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Various suggetions (modes, augments, etc)


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When it comes to modes, I want to focus on a general situation and two additional specific. 

Large maps should be used only for CP mode. Any other mode turns into a TDM, with saboteurs, almost exclusively long range weapons etc. It's just annoying to play when you actually want to do objectives. Players that are after kills and supporting from far away won't mind in either case, it's the same for them.

When it comes to JGR, I would say the JGR itself is a bit weak. Basically unless the team covers you, you have no defense against enemy team. JGR should have higher health, immunity to all effects, and longer cooldown on the OD. Basically it shouldn't be deleted by a single viking OD, but because it would then be difficult, it's own CD would need to be longer. It should be a team effort to kill the JGR, and indeed most players try to kill the enemy than defend their own - making it extremely unfun for the player yielding the machine. 

Augments:
Hull explosion augment. It simply has too much damage. It's guaranteed kill when a melee turret attacks you. It should have less damage, basically "I am destroyed but you coming with me AFTER our long fight". 

Jammer. This is a pretty useless augment, although the idea is good. So what could be done about it? Make the duration longer, 10-30 seconds. If you destroy the tank that applied it to you, the effect cancels. It's not easy to fix such a weird augment, it is pretty useless honestly cause it relies on random crit, when it is all about timing. There is no reason to fix the timing issue, so it has to be a longer duration - which cause the problem of getting applied too often. So to add to the previous, maybe 30 seconds, but can only apply it to one tank at the time (maybe only to tanks that have loaded OD?). 
The other idea for jammer, which is way simpler.. Why not discharge enemy OD by 1-5% on crit hits? This way it blocks the activation temporarily for fully charged ODs (as now), but it's also not useless 99% of the time. 

Twins ultra broken augment. I mean, it is superior to pretty much anything else. But pleaaaase remove the impact force. I can't even shoot back cause my tank is literally vibrating/dancing. Leave the damage, whatever. Remove the impact force.

Turrets: Freeze... just reduce the max effect of the freeze by some 30%. At this point, getting touched by freeze makes it more efficient to self destruct, or you are stuck for a good 15 seconds, your supplies run out, and you can't play. 

Overall I am pretty pleased with the state of the game, but it's one thing I find particularly annoying. Hovercrafts. Why do we have hulls than can move full speed with almost infinite acceleration in all directions? Maybe I am too bad of a player and can't aim a high agility target, but do I have to be insanely good to have fun? 
So either make them more like normal hulls regarding acceleration, or cause them to have trouble changing direction - meaning if they move forward, they would slide and need 3-5 seconds to move backwards and max speed. So the acceleration would be fast as now, the decceleration would be pretty bad. I don't know what else to think honestly, simply superior to conventional hulls, and not because of the ODs. 

Thank you for your time and attention.

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Hey, kindly list your topics with 1 idea = 1 topic format as per the rules of the platform.

Invalid, closed.

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