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Old 2013-03-11, 07:49 PM   [Ignore Me] #1
Goldoche
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GU wishlist


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/img515/8...skjpglarge.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.

Last edited by Goldoche; 2013-03-11 at 08:04 PM.
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Old 2013-03-11, 08:20 PM   [Ignore Me] #2
Ghoest9
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Re: GU wishlist


Umm for starters there is nothing wrong with the initial cones of fire on nearly all the weapons.
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Old 2013-03-11, 08:35 PM   [Ignore Me] #3
Goldoche
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Re: GU wishlist


Originally Posted by Ghoest9 View Post
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.
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Old 2013-03-11, 08:51 PM   [Ignore Me] #4
Electrofreak
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Re: GU wishlist


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.
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