View Full Version : What's your Feb/GU#3 Update Wishlist?
Mordelicius
2013-02-13, 08:27 PM
Post your GU#3/February update wishlist (note, I don't know if they are synonymous; I'm just assuming Feb update is GU3).
GU2 has been mainly positive. There had been some kinks, but for the most part, the update has spruced up PS2 dynamics and gameplay for the better.
For the next update, here's a wishlist:
1) Faction balance - GU2 saw what faction balance can do. I see less Magrider spam coupled with an increase in Prowler/Vanguard tank activity. The Prowler is a tad too survivable on anchored mode, but other than that the tank balancing had been generally positive.
I've heard there will be a major balancing pass on infantry weapons. This is the last key piece of the current faction balancing puzzle. I don't care about E-sports whatsoever but one positive aspect of this being in PS2 is the Devs are going to have to prioritize faction balance for fair, competitive reasons.
2) Hackers - It could be that PS2 is still hauling in huge amounts of new players in since the high rate of hacking/cheating/exploiting doesn't seem to diminish.
3) Bunnyhoppers - Please fix this. Even I have been using this now. Why? I don't want to lose to a dolt using this to their advantage. There should be a huge and long accuracy penalty for bunnyhopper. And the more the frequent the jumping, the longer the accuracy penalty should be. Just call it losing equilibrium (stones in the ears).
Likewise LA use the same cheap moves since the hit detection/registration is bad when jumping like crazy.
4) Flinching mechanics - Fix so it can be of use to low rate of fire weapons. Our screen shakes violently in comparison to the ones we are hitting.
5) Infiltrators + SMG - With an SMG, the Infiltrator is the the only class that is deadly on all ranges: very long, long, medium, and close. There should be a cloaking penalty in place when using SMG.
There is a reason why Star Trek Online won't ever have any faction war pvp or any good pvp for that matter. The lore says Klingons have stealth ships; and they are devastating in hit and run.
6) Combat Medic buff - I don't play Medics but they are currently the scarcest class. It's because they have the least attractive abilities. They should get biological weapons (not in the conventional sense).
- Wheezing/Teargas grenade - Grenades that will make players animate cough/choking momentarily.
- Poison Gas Mine - Players who step on this proximity mine will have their reflexes slowed down for 10 seconds (just a random number I threw up).
I'm sure I've missed some points I want to make. But that's the crux of my next-update wishlist.
ringring
2013-02-14, 05:16 AM
I'll exclude balance and bug-fixing from my list because those are activities that will happen at all times.
Flesh out the tunnel system.
Nothing else.
Development activities should concentrate on Seahus and how to best incorporate that into the game world.
ShadetheDruid
2013-02-14, 05:22 AM
Battle rifle changes! This is the one thing I hope makes it into the patch (well, other than the stuff on the roadmap), and I hope the changes are awesome.
Thunderhawk
2013-02-14, 05:43 AM
1) Faction balance - GU2 saw what faction balance can do. I see less Magrider spam coupled with an increase in Prowler/Vanguard tank activity. The Prowler is a tad too survivable on anchored mode, but other than that the tank balancing had been generally positive.
I've heard there will be a major balancing pass on infantry weapons. This is the last key piece of the current faction balancing puzzle. I don't care about E-sports whatsoever but one positive aspect of this being in PS2 is the Devs are going to have to prioritize faction balance for fair, competitive reasons.
Have they fixed the bug with the Magrider yet ? - It wasn't being pulled due to a huge disadvantage to straffing, and I personally don't drive it anymore ever since they made it's climbing ability non existant. Not sure if this was fixed or not, but seeing as I dont get into a magrider that often I wouldnt have noticed.
2) Hackers - It could be that PS2 is still hauling in huge amounts of new players in since the high rate of hacking/cheating/exploiting doesn't seem to diminish.
The new Hacker reporting tool was a massive leap in the right direction, just type /report and click the Last Killed By button to fill in name and voila.
Would be good if they made it so a certain threshold would envoke a CSR to be on the scene quickly as i have seen one hacker literrally stop a zerg.
3) Bunnyhoppers - Please fix this. Even I have been using this now. Why? I don't want to lose to a dolt using this to their advantage. There should be a huge and long accuracy penalty for bunnyhopper. And the more the frequent the jumping, the longer the accuracy penalty should be. Just call it losing equilibrium (stones in the ears).
Likewise LA use the same cheap moves since the hit detection/registration is bad when jumping like crazy.
Add Fatigue, that simple, jumping up and down slows you to a crawl.... soon stop bunnyhopping. Only really noticed it in people that are BR1-20 (newbies that just joined from UES effect) and that come from COD or BF.
4) Flinching mechanics - Fix so it can be of use to low rate of fire weapons. Our screen shakes violently in comparison to the ones we are hitting.
Agreed that the screen shake to explosions is utterly ridiculous and set too high. Whether its a priority or not is another matter.
5) Infiltrators + SMG - With an SMG, the Infiltrator is the the only class that is deadly on all ranges: very long, long, medium, and close. There should be a cloaking penalty in place when using SMG.
There is a reason why Star Trek Online won't ever have any faction war pvp or any good pvp for that matter. The lore says Klingons have stealth ships; and they are devastating in hit and run.
Infiltrators with SMGs are fine, please go read the thread dedicated to that discussion and then come back here and ask for this. You'll find your opinion might have changed.
6) Combat Medic buff - I don't play Medics but they are currently the scarcest class. It's because they have the least attractive abilities. They should get biological weapons (not in the conventional sense).
- Wheezing/Teargas grenade - Grenades that will make players animate cough/choking momentarily.
- Poison Gas Mine - Players who step on this proximity mine will have their reflexes slowed down for 10 seconds (just a random number I threw up).
Medics are fine, and get same XP for REZ as they do for Kills, with healing XP as well as other tools they have, you dont need to add anymore. There's an abundance of Medics on Miller, so maybe it's a low pop thing, where players tend to not play medic if there's not a lot of people, but on my server there's medics coming out of the wazzoo, so i dont see why they need new Gimmicks.
Have they fixed Triage yet ? Last time I tried to use it was in Beta and it was broken,l not sure if this is working yet or not, guessing its fixed seeing as I heard nothing about it on the forums.
In short,
1. Fix resource spread on continents, so that I dont get a ton of Air resources on Indar by owning 20% of the map where as if I own 75% of the map on Amerish I get less Air resources then on 20% of Indar.
The balance of Air/Mechanised/Infantry Resources on maps is not good, and I am not sure if this is an attempt by the devs to make certain bases more important than others or not, so people tend to go for certain facilities first.
2. Tweak the Prowler a bit more (in the negative direction) as at the moment we have gone from OP Magrider to OP Prowler in 1 pass. Prowler needs some love taken away.
3. Fine tune the Tunnels a bit more. At the moment you could replace tunnels with teleporters, and the only reason there is a tunnel is as far as I can see adding an artifical delay to an infantry to get from spawn to target, thus not overwhelming attackers with teleporting troops.
Widen, add more twists and turns, add big rooms to them, add a CC or 2 down there, add a gen maybe, and you get all sorts of awesome on the forums from players praising SOE Game developing prowess.
Have more ideas but I have to go chair a meeting in work.
Ironside
2013-02-14, 05:46 AM
to do all the update testing on a test server and keep hotfixing to a minimum
NewSith
2013-02-14, 05:50 AM
SC-only weapons
Liberator Zephyr and Dalton Buffs
Hacksaw Range buff
Removal of CoF blossom on TRAC
Spawnroom redesign (that they'll only have one unshielded door)
More routes to biolabs' interiors
Infantry armor nerf
Grendes not costing resources
G-AMS
Infantry rendering farther than tanks
Removal of adjacency rule
Rocketpod buff
Removal of bulletdrop
Magrider armor buff
Removal of vehicle costs and timers
Making infiltrators able to shoot while cloaked
AT mine buff
On a serious note, though, the ONLY thing I want with GU3 is a test server.
Pella
2013-02-14, 06:34 AM
Interlink Facility
New cont
Some sort of Lattice system
Hack Timer
Extra implant slot. For stat increases. ADS speed ect.
Nerf:
Rocket Launcher sniping. Annoying and nobbish.
Grenades, Explosion timer needs to be increased slighlty.
Claymores need to be tweaked to be abit more visual aswell.
Tank Mines versus Sundys needs to be massively decreased.
That is all.
ShadetheDruid
2013-02-14, 06:48 AM
Have they fixed the bug with the Magrider yet ? - It wasn't being pulled due to a huge disadvantage to straffing, and I personally don't drive it anymore ever since they made it's climbing ability non existant. Not sure if this was fixed or not, but seeing as I dont get into a magrider that often I wouldnt have noticed.
I think what they should do with the Magrider is have it be the slowest tank (which it is), but make it lose the least speed from changing direction or from terrain out of all the tanks (the tracked tanks still need more traction; they should have issues with speed on hills, not traction). Then you have the mobility that it should be known for, the ability to float around without direction changes or hills impacting their speed too much, without the ridiculous cliff climbing.
Baneblade
2013-02-14, 06:49 AM
Fix the Engineer load out. The ammo box should either be classified as an ability or a utility, not both. I don't care if you have to pick between it and the turrets in your load out... Heck, that might be a good change.
NewSith
2013-02-14, 06:54 AM
Fix the Engineer load out. The ammo box should either be classified as an ability or a utility, not both. I don't care if you have to pick between it and the turrets in your load out... Heck, that might be a good change.
What class do you play, that you are so eager to have even less ammoboxes during the zerg? Obviously not HA, nor a Sniper...
Baneblade
2013-02-14, 07:02 AM
I play all of them. Including Eng.
Pella
2013-02-14, 07:07 AM
I play all of them. Including Eng.
Why do you want to take something away that has been part of the Engi class since Beta?
Perhaps if you played abit more of Engineer you would be thankful not ungrateful.
Mietz
2013-02-14, 07:17 AM
Why do you want to take something away that has been part of the Engi class since Beta?
Perhaps if you played abit more of Engineer you would be thankful not ungrateful.
What kind of argument is that? Leave it in because it was in since Beta?
Why are you being passive-aggressive?
OT:
Priority:
Lattice redesign
Base-locks in one form or another
Preparation for Continent links and locks once Serahus comes out
Koadster
2013-02-14, 07:17 AM
That it will be released in Feb and not March lol
Pella
2013-02-14, 07:21 AM
What kind of argument is that? Leave it in because it was in since Beta?
Why are you being passive-aggressive?
What?
Its hardly game breaking. And doesn't need changing what so ever.
That is my argument.
Mietz
2013-02-14, 07:30 AM
What?
Its hardly game breaking. And doesn't need changing what so ever.
That is my argument.
Thats not an argument, its an opinion.
Pella
2013-02-14, 07:33 AM
Thats not an argument, its an opinion.
No that's your opinion.
Jog on please.
Baneblade
2013-02-14, 08:03 AM
Why do you want to take something away that has been part of the Engi class since Beta?
Perhaps if you played abit more of Engineer you would be thankful not ungrateful.
Take what away? I'm not saying to take anything away from Engineer.
Pella
2013-02-14, 08:05 AM
Take what away? I'm not saying to take anything away from Engineer.
Sorry i could of got the wrong end of your post. I am talking about using the Turret Ability which can be switched to Ammo by pressing B. Abilit/Utility.
Mietz
2013-02-14, 08:08 AM
No that's your opinion.
Jog on please.
https://images.encyclopediadramatica.se/thumb/9/9e/HA_HA_HA,_OH_WOW.jpg/500px-HA_HA_HA,_OH_WOW.jpg
Dkamanus
2013-02-14, 11:24 AM
What?
Its hardly game breaking. And doesn't need changing what so ever.
That is my argument.
Rocket spam diminished by a HUGE margin because now you must have an engineer dedicated to ammo dropping?
Wouldn't call the possibility of ALL engineers having ammo boxes despite not carrying them gamebraking, right?
NewSith
2013-02-14, 11:31 AM
Rocket spam diminished by a HUGE margin because now you must have an engineer dedicated to ammo dropping?
Wouldn't call the possibility of ALL engineers having ammo boxes despite not carrying them gamebraking, right?
It's not. Rocketspam is the only thing keeping MBT spam and Air spam at bay.
Pella
2013-02-14, 11:32 AM
Rocket spam diminished by a HUGE margin because now you must have an engineer dedicated to ammo dropping?
What are you trying to say here? Or please try and make some sense.
lKillSwiTcHl
2013-02-14, 11:47 AM
Fix the dam voice chat. Not just for the people who has it work sometimes but for the guys who have never had it work. On a side note some of the stuff i read in this thread makes me laugh. Some of this stuff is just piddly.
Dkamanus
2013-02-14, 12:02 PM
What are you trying to say here? Or please try and make some sense.
Although I ABUSE (that's the right work) the ammo box "ability" as well, having it being able to deploy while carrying mines/C4 as well, is something I call game breaking. Besides, people keep complaining about annihilator spam, this is most likely due to the ease to get the ammo back from those small boxes, the downtime is actually zero.
One of THE most stupid things I saw in the engineer is the ability to actually never to restock his ammo box utility. Having to rearm rockets, for instance, this shouldn't be such an easy thing to do, having to have a dedicated engineer spend his infantry resources on this invaluable tool.
Annihilator Squads are possible because the ease of resupplying those AV weapons. Actually limiting the engineer to drop ammo boxes at the expense of resources will make people actually run for some ammo boxes and make the ammo box upgrades a must, in order to save infantry resources for other utilities.
It's not. Rocketspam is the only thing keeping MBT spam and Air spam at bay.
Rendering issues is whats keeping MBT at bay. To whoever saw Connery or Miller servers, once the rendering kicks in, infantry will suffer EVEN more to MBT spamming, mostly because NOW I can snipe infantry with my HE shells at a safe 150m+. Got "sniped" a lot like this last night while testing, there wasn't any rocket spamming because HAs couldn't even leave the spawn, since HEs were flying a lot, and worst, at 150m+.
This will stir up the pot a little, actually making people go for Anti-vehicle Vehicles to counter the HE spamming that I'm predicting will happen. Not a bad thing, but considering the Prowler, heads will roll, and I see the prowler drivers spam a LOT of HE/HEAT shells before SOE does something about the now almost god-like infantry killing power.
NewSith
2013-02-14, 12:27 PM
This will stir up the pot a little, actually making people go for Anti-vehicle Vehicles to counter the HE spamming that I'm predicting will happen.
MBT spam, not HE spam. If I wanted to participate as cannonfodder for tanks I'd rather play world of tanks.
Pella
2013-02-14, 12:53 PM
Although I ABUSE (that's the right work) the ammo box "ability" as well, having it being able to deploy while carrying mines/C4 as well, is something I call game breaking. Besides, people keep complaining about annihilator spam, this is most likely due to the ease to get the ammo back from those small boxes, the downtime is actually zero.
Thats a fair point.
Ruffdog
2013-02-14, 03:19 PM
MAX abilities and Hossin
Forsaken One
2013-02-14, 03:44 PM
5) Infiltrators + SMG - With an SMG, the Infiltrator is the the only class that is deadly on all ranges: very long, long, medium, and close. There should be a cloaking penalty in place when using SMG.
Honestly I have to ask when in gaming history did having range and cloak become acceptable and melee and cloak not? or are people just shoving their heads up their bums because they wanna qq sniper takes skill or because the game just came out of beta with snipers having the cloak?
Cloaks should be on a special ops class. A class with no ranged weapons BUT a boosted knife. In fact it should have equip knifes. (maybe a ability to carry some throwing knives that can finish off unshielded 50% hp people?) This way it could buy different types of knives. Pretty much if its able to get in your face through cloak and hiding/dodging sight that's a lot of skill and it should be a one hit knife kill (from said equip knife.)
Mordelicius
2013-02-14, 08:40 PM
Honestly I have to ask when in gaming history did having range and cloak become acceptable and melee and cloak not? or are people just shoving their heads up their bums because they wanna qq sniper takes skill or because the game just came out of beta with snipers having the cloak?
Cloaks should be on a special ops class. A class with no ranged weapons BUT a boosted knife. In fact it should have equip knifes. (maybe a ability to carry some throwing knives that can finish off unshielded 50% hp people?) This way it could buy different types of knives. Pretty much if its able to get in your face through cloak and hiding/dodging sight that's a lot of skill and it should be a one hit knife kill (from said equip knife.)
Cloak/Stealth + high DPS (melee or range) has always been viable with one caveat: Only on high TTK pvp mmos. It's just that in PS2, the TTK is low.
Dkamanus
2013-02-14, 09:05 PM
MBT spam, not HE spam. If I wanted to participate as cannonfodder for tanks I'd rather play world of tanks.
It's quite interesting, but in heavy infantry combat, I seemed to see MORE HE spamming. Though we were going against the TR so the prowler is a TOO good infantry killing machine.
LLRUKK
2013-02-14, 09:15 PM
FIX the VOICE chat howbout it. It has never worked at all for some people and I'm one of them. Fix the basic gameplay elements THEN carry on and consider whatever niche request you want. SOE are you aware/listening to anyone about this issue?
Don't do anything until voice chat and optimization are functioning properly. It is ridiculous to consider any "additions" to the game when basic elements are not functioning properly. Yea, I'm bitter.
Baneblade
2013-02-15, 02:18 PM
To further explain my engineer change request, I would like to see the turrets and ammo box sharing the same equip slot. To me it would increase the significance of your loadout choices and help curb the swiss army knifeness of the class as it is now.
EDIT: Mutually Exclusively, not like now how you can backdoor the ammo box.
hashish
2013-02-15, 02:35 PM
I hope we get a proper performance patch this time ! lol
and official physX support that works properly :))
MrBloodworth
2013-02-15, 02:46 PM
I would not mind some Medic stuff added soon.
Ghoest9
2013-02-15, 04:43 PM
Flinch Mechanics
It should be changed to you only can flinch once every 5 seconds.
Eliphas
2013-02-15, 06:25 PM
It is my opinion that if the Infl would get a cloak penalty then the other classes should take a nerf also. For the LA lower the max altitude and thrust time by weight of equipped items. Such as how may utilities they have down to the last round in their mags. Make it so the Engineer class can only choose the turret, ammo pack or the repair tool but not all or two at the same time. Make the Medic only able to use pistols and SMG. Make the HA only allowed to use LMG and if a launcher equipped then only a pistol. As for the MAX, do not really care they are what they are. So yeah nerfs all round!
Timealude
2013-02-15, 07:42 PM
Cloak/Stealth + high DPS (melee or range) has always been viable with one caveat: Only on high TTK pvp mmos. It's just that in PS2, the TTK is low.
Ya, but I understand his point...being a close range infiltrator at the moment is very unrewarding and the sniper can be useful in huge out door battles. Not anywhere near the effectiveness of the other classes..I think thats why they decided to move the infiltrator pass up upon the LA cause currently light assaults do our job better and quicker. The only reason you would have an actual infiltrator is to set up sensors and hack terms which one gives you no reward for doing, and the other caps out very quickly on xp gain. Also you would be better off blowing up a terminal as it gives you more xp then hacking it does..
There is always a common hatred for snipers in fps games and im sure its no different when we look at the infiltrator in this game. I cant remember the number of times in beta i saw on the official forums about how much BS OHK headshots were. It takes skill to get head shots in this game. (unless your using aimbots but thats a whole other topic.)
The SMGs helped improve our TTK up close when we head to go take out those turrets or vehicle terms. Its not as bad as the shot gun was which everyone knew was nuts...Hell I even called it out before it was in the game. I feel though that nerfing one of the weakest classes is simply not an opinion at this point. You might as well take them out if you punish them anymore lol.
I do feel equitable knives would be good, but we need to address the real problem which is that there isnt much for us to do in the meta game. We need more objectives for infiltrators in general to do. Look at the stuff we could do in planetside one as an example. We had the virus injection which i feel would be good if you put it in the same slot as advanced hacking might actually balance out as you can have different kinds of infiltrators.
One that specialize in virus and corruption one that can hack terminals and one that can decon or just hack enemy vehicles.
Fenrys
2013-02-16, 01:12 PM
1) Improved render distance
2) Ban cheaters faster
3) Optimize netcode to use less bandwidth
4) Fix FPS slowdown over time
5) Fix invisible terrain so players behind it won't draw your fire into an invisible wall/tree/turret
6) Replace rocket pods and liberator cannons with a low quantity of dumbfire bombs, and remove A2A missiles entirely (but only if the rocket/cannon changes are also made)
7) Put the magrider's main gun on a turret and make all MBTs 3 seaters (driver + 2 gunners)
8) Squad spawning Galaxy
Mordelicius
2013-02-18, 12:57 AM
A couple more things I forgot to include:
Spawn Room splash damage - They are back and badder than ever. Tank HE can now kill everything inside the spawn room. Please fix this. The new spawn rooms were supposed to be airtight. There's no hiding spot at all when being bombarded. I am sure the new spawn rooms were airtight when it was first released. Now we are getting killed on the inside again from splash damage.
Region Yell - Faction specific yell.
NewSith
2013-02-18, 01:42 AM
Region Yell - Faction specific yell.
Ever tried using /re ?
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