Abilities and Game Play ChangesFixes Xbox 360

Post » Tue May 01, 2012 9:15 pm

---Soldier---

-Kevlar Vest ability is not working. Player HUD does not show the passive activated buff symbol and can still receive Kevlar Vest buff from engineers when they are not suppose to.
-Armor Piercing Rounds should show symbol on player HUD when the ability is applied.
-Scavenge should give +2 resupply instead of +1.
-When the soldier is killed (not downed), his placed satchel charges should automatically be destroyed

---Medic---

-Transfer Supplies instead should give +3 resupply to your ally and -1 supply to the medic.
-Increase Supplies needs to be changed +2 added pips and Improved Increase Supplies changed to +3 added pips.

---Engineer---

-Gun turrets tracking and firing upon an enemy needs to be increased
-More health points for the improved gun turrets
-When the engineer is killed (not downed), his turrets and mines that were placed should automatically be destroyed

---Operative---

-For the disguise ability instead of it automatically being applied after taken from the enemy. It should be activated with the revive/self buff button so the player has more control when they want to use the disguise that they have taken.
-Homing Beacon should allow the outline of any enemy scanned and receive experience points while in disguise not just enemy operatives that are in disguise.
-When the operative is killed (not downed), his thrown caltrop grenade spikes or thrown sticky grenade if stuck to the ground should automatically be destroyed

---Universal---

-For the Sense of Perspective possibly add a button press while your doing your objective, such as "L' trigger, to switch between the 3rd person and 1st person views

---Game Play---

-While you are doing your objective, such as planting a HE charge or repairing the robot, you should not be effected by the knockdown from grenades. There can be a lot of grenade spamming most of the time and it can get annoying. You still take damage as follows though depending on how close your position is from the grenade that has been thrown at you.
-HE charges timers possibly reduced from 40 seconds to 30 seconds
-Possibly give more health points to the escort vip objectives (robot and human) to make it a little more difficult for the enemy team to bring them down.
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victoria gillis
 
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Post » Wed May 02, 2012 3:24 am

I agree with most of it apart from the HE charge being shorter and the objects being removed when killed. That'd ruin the game for me.
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Brandi Norton
 
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Post » Tue May 01, 2012 11:19 pm

I agree with most of it apart from the HE charge being shorter and the objects being removed when killed. That'd ruin the game for me.
I thought the HE charge should be shorter and placed objects should removed when killed because of some of the maps, for example, container city. The other reason why I think the placed objects should be removed because when a player dies they spawn with full supply bar so they can place those objects right back down right a way anyways. Most of the other things I mentioned though need to be fixed and changed. Especially at the fact that Kevlar Armor doesn't work since the release of the game and I think making those tweaks to the operatives abilities will make that class more accessible for more use.
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Anna Beattie
 
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Post » Wed May 02, 2012 2:07 am

has no one else noticed that kevlar vest ability for the soldier doesn't work?
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Penny Wills
 
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Post » Wed May 02, 2012 12:10 am

I am shocked, out of the views my post has had. How is it only one person besides myself has commented toward these possible changes/fixes on this topic? Does no one think the current game play needs these adjustments or updates before future down loadable content is released besides what is already coming out this month?
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JUDY FIGHTS
 
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Post » Tue May 01, 2012 7:38 pm

I see where you're coming from, but I don't think any equip should disappear after dying. There not really a reason to remove them. Satchels and Sticky Grenades get blown up with the slightest damage. Mines and turrets would become nearly useless; kill the engineer, tralalala all the way to the objective. Caltrops only persist for only 20 seconds.

I wouldn't object to increasing the supplies gained from scavenge, but you can't let Medics give away more supplies than they lose. As for increased supplies, I think it's plenty. You can have up to 8 supply with an upgraded CP.

I wouldn't mind a slight buff to turrets, but they do their jobs reasonably well as is.

I don't understand what you're saying about the disguises. Why bother picking it up if you don't want to use it then?
Homing beacon gives xp for anyone tagged, even while disguised. It's just incredibly hard to aim. What it really needs is a dot in the middle of the screen so you can aim accurately.

As for the Sense of Perspective, would you be able to move in first person mode? That's the reason I've never taken SoP; I don't want to be stuck in one place while repairing something.

The knockback from grenades MUST affect people completing objetives. Without that the Lobster and underslung launchers wouldn't be nearly as useful.

The HE charge timer doesnt need to be reduced, what needs to be changed is the defuse completion status. It should reset if the engineer is killed or knocked down. Perhaps a grace period of 2 seconds should be allowed before the defusal resets.

The VIPs are quite balanced. The bots can take a beating, but take a while to repair. The people drop pretty fast, but they can be revived from 5m away instantly. If they keep getting dropped, your team isn't keeping them very safe to start with... Just focus on clearing out the enemy before you revive the VIP.

Your suggestions are pretty good. Except the Transfer Supplies. That would allow for infinite supplies for a cooperative team. Just a little, teeny, tiny, bit of a gamebreaker...

Keep it up though.
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Sherry Speakman
 
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Post » Tue May 01, 2012 11:23 pm

I see where you're coming from, but I don't think any equip should disappear after dying. There not really a reason to remove them. Satchels and Sticky Grenades get blown up with the slightest damage. Mines and turrets would become nearly useless; kill the engineer, tralalala all the way to the objective. Caltrops only persist for only 20 seconds.

I wouldn't object to increasing the supplies gained from scavenge, but you can't let Medics give away more supplies than they lose. As for increased supplies, I think it's plenty. You can have up to 8 supply with an upgraded CP.

I wouldn't mind a slight buff to turrets, but they do their jobs reasonably well as is.

I don't understand what you're saying about the disguises. Why bother picking it up if you don't want to use it then?
Homing beacon gives xp for anyone tagged, even while disguised. It's just incredibly hard to aim. What it really needs is a dot in the middle of the screen so you can aim accurately.

As for the Sense of Perspective, would you be able to move in first person mode? That's the reason I've never taken SoP; I don't want to be stuck in one place while repairing something.

The knockback from grenades MUST affect people completing objetives. Without that the Lobster and underslung launchers wouldn't be nearly as useful.

The HE charge timer doesnt need to be reduced, what needs to be changed is the defuse completion status. It should reset if the engineer is killed or knocked down. Perhaps a grace period of 2 seconds should be allowed before the defusal resets.

The VIPs are quite balanced. The bots can take a beating, but take a while to repair. The people drop pretty fast, but they can be revived from 5m away instantly. If they keep getting dropped, your team isn't keeping them very safe to start with... Just focus on clearing out the enemy before you revive the VIP.

Your suggestions are pretty good. Except the Transfer Supplies. That would allow for infinite supplies for a cooperative team. Just a little, teeny, tiny, bit of a gamebreaker...

Keep it up though.


i agree with all of this.
i think it is great that there is feedback from the community however most of your post (the first guy) is in my opinion unneeded but i would like to see a buff to the turret and the enginner defuse thing
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James Smart
 
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