Hi massive,
I like that TU 12 is skill oriented. But will some of the less used skills get some love too?
1.Bomber Drone
2. Airburst Seeker Mine
3. HEALING TRAP!!!!!!!
4. Deflector Shield
I mean these skill have decent ideas but lack in usability.
On top of that what is about the vanity mod slots on skills? Will we ever see them ingame?
When the beta is over.Originally Posted by UgandaJim Go to original post
The vanity mods are paid, come with a premium version of the game.Originally Posted by UgandaJim Go to original post
I know I have the ones you got for preordering the game but since the launch there have not been any new ones. I have no problem with paying for them if they are cool. I just want someOriginally Posted by nuxbag Go to original post
Theres a few skills id like to see adjusted.
The bomber drone needs some sense of altitude for a start. Its annoying when it flies in a perfect horizontal line and then flies into the side of a car and blows up instead of gain a bit of altitude and fly over it. Or times where it does fly over it. It drops a bomb on top of it and gets caught in the blast because again it didn't gain any altitude.
The incinerator turret needs some love or the ability to target people rather than just wave a short burstnof flame in a 180 arc for a few seconds and go poof.
Turrets and drones in general need to be more responsive to targeting commands. Number of times I try to tell them to target the medic in a group and they just continue aiming at a guy they can't shoot.. sniper turret also. The delay between you telling it to shoot and it actually shooting often means it misses a perfect shot.
Perhaps controversial but I feel chem launchers should function in a similar fashion to sticky bombs. Hold the button aim and let go. Rather than the clunky mess of swapping to an extra gun thing they have currently. Just making switching back to your guns a clunky mess. I stopped using them because of that.
Seeker mines need a bit of love. The cluster ones in particular sucks if you drop 8 cluster mines in a room of 5 people then 3 of the mines just dissapear entirely. Send 2 mines after 1 target is it really that hard.
The stinger hive could use a minor tweak I feel. A lot of the time it doesnt really do much as you throw it out and the enemies completely avoid it. It'd be kinda cool if cancelling it kept any charges left in it. I know you can pick them up but often not really ideal to do.
Remote pulse could use a serious range boost. The scanner is like 10 times the range of the remote..
Decoy. The skill itself is nice I was just disappointed when I first threw one out and it wasn't a projection of my own agent..
Oh and skill tier should offer increasing resistance to emp jammers. A tier 6 skill build should not be completely shutdown by a single jammer
My biggest pet peeve in the game. The build that should be best suited for this is actually the most vulnerable.Originally Posted by CalvyB Go to original post
I been using the demolisher, but I think its glitched, is does a ton of damage to an enemy when it actually hits them, but also if it's ready to use and I use my other skill it puts it on cooldown for 23 seconds, if I use it, its puts my other skill on cooldown, some time the cool down for it 12 seconds and then some times it 24 seconds, I dont get itOriginally Posted by xcel30 Go to original post