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PSU: If it were up to Dio you'd all be banned.
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PSU Social
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[Ignore Me] #62 | ||
Private
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For me the vanu just dont have decent weaponry.
The vanu sniper rifle is an especially big joke. it has no different recoil to the terran sniper, and while its true it has no bullet drop it has worse! Bullet gain! I swear. try it out. at least for me, the bullet always hits above the scope's reticule. Headshots are a right pain. The bullet damage degradation is no fun either. Not when trying long range sniping. usually have to hit 5 or 6 times, and frankly it takes so long i rarely if ever get kills at extreme distance. All of my jealousy goes to the gorgeous beautiful NC bolt action. My dead space-jesus i love that gun. Frankly the entire vanu weapon concept needs more to it. bullet drop is never a problem except for in snipers anyway. But the bullets glow so much for all factions its monumentally easy to figure out how to drop and adjust. its never an issue. certainly not enough of one to warrant such a drastic power imbalance. Also jealous of the other two factions pistols. All-But-Revolver Vs Machine Pistol Vs the freaking flashlight. |
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[Ignore Me] #63 | ||
Private
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Maxes need a Respawn timer, and possibly a resource cost, like a vehicle.
And/Or...A specific terminal is required to get into one, like Galaxys. These would be located in big tech plants and/or Warpgates, and since they are so slow, they would need to rely on Sunderer-galaxy transportation to get to the smaller facility's. |
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[Ignore Me] #64 | ||
Private
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They need to increase the death respawn timer for every one, and or use the system in PS 1, death = more CD time. Near instant spawn cause continuous zerg rushes and a person you just killed to come back to the same location in 10 seconds. More time will restore some parts of the game
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[Ignore Me] #65 | |||
Staff Sergeant
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[Ignore Me] #66 | |||
Sergeant
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I also think that tracking K/D and Killstreak Bonus Systems do more harm then good to the teamplay aspect of the game. |
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[Ignore Me] #67 | |||
Captain
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[Ignore Me] #68 | ||
Private
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Another vote for MAX spamming. They need a cool down.
I'd really rather not comment other balancing, the game needs to breath a bit more. Shots not consistently hitting in the center of the reticle when they should drives me crazy though. |
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[Ignore Me] #69 | ||
yeah I'm going to throw my bulk behind a MAX cool down.
The team said they'd have to buff them in order to allow a cool down to be added? No you don't. You just need to fix the NC & TR AV guns and it's all gravy after that. The MAX is a fine beast as is, coupled with getting them ressurectable again it will work out grand.
__________________
![]() ![]() "Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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[Ignore Me] #70 | |||
Private
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This is the most ridiculous thing I've read, and I thought Kyra's post was terrible. All tanks are designed for frontal assault, that's why their armour is strongest face on. The advantage of the Magrider was that it could outmaneuver the other two MBT's, basically you can circle strafe and iirc it could float over water. That is massive advantage. The vanu infantry weapons feel weak, but are actually pretty spot on. The lasher/Jackhammer/Chaingun argument is ancient and will never be resolved suffice to say they were all overpowered in different ways, precisely as intended. In summary, no faction grossly overpowers an other, you just need to learn how to play as that faction and use their weapons in a way that provides you the maximum advantage. |
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[Ignore Me] #71 | ||
Private
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Da hell? Since when was the lasher overpowered in any way?
Sure, you could get 20 people spamming it down a hallway for it to finally be remotely useful, but some guy with a minigun farther down that hallway could kill all of you thanks to the slow speed of the projectiles and their extreme inaccuracy. |
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[Ignore Me] #72 | ||||
First Sergeant
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BUT We should have in mind, that there are not all the Anti-Air-Weapons around as they could. Like all th4e Anti-Air Turrents für Tanks and Lightnings, the Heavy-Assault-Anti-Air--Lock-on-Rocketlauncher and very few AA_Maxes. That´s a think i also saw, since i am in Beta. |
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[Ignore Me] #73 | ||
First Lieutenant
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Balance persay seems ok to me. Bugs, incomplete/unfinished vehicles/weapons, etc... That's my main issue with things now. Incomplete/nonexistent squad/platoon features. As time goes on my complaints will be fixed, so no biggie.
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[Ignore Me] #74 | ||
Relative ineffectiveness of AA. It's been improved a little bit with the last patch but it's pretty out-of-control.
I was rolling a Skyguard Lightning yesterday and TR Mosquitoes were strafing me while I fired flak at them. ![]() I think AA should be very effective at shorter ranges but much less so at longer ranges. With the Burster, they've made the flak rounds have a pretty slow speed and a significant arc, so that leading maneuverable air targets at range is very difficult. The Skyguard, on the other hand, has high projectile speed and a relatively flat trajectory, but has such wild recoil that it's very difficult to use. Frankly I'd like to see more of a middle ground. The Burster should have more recoil but a flatter trajectory; it seems silly that it is such a stable platform while the Skyguard tank turret jumps all over the place. Meanwhile the Skyguard just has too much recoil to be useable. I'd say lower the recoil and decrease projectile accuracy. It should be a fairly stable firing platform, but still not terribly accurate at range. |
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[Ignore Me] #75 | ||
Staff Sergeant
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AA, currently not worth the investment. If a player sacrifices the ability to effectively kill infantry and ground vehicles then they should be very strong against air. Reduce the radius flak hits but boost the damage, could be cool if flak could push a vehicle around so the pilot had to compensate.
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