Harasser would be a terrible idea unbalancing the Harasser even more especially with the ability to do a drive-by and drop some mines.

    I like things like extra MCG on the turret, but what's with all the extra HP and speed but counteracted by the extra HP? Why is a higher projectile speed necessary?

    So the Liberator, a flying tank with more guns faster speed and better agility, is cheaper than the MBT because...? And again, what's with the HP increase? And the damage increase? (compounded by the damage increase certification...) And the projectile velocity increase? Gunner weapon damage increased for any weapon is a bad idea as it doesn't increase damage and DPS symetrically. A higher DPS/damage weapon will have a far larger increase than a low DPS/damage weapon.

    Most of these changes come out of nowhere. More resource cost? Mega-stealth field? What?



    All melee from behind is instant death? That's a terrible idea especially with Stalkers around. Free consumables? Why? Implants already have no energy requirements anymore.
    G2A launchers now replace G2A turrets? Do you know how ridiculous that is?



    Instant revive? Why? Why does the Medic need it? A healing dart at least makes sense. "make healing instant over time"? "reduces healing rate slightly"? What kind of sentence is that? That's like saying "a gun with 1 damage will deal infinite damage over time".

    May cert to repair over time in a 2 sec cooldown? What? Are you talking about "click once, now a repair-grenade effect sticks to the vehicle"? Repair gun damages enemy vehicles? How is that a useful trait? Repair cone? Increased repair rate? You just seem to list random stuff rather than things that would complement the game.

    So you have a passive certification that has one level? Sprint speed was never above 10% because it messed with infantry hitboxes, very well visible when you use a jumppad next to an ally/enemy. Why should the LA be affected by EMP when others aren't? It's not as if the jumpjets are electric, they are one of the few items that have no business being affected by EMP! Rocketpack=Drifters. Flamethrower weapons sound cool but require special settings to prevent framerate loss for everyone.



    More clips? Why? Less movement? Why? More shield? Again why? Reduced reload? LMG's are designed around having a longer standard reload than Carbines, why would you take that away?

    Performance certs like vehicles? How can the MAX use combat-chassis if it already has turn ratio's as fast as your mouse?
    No more fall-damage? How? Why? Why would it improve the game if they had it? What sense does it make?
    AOE impact damage when falling? How is that ever going to be any useful?
    Damage against small-arms reduced even further? MAX's already have 80% damage reduction standard, so an effective healthpool of 10.000 health (1000 for standard infantry). With Kinetic you move up to 90% damage reduction or 20.000 standard health. Your 200% reduction (I assume you mean small-arms deal not half current damage but 25% of current damage, 200% damage reduction would mean small-arms heal MAX's). "200%" damage reduction would mean 40.000 effective health unupgraded, 80.000 effective health health upgraded. you can kill 80 infantry with the amount of damage you need to fling at a kinetic armor MAX you propose. Remember that "you didn't think about this" thing? Yeah... Same for things like Charge and making it even more of a super-tool than it used to be.



    Only one to transmit spots? Screw you! Recon darts only destroyable by EMP? They can't shoot it to remove it? So they need an infil with them who wastes 75 nanites to clear one? Really? Max recon dart is already 50m and you can blanket an area, why would you want to reduce your count and increase the range? Auto-aiming really on top of the double projectile velocity of Liberators and higher turret mobility?

    Clouds? support/squad XP increased by ludicrous amounts? Flak damage decreased by ludicrous amounts compounded by magazines that would no longer allow you to kill an ESF in one magazine? 40% flak damage reduction would mean you would need around 65 to 75 flak shells to kill one ESF but you can barely miss any shots of a full multi-second-to-unload magaine. Walkers with 40 clip magazines but no compensations for the lack fo damage? Just some random clouds added as if they won't impact performance? Dynamic weather?

    Never mind, the list of ludicrousness is just too long.
    • Up x 4
  8. adamts01

    This makes me want to vomit.
    • Up x 2
  9. breeje

    like all suggestions, some things are good somethings are bad and some are just meh
    only we all have to respect the thoughts and the work going in to this, therefore a thumps up
    • Up x 2
  10. Fishpoke

    Solo air will be split into a light scout and heavy assault. Scouts will be helpless to rocket fire, heavies have flares to deal with it. How do you deal with air as a foot soldier? Pull a MAX (which the other burster will need to be given out standard issue) for now just 200 resources and try it out. MAX crashing will be a thing again. MAXs are very underused currently, anything they can do infantry does better right now and moves faster.

    I know someone will despise the changes I've described, others will adore it. Ideally there's slightly more that would enjoy than hate. I put the most increases into things I see being underused in the field. Currently aircraft are few and far between in kill spam. I don't want to hear how you got farmed by an aircraft from spawn. Pull a burster max and push out, that is the correct response. This is something I don't see happening, rather than deal with the air threat people will simply redeploy elsewhere.
    Encountering aircraft as a lone foot solider, heavy or not, should be an "oh ****" moment (you didn't pay anything to be a foot soldier, remember) which requires you to either a) spend resources to counter or b) engage a different strategy to deal with the threat. You should die almost every time to any vehicle that keeps its range as a single foot soldier, you can pull vehicles too. Or don't want wander out in the open where you are exposed to vehicles. Finding cover was a problem when the game first launched, that is definitely no longer the case.

    More importantly pull a MAX!!! That's what they are there for! Infantry support! They are the heavy hitters that take out big bad threats. Not heavies. Not light assault. They cost resources for a reason! You can also pull a skyguard, or any vehicle with a walker on it or you can pull the scout (only vehicle with AA weapons on an aircraft now) and deal with the threat that way. Or shoot it with any vehicular MCG. Or get in a scout and shoot them down.

    Don't even need to hit a v-pad ever in this game nor do you need to catch a ride with someone, just redeploy where ever ya need to go!

    I'm a veteran of both games, and all of the companies franchises. I'm well versed on what worked and what didn't, I respect any difference in opinion but firmly stand by every change I have suggested. I'd like to be able to have fun playing this game 4 years from now, at least get things polished now so you have a template for Planetside 3 this way you can spend most of your time just being creative and trying new fun stuff instead of scrambling to get the bugs out.

    I will say one thing that has always stopped me from marketplace purchases (though I've made quite a few over the years) is the perceived value I get. $6 for a gunner weapon that's not even working as intended will make you never buy another one. Most of your players don't have $ to burn. The data backs that up. Drop your prices or give more SC per $ spent. If you cut everything in half, I know I'd be alot more tempted personally. Keep it all fairly cheap, but I understand transaction processing fees... those credit card companies are bloodsuckers!
  11. Fishpoke

    :)
  12. Fishpoke

    OK rather than remove ground to air launchers, lets just limit the range to 200 meters and increase their damage. Aircraft need a happy zone they can stay out of ground fire but still be susceptible to flak and enemy air. Flak damage is just too high, the second you see it you HAVE to leave or you are dead every time. This gives the gunners no time to acquire targets, giving an infiltrator the ability to spot for air to ground systems could encourage more people to want to gun. It'd be nice to see dumbfire bombs return if possible, allowing flight ceiling tactics.

    An AOE spotting ability for infiltrator would be cool, similar to calling in an air strike. Give increased XP for killing spotted targets, for both spotter and responder. Make spotting a niche function. Allow only skyguards to spot aircraft, aircraft are plenty visible enough from anywhere on the ground without a big "shoot here please" marker above their head. Where as for the air forces looking at the ground "where is that toothpick shooting at me?!?!" "**** I don't have time to find them" This encourages air to stay out of larger fights which is where they are needed most.

    No matter who, my gunners ALWAYS have issue finding targets if I'm out of basic ground forces range... whether they are so small they blend into everything or they don't show due to rendering issues. Having synergy between infiltrators and air support would make gunning more fun for even a brand new player.

    Everyone should be able to have fun doing exactly what they love to do in this game and not feel frustrated constantly in doing so. Cert gain should be similar no matter what you are doing. If you like to mine, you should be able to earn certs similarly to the person providing field support functions. If you just footzerg, thats fine too you should be able to enjoy that 24/7 in the game. You should be able to run around in a tank all day and have fun doing it if you want. You should be able to fly a galaxy all day and have fun. Everything should feel fun, rather than "oh that's cool, but it's kinda tedious".
  13. Fishpoke

    I just wanted to say the changes to the implant system are stellar. Good job!

    I was surprised when it tried to give me the same implant twice though.. :(
  14. Fishpoke

    *Being killed while pulling a vehicle will no longer charge you resources if you did not spawn the vehicle.
    *Reclaim certification added, despawning your vehicle / MAX will refund 30% of its resource cost. May not be used if recently damaged by enemy combat.
    *All Flak weapon systems may spot aircraft
    *All Base defense turrets may spot enemy forces
    *AV Base Turret range reduced to be more defense oriented
    *Overheat limitations removed from all base defense turrets
    *All MAX unit start ammo count increased 100%
    *AI (MCG) defensive turrets have been added to all major bases and major outposts.

    You aren't supposed to be able to kill aircraft with one 40 round clip, it should take about 60 shots for scout / heavy, a dual burster max will have 80 shots available before reloading. A lib / valk should take a couple reloads, a galaxy should be royal pain in the *** unless theres a few of you focusing fire. So much so that you'd probably rather ignore it for easier targets unless it's causing you problems directly more so than infantry in your face.

    As AA you will always do more damage to air faster than it can damage you by the time they find you, unless you are just standing out in the open away from any cover. I'd expect for the aircraft to have a fair chance against me if I'm going to stand on the highest point screaming "I'm over here, please shoot back, I'm sitting at a nice clear visible height". However if I die in a burster MAX that cost just a few resources and I can pull a few more before needing to wait, I'm not going to be terribly upset.

    People will be much more apt to pull burster MAX if it only costs 100-200 resources to do so, meaning a player will full resources can pull and still get their transportation sorted out.
  15. Fishpoke

    Ideally a lib can engage ground from a range a heavy ESF will not, can stay out of tower defense range but not flak if someone pulls a burster MAX. If someone does, a full staffed lib should stand a reasonable chance at taking out the lone burster max standing on a platform firing away (he can pull 7 more if need be)... however if another AA joins the battle it should be a serious gamble for a lib to stick around. If a 3rd AA joins the party it should now spell death for the fully staffed (3 people) 450 resource cost vehicle.

    In my mind that's how the interaction with AA / air should work. Lib can stay at range, solo vehicles do their thing in close, galaxy is a support / flying respawn / valk will be used transportation in heavy fights (you can't redeploy everywhere endlessly anymore, 2 minute cooldown)

    *You can still recall to the warpgate at any time, you can still respawn at a nearby outpost but you'd have to suicide or hoof it or be better prepared or ask for a pick up. You did catch the part where the flash moves 40% faster and can climb vertical walls, right?
  16. Fishpoke

    It would be cool if medics could buff player damage or damage resistance while healing them, if engineers could buff vehicle damage / ROF with their repair gun, if heavy could create a shield that protects them and everything behind them, if light assault could buff the movement speed of nearby squad members, if infiltrator could temporarily cloak themselves and others around them... MAX is already a juggernaut / charge unit with the above changes.

    You wouldn't be able to buff and heal / repair at the same time, it'd be a choice. Which also means you don't have a ranged weapon out if you get jumped unexpectedly. Decisions.

    Ideally everyone gets some fun stuff to play with.
  17. Fishpoke

    Consumables no longer cost resources, plant mines to your hearts content, C4 the night away, throw grenades out of valkries, have fun.

    It should take about 40-50 shots for a scout / 60-70 for a Heavy / 2 reloads for a valk / lib / and all your ammo nearly to down a galaxy solo as a flak max, you will have 80 shots in dual burster MAX or skyguard or dual walker sundy. Hitting aircraft with flak will be much easier with faster projectile speed and larger detonation radius (explodes further away from the aircraft, you don't have to be nearly as accurate). Surface to Air xp awards can be increased a bit to encourage flak usage regularly consistently.

    Please stay constructive in this thread, leave the emotion out of it.
  18. Fishpoke

    So Flak range should be around 450-550 meters, G2A around 300 meters. After you've chased something away to 600 meters, it's no longer a threat, if they get close enough to use their weapons they are stepping into lethal territory. If they get greedy they will definitely not make it out. You just can't get close to any fight with aircraft right now and contribute in meaningful ways unless the fight was already onesided to begin with (overwhelming force)
    *MBT turret vertical range of motion reduced (to discourage tanks from ignoring ground targets for air targets, it will require terrain angling to engage air craft close up) the gunners turret range of motion is left untouched.
  19. Demigan

  20. Cigg

    It should take some realism lessons in game, Firstly get rid of Factional stuff Like the NC bullet drop it makes the weapons sour to play with oohh but we give them kick instead now they fly upwards and they spray and you can't use full auto as after 3 rounds the hand is numb and fires all over the place ~ The NC stuff is junk for any nub starting, people saying like WTF is this!

    Firstly you can still use all the guns as with stats just rid our selves of 10 meter and the bullet drops and loses power ~ give more realistic character might want to start with 50 meters 100 meters ~ go back to physics that are fun! does not have to pure realism but close or ball park plz.

    What do we change ~ you change the ammo So all 3 factions have there brand of weapons, styles colors etc... Now all 3 factions have to make there own ammo ~ Each player has to make there own ammo for there own gun(s) and you make a stats page for it.
    1. gunpowder ~ make a few grain types ~ velocity and flash
    2. Nitro ~ higher projectile velocity
    3. Armor piercing heads ~ great against armor protection
    4. emp heads ~ great against shields
    5. tracer round heads ~ spots enemy for a long time like a minute Q-ing ~ 15 seconds
    6. incendiary round heads ~ catches things on fire, adds a dot
    7. Explosive round heads ~ adds impact value against armor
    8. Standard ball round
    Now it's up to the player to balance there weapon with ammo and any weapon upgrades.
    and you give a wide range of %, not here's hard ammo for you and does this? (like WTF)
    Your ammo is personnel to your gameplay and the weapon you have chosen. It's a personal thing your weapon is, the instrument of your survival.
    This where bullet drop, spray, velocity, kick back, damage etc... comes from the ammo you have made, what's works really great for this gun won't work the same for another type. So all 3 factions are equal in there guns as far as accuracy goes, you the player have to figure what you want into your load out arrangement as you can mix and match your magazines, and when you reload it defaults to your preferred load out.
    Than comes attachments similar to what is there already and can have some different modifiers like a heavy barrel ~ adds to accuracy of the cone fire % and distance and or can add other attachments because it's a heavy barrel ~ few more options variety to tweak the weapons sweet spot with compensators, or gas flow regulator setting etc... The barrel being heavy may allow for % higher in nitro with you bullets.
    It becomes a new game mechanic, but tailored to the player. And it makes sense for physics and there states.
    It will also attract people who like weapons and are into making there own bullets.
    So the bullets will need gun powder this where you arrange your FPS, how much flash you have, your kick back value, your cone value, the walking value on auto, distance value and damage value.
    You have to fill the bullet casing to 100% and chosen between coarse medium and fine grains each have certain % values can also add nitro into the mix of % to obtain 100%,
    The specialized heads have slightly more weight value than a standard ball round and will require a different gun powder load than ball rounds to make them perform light being ~ EMP round ~ heavy ~ Armor piercing round as they different weights, same is applied to the caliber of the weapon, so weight value is performance value.
    You could have one gun that may have an optional barrel in a different caliber, you could make this as part of reaching lvl 100 a premium barrel or premium parts for reaching certain kill counts with a weapon.
    Now if you are going to be crazy with certain loads your gun could overheat, or there is a failure, your gun jams, your cone of fire is huge and your spaying bullets everywhere and your weapon is walking or you break the gun and need a new one cough up some certs :)
    And you could do the same for armor in protection % towards your suit for head, upper and lower body arms and legs and % towards movement speed agility reflexes Getting hit will do a % in that area of sustain damage, leg hits will make you move slower, arm hits accuracy or weapon sway, upper and lower body strafing, shooting from the hip, head ~ focus.
    Your damage states reflect performance as your in a fire fight, so you may not be at a 100% effectiveness into your next firefight until you re-coop or a medic heals you or a engineer repairs your armor which speeds up the recovery.
    The damages should be slower on natural time recovery, allows other players that are fresh into the game play as you recover. Places importance on the roles for a party or team and there niche load outs, what is important for the crew, the focus.
    Implants can be the same as they are now.
    That my thoughts from the old arm chair :)
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