Mordelicius
2014-08-31, 12:38 AM
PS2 Devs are asking for Quality-of-Life suggestion for their September update. Post yours. Here's some:
Sunderers
- Stop spawning players under the Sunderer, killing them and giving us friendly fire prompts. I have never been weapon-locked in PS2 ever. Sunderer spawn getting me final warnings is ridiculous only because players spawn under it.
- Exiting a deployed, tilted Sunderer (now driver seat too) shoots you high or wide in the air, most of the time killing your in the process at landing.
- Sunderer gets T-boned by a careless Harasser, Flash or even a Tank driver and I ALWAYS get the friendly fire warning.
- Allow players to spot friendly AV mines so it's easier to Navigate a Sunderer spawn, rather to spam Q to figure out if it's friendly or not.
- Sunderer Spawn Shield extremely weak against AP snipers. It's pointless against tanks. Allow us to repair the shield. What's currently happening is engineers stare helplessly while the shield get whittled down. Once it's down, it can't be reasonably repaired under fire (unlike blockade Sunderer). Allow engineer to repair the shield itself. There are currently two Sundy Spawn options:
a) Enclosed space = Use Shielded Spawn Sundy (low chance of being tank sniped; high chance of infantry burst suicide)
b) Open space = Use armored Blockade Sundy. (high chance of being tank sniped; low chance of infantry burst suicide).
- Tell a Sunderer owner who blew up the Sunderer spawn with what weapon. I tired of enemy alts blowing spawn by dropping mines in conjunction with enemy attacks.
- A blown Sunderer debris will designate you as a friendly fire killer. Again, tired of "killing" so many friendlies with my own Sunderer. Give the kills to the player who blew it up.
Vanu
- Non-rendering Lancers. If anyone is wondering why the Vanu are the biggest Valkyrie complainers so far is because they are setting up it to be abused with their overpoweredly broken weaponries.
So, 4 rumble seats are in. These guys are going to hoover at the edge of a battlefield and snipe Sunderers and Tanks. Lower the Lancer range to 300m. The AV Mana Turret is despised due to its ability to hit at beyond render range. Why are Lancer afforded such broken mechanic? Do not allow them to fire or damage beyond 300m.
- Magriders on every Hill. Why are these tanks allowed to glide unto steep areas not accessible to any other tanks? You combine that with an utterly broken, all upside, no downside PPA gun and you got a faction that players will avoid.
Come visit Emerald where the Terran Republic explicitly avoid fighting the Vanu. The biggest reason is the Magriders. As a result, us NC has to always fight on two massive fronts. I see this as a benefit to the NC but I don't see it as a benefit to the game when a whole faction is discouraged to fight another faction.
Not only the TR admit avoiding the VS, if you call them out, they'd even suggest double-teaming the Vanu :doh:. It's that bad. Is this balance?
- Suppression mechanics. Vanu has all the suppression mechanics in this game. The TR has a some suppressing ability with their Prowlers and Max, while the NC has none.
Lashers need to be changed. It's too OP on doorways especially during a large scale fights. They are changing the broken PPA mechanic for this very reason, while Lashers survive (it's an infantry PPA). The Maxes who fires plasma balls too at extreme ranges is ridiculous as well.
General
- Overheating AA/AV/AI Base Turrets who lock. It's still not fixed. The heat bar do not go down. The only solution is to blow it up and repair it.
- Getting killed by an infiltrator while pulling a vehicle loses that vehicle and resources. It's not as bad now that resources are way too abundant. But when they get the resource mechanics in order, the vehicle terminal will be camped by infiltrators and snipers.
It's either I died before I can pull a vehicle or die but the vehicle survives outside the pad. At this time, I die and the vehicle just evaporates.
- Bug, dropping ammo while going from hipfire to ads as engineer.
That's all I can think of atm. Post yours.
Sunderers
- Stop spawning players under the Sunderer, killing them and giving us friendly fire prompts. I have never been weapon-locked in PS2 ever. Sunderer spawn getting me final warnings is ridiculous only because players spawn under it.
- Exiting a deployed, tilted Sunderer (now driver seat too) shoots you high or wide in the air, most of the time killing your in the process at landing.
- Sunderer gets T-boned by a careless Harasser, Flash or even a Tank driver and I ALWAYS get the friendly fire warning.
- Allow players to spot friendly AV mines so it's easier to Navigate a Sunderer spawn, rather to spam Q to figure out if it's friendly or not.
- Sunderer Spawn Shield extremely weak against AP snipers. It's pointless against tanks. Allow us to repair the shield. What's currently happening is engineers stare helplessly while the shield get whittled down. Once it's down, it can't be reasonably repaired under fire (unlike blockade Sunderer). Allow engineer to repair the shield itself. There are currently two Sundy Spawn options:
a) Enclosed space = Use Shielded Spawn Sundy (low chance of being tank sniped; high chance of infantry burst suicide)
b) Open space = Use armored Blockade Sundy. (high chance of being tank sniped; low chance of infantry burst suicide).
- Tell a Sunderer owner who blew up the Sunderer spawn with what weapon. I tired of enemy alts blowing spawn by dropping mines in conjunction with enemy attacks.
- A blown Sunderer debris will designate you as a friendly fire killer. Again, tired of "killing" so many friendlies with my own Sunderer. Give the kills to the player who blew it up.
Vanu
- Non-rendering Lancers. If anyone is wondering why the Vanu are the biggest Valkyrie complainers so far is because they are setting up it to be abused with their overpoweredly broken weaponries.
So, 4 rumble seats are in. These guys are going to hoover at the edge of a battlefield and snipe Sunderers and Tanks. Lower the Lancer range to 300m. The AV Mana Turret is despised due to its ability to hit at beyond render range. Why are Lancer afforded such broken mechanic? Do not allow them to fire or damage beyond 300m.
- Magriders on every Hill. Why are these tanks allowed to glide unto steep areas not accessible to any other tanks? You combine that with an utterly broken, all upside, no downside PPA gun and you got a faction that players will avoid.
Come visit Emerald where the Terran Republic explicitly avoid fighting the Vanu. The biggest reason is the Magriders. As a result, us NC has to always fight on two massive fronts. I see this as a benefit to the NC but I don't see it as a benefit to the game when a whole faction is discouraged to fight another faction.
Not only the TR admit avoiding the VS, if you call them out, they'd even suggest double-teaming the Vanu :doh:. It's that bad. Is this balance?
- Suppression mechanics. Vanu has all the suppression mechanics in this game. The TR has a some suppressing ability with their Prowlers and Max, while the NC has none.
Lashers need to be changed. It's too OP on doorways especially during a large scale fights. They are changing the broken PPA mechanic for this very reason, while Lashers survive (it's an infantry PPA). The Maxes who fires plasma balls too at extreme ranges is ridiculous as well.
General
- Overheating AA/AV/AI Base Turrets who lock. It's still not fixed. The heat bar do not go down. The only solution is to blow it up and repair it.
- Getting killed by an infiltrator while pulling a vehicle loses that vehicle and resources. It's not as bad now that resources are way too abundant. But when they get the resource mechanics in order, the vehicle terminal will be camped by infiltrators and snipers.
It's either I died before I can pull a vehicle or die but the vehicle survives outside the pad. At this time, I die and the vehicle just evaporates.
- Bug, dropping ammo while going from hipfire to ads as engineer.
That's all I can think of atm. Post yours.