Topic: My top 10 Observations/design tweaks/ and wants
I just wanted to sit down and point out some observations from what i've seen on the battlefields and how some things might need to be tweaked...
First are the mapview themselves... maps like the big mos espa maps you can't capture certain bases unless you have links...those links are not visible nor obvious and can make or break and assault if you don't know which to go to next.
Second is though I do love espa theres one fatal flaw in its overall design...in the last several large server battles about 70% of the time both sides rotate bases in one direction or the other..typically in a counter-clockwise manner...rebels will flank and capture imperials, imperials will flank and capture rebels..there is rarely really any conquering going on..and in some cases theres hardly any big fights its usually large squads moving on left-overs while the enemy large squads are moving opposite....as some have posted this could be due to a lack of overal side-leadership but maybe the pathways and ways through the city was more...directional in a pattern of which base should come next rather then leaving it as open as it is..it might better draw both sides into the larger battles where this mod shines the most...
Third would be the imperial support demp2 weapon....very nice against vehicles...IF I ever saw a rebel in a vehicle...I come from 4 years of swg playing as imperial so I do my best to stick imperial when I can..now maybe when more maps get released it might be different but I never see rebels in a vehicle short of the occasionally rare speeder, which can be dropped just as fast by any other weapon in the mod...The demp2 weapon is like the least used weapon out on the battlefield as a result...its anti-infantry effect is almost non-existant. You have to get dead center hits to be any more effective then any other gun. I think the area damage effect it has, needs to be tweaked slightly higher, especially since its a 1 shot then reload weapon. Nothing significant just say if its doing 10 points of damage as an area maybe crank to 15 at most...something slightly higher so it can be useful to a degree...
Fourth on my list would be the PSG's...extremely useful..and impossible to blow up...I know the medic grenades from both sides are the most effective thing at bypassing the shield but I'd think a rocket or even 6 full head-on shots from a morter would eventually drop it...most especially and at the very least...if you shoot the pod from the open side of the psg it should be destroyable...
Fifth on my list is my 36 kills 2 deaths and -20 points score issue....the proximity mines...I don't mind that they kill friendlies if they are nearby when they explode...but they darn well need to not blow up if a friendly comes near em...I had a great run today but my score was so far negative(not that it matters) because friendlys get walking up to them even though theres a great big red X on them just to see what they do...then i'd get punished for it and eventually kicked and yelled at while everyone else just laughs...Theres hardly anyone that uses these for that reason...wayy to many tk's are happening when setting these up...also it would be nice if emp's either from support(great fix for the above issue) or grenades should cause them to blow pre-maturely if they get hit by them...there is no counter to them atm other then to run over and hope someone can res you. At least i've never seen an emp blow one.
Sixth on my list would be the battle of taloraan...One of the best way to win the fights is to pull all your ships together..which is fine, especially if you got tyour cargo ship repairing the others...the problem is the further you take your fleet away from your fighter respawns, and closer to the enemy sides the quicker you go down...as a result theres no incentive to head over and assault the opposite side if you want to have the best advantage...now atm everyone just charges for fun but when it comes to strategy and like tourny's and things this is exactly what will happen...
both sides will keep their capitol ships piled up next to their respawns and hardly any will ever cross the line unless theres a capital ship which can't be boarded(bug that sometimes happens too if no one jumps in them early enough they can't ever be boarded later). It would be cool if there was actuall stations in the space sector that could be captured...ie maybe some asteroid stations or something without weaponry that once you cap you can spawn a few fighters of each type at...so that there could be a reason to try and take the field to press the opposite side and still be able to have that respawn working for you...
Seventh on my list...now we start getting into the more heavier wants...The biggest map i've heard/seen requested from the group of players I run with is a boarding map from the start of episode 4...where imperials are on the ISD, rebels are defending their corvette...and its basically an interior ground map, but fighting push style into a corvette, rebels defending.
Eighth on my list...would of course be the battle everyones wanted from swg or any starwars game...the battle of hoth with working pilotable at-at's...which if done right could work...SWG never added them because it was too easy to get under the feet and it would turn to fast and had a huge un-fair advantage...well in maps as big as we have who cares if people get under the feet...they should move as slow as a capitol ship hav elong range heavy firepower as intended and can't turn for crap...if they get surrounded they should go down...theres no fantasy about it.... Make the 2 big guns work like capitol ship setup and have a generator that takes 100 or so hits to go down and run the conquest that way...
Ninth on my list...As much as I love the scout trooper bino's and the other bino's in the game...they could stand give a little more information then just zooming in..at the very least act as a range finder or a very pinpoint directional anti-personel scannter..remember the vanilla's 2142 support unlock that would scan your field of vision once and show them to the squad...you can do the same thing with those...especially for troopers and most especially or if not limited to officers ....
Tenth and finally last on my list...the cr1 vs the flechette...balancing issue really...the flechette has 4 rounds then must be reloaded..with 8 clips, whereas the cr1 has 1 clip of 40 rounds and it has a temperature cooldown thingy on it...the balancing issue is the cr1 can fire 4 shots wait 1 second and fire 1-2 shots more....the flechette can fire 4 shots...then reload for 3-4 seconds before it can fire another...if it comes down to a cr1vs flechette fight and some how either one fires 4 shots and are still alive the cr1 will still win...or if the cr1 is doing a close quarters charge vs the flechette charging the cr1 still way out-performs because of the quicker 1-2 shots vs the long reload of the flechette...
Ok theres one more, it tags along with the demp2 issue...the rocket launcher for the imperial side is also very rarely used if ever...the rebels have that nice 4 seater with a gunner speeder to make up for the imperials at-st but its still lightly armored...any 1 or 2 t21's can take it out quickly enough theres no reason for the missle launcher...maybe if the rebel side had some type of vehicle/deployable thing that when deployed would be stationary turret of some kind that has heavy armor but is very vulnerable when its un-deployed for moving or something to that effect...I can't think of any examples that might fit with the movie but why put in a rocket launcher if its never used =P