I am pretty much a noob (like most people I assume), but in the little time I’ve had with this game I found a few things I think should change. I really like the basic mechanics of the game, but I hate the sometime random gameplay. I feel like right now one of the best ways to get frags is to just throw all you molotovs air strikes and nades and just hope to get a kill. A few ways I think you can reduce this: Maybe have a perk that lets you see incoming air strikes and proximity super easily, than you could spot them for the rest of your team, which would help create more teamwork. Another thing is, I think if you die and you dropped a nade it should be marked for everyone to help reduce the bullshit.I also feel like SMG are a bit too strong in medium range. Thanks for reading, sorry if this is idiotic and sorry if my engrish is no gud.
My thoughts on a few weapons
actually these ideas are really useful, I think.
However in the future they will hopefully nerf the airstrikes from Skyhammer a bit (by either indicating with some kind of a red laser-ring, where the rockets will hit, or maybe a sirene-horn like in Tribes:Ascend), so maybe this problem is already being worked on.
However, there should really be a symbol or something like that over a friendly player, who is not dead-dead yet (if I understand you right).
Because I also often lay on the floor, and I have to talk through the mic and urge players to revive me, because noone seems to do it.
Or do you mean the thing, where the Nade-launcher-Merc makes an after-death-explosion? That’s a bad thing, too. Maybe delay this by 100-120ms or just a small amount of time.
I am not sure about the strength of SMGs, because I feel Fletcher’s Mp9 or what he has, takes quite a reasonable amount of bullets to kill (to finish an enemy who is on the floor, it can take up to 5-9 bullets I think). and that’s not that strong, in my opinion.
And you english is actually very good, there are no big spelling mistakes as far as I can see!
Link for Tribes:Ascend orbital strike: wwwDOTyoutube.com/watch?v=LqhDVRPtvYk (@0:11s)
In older games airstrikes were marked by large plumes of smoke and you could actually crouch on top of them so the incoming “plane” couldnt see it and it would negate the strike. I can see the devs shying away from this as you smoke can be used for other non intended reasons making one class a little more powered. And although its been worked out over the years smoke also significantly dropped frame rates for some people. Maybe a slightly brighter beacon light, as this would help when theyre also being used as nades. But also note a smart airstrike marker is dropped on the pther side of a wall where the enemy cannot see it.
As for a marker line, im ok with that if only the friendly team can see it so they dont get TKed. Im not seeing a reason why the enemy team needs to see/hear anything but the beacon.
I never liked the nade drop on death mechanic, i dont see much changing my opinion on that.
I disagree on the smgs, to me they are the most balanced ive seen them in any game. The damage and accuracy seem to be right on spot, and they are mostly equiped to those that have other ways to stay alive (meds) or deal damage (turrets)
Don’t forget the friendly fire. A badly thrown explosive could ruin the progress of your own team if it’s enabled. People will always have to think twice before using any AOE weaponry. Let’s hope they’ll enable it on some beta servers soon enough. I think this might have a quite strong effect on balance.
I may not agree with everything, but I do think they need more forced team work game play