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Old 2013-04-28, 01:39 PM   [Ignore Me] #20
Mordelicius
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Re: Play test 4/27 on Public Test


Some feedback:

- Harassers need more weaknesses. They move too fast, they are too maneuverable and they very rarely flip. Compare them to the Flash which flip like pancakes. They just run infantry over, and run circles on tanks.

They are so fast, they are so difficult to hit with a phalanx turret (speed and direction is much harder to predict so spatial trajectory is harder to estimate). How are players supposed to kill these things if they simply outrun you, outmaneuver your or go out of line of sight just like that.

- Coupled with the Vanu accurate weapon attachments, they are simply over the top.

- Double the cost. Last I checked it was 200 vehicle resource worth. Who is going to drive a tank if you got a superior vehicle with 2 passengers? One is rumble seat AND Max capable to boot (and both combat ready). What tanks have in sturdyness, they make up for with evasion.

- Make them more vulnerable to small arms fire. Their armor should be as weak as the Flash.

- Flamethrower effects are nice and fun to fight against. It adds a different layer of mechanic. It's like an AOE on doorways.

Suggestions:

- Give Maxes DOT incendiary grenades that scorches the ground. Would be great for denial of area mechanic. Any infantry standing inside the area will get DOTs. The length of the effect on the area can be tested for optimally balanced results. Give them those instead of multiple grenade launchers that I've seen in FNO (?)

- DOT mechanics are missing in Planetside 2 so far, except from the spawnroom pain fields. Heck, if they are ever to release crossbows, they should have special poison tip darts and explosive tip dots (effect on area only on impact; does not stay unlike the one I've suggested for the Max) that cost resources. That's a great way to slowly kill a solo players/max.

- Helmets. Higby has been showing off all the new armor styles including the fancy new helmets.

Release it already. Release!

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