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Goldoche
2013-03-11, 07:49 PM
What's your patch wishlist? This is mine. I know it's unrealistic. TL;DR at the end.

**Game update 4**

Infantry weapons:
-Initial COF on all weapons reduced by 75%
-Overtime COF on all weapons reduced by 50%
-Removed ADS capability when jumping
-All weapons should now have better bullet velocity
-Decreased damage falloff on all weapons (except shotguns)
-BRs should now deal slightly more damage

MAX units:
-MAXes HP pool buffed by 100%
-Moving speed nerfed by 50%
-Dash ability removed
-NC Max weapons have 20% smaller magazines

Infantry:
Health pool buffed by 33%. (Doesn't affect shields)

Main Battle Tanks:
-Magriders have now better hill climbing capabilities
-Magriders max speed (even by vectoring) should not exceed 50kph
-Magriders now have better round velocity on AP and HEAT rounds
-Magriders should now have better general handling
-Vanguards and Prowlers have now a 100% increased HP pool
-Vanguards and Prowlers now require a designated driver and turret gunner
-Prowlers have now a slighlty smaller splash radius on HEAT and HE (1 round can still kill infantry)
-Vanguards have now a slightly better shield ability
-Vanguards front armor is now very slightly more resistent
-Vanguards max speed decreased to 45 kph
-All tanks now have slightly better COF
-AA turrets removed

Phalanx turrets:
-Total HP buffed by 50%
-Phalanx turrets have now a passive regenerative health
-AI turrets now have a slightly smaller COF
-AT turrets direct damage buffed by 75% (This change doesn't affect infantry)

Sunderers:
-AMS sunderers have a 100 spawns limit before running out. You can replenish at all major facilities (amp stations, tech plants, bio labs) and warpgates.
-Sunderers can now only be spawned at a major facility.
-Sunderers now resist 25% more damage from mines
-Sunderers now have 50% more HP
-Cloak bubble added under the defense slot, Sunderers equipped are invisible outside a 50 meters radius.
-AA turrets removed

Lightnings:
-Skyguards should now have a much smaller COF and better round velocity
-HEAT and AP rounds should now have better velocity and a smaller COF.

ESFs:
Rank 1 flares are now default to every ESF

Bio labs:
-Added a roof access on the top of the facility.
-Added a NTU Silo
-Passive bonus is now 1.5 second decreased respawn timer per biolab

Tech plants:
-Added a NTU silo

AMP stations:
-All entrances are now protected by a vehicle shield
-Added a NTU silo
-AMP stations passive bonus will now grant an overshield on turrets for worth 25% of their total HP. (Their current bonus remains)

Advanced Nanite Transport (ANT) added:
-Same stats as a sunderer, except 15% slower speed.
-No turrets available.
-Only 1 seat available (driver)
-Replenishes NTU silos at surrounded facilities
-ANTs can only be spawned at the warpgate and major facilities
-You need to fill them up at full NTU silos or at the warpgate

Spawn system:
-Spawning in Major bases now cost NTUs, which are replenished automatically unless bases don't have friendly influence. NTU silos can be replenished with ANTs in this case.
-You can now only respawn at your local facility, adjacent facilities and the warpgate
-Redeploying is now on a 25 seconds timer (used to be 10)
-Instant action button now drops you on a random battle, with a minimum number of allies.
-Instant action is now on a 20 minutes cooldown (used to be 15)
-All vehicles except Galaxies, Sunderers and ANTs have 100% longer spawn timer
-Infantry have 200% longer spawn timer
-New specialization tree

Every time you make a change, the tree is locked and you cannot change anything for 8 hours. It doesn't cost certs to reselect something. If you want the vehicle timers to be like they are now or prefer a short CD on infantry, specialize into the section you like the most:

Infantry - reduces timer for spawning and for MAX suits by 50%
Support personnel (available at rank 10)- reduces timer for spawning galaxies, sunderers and ANTs by 50%
Air cavalry (available at rank 10)- reduces timer for spawning ESFs and liberators by 50%
Tank pilot (available at rank 5)- reduces timer for spawning MBTs and lightnings by 50%

Mines:
-AT mines should now have a 10 seconds deploy time. If they're destroyed before 10 seconds, they don't deal damage.
-AI mines take 3 seconds to place on the floor, without the player moving.

Certs and XP:
-All support actions that don't directly involve killing (repairing, gal drops, piloting a vehicle such as a prowler or a liberator) grant twice as much XP.
-Filling a NTU silo with a ANT grants 500XP
-MBT kills grant twice as much XP
-Empty turret kills now give only 10XP (unless the gunner exited within 15 seconds)
-Suiciding or deconstructing when below 50% HP grants the full kill to the last person who damaged the player or vehicle

Other changes:
-Hex system reworked: It's akin to this :
http://img515.imageshack.us/img515/8158/bezkoq5ccaetskjpglarge.jpg
-Resource system reworked
-Continent locking added
-Optimization and bug fixes

TL;DR:Infantry has more HP and smaller COF, MAXes have more HP, MBTs buffed but require 2 man crews, NTU silos and ANTs, respawning and vehicle timers are much longer so you have to specialize into something.

Ghoest9
2013-03-11, 08:20 PM
Umm for starters there is nothing wrong with the initial cones of fire on nearly all the weapons.

Goldoche
2013-03-11, 08:35 PM
Umm for starters there is nothing wrong with the initial cones of fire on nearly all the weapons.

There's no point to them, they just put a skill cap.

Electrofreak
2013-03-11, 08:51 PM
Dynamic base capture XP. Tired of seeing everyone redeploy to the base on the other side of the map that's about to be captured so they can get their 5 free cert points.