
Originally Posted by
KeevanSixx
ok, you've made some interesting points.....i can see where they would affect gameplay in some good and not so good ways. for example, shottys.....good for Pve, not good for PvP...however, in the current game environment, weapon stats are apparently tied together for both. nerfing shottys in PvP affects how they perform in PvE. until the devs figure out a way to separate the weapon values for both PvP and PvE, and sets generic standards for each weapon in PvP, but lets them function normally in PvE, we're stuck with problems across both. Cloaking works somewhat as intended (unless you fire a big weapon, then your cloak breaks and entirely dissappears which makes no sense....it's cloak....you fire.....you hide again for the limited timeframe you are given, having it dissappear after firing a big gun and having to wait for a full recharge defeats the purpose of cloak, but that's just my personal peeve) everytime you fire a weapon, you break cloak (supposed to dissappear again for as long as the perk lasts, but feels broken somehow...when my shotty can completly stop my cloak with one round....something is broken)
Infectors are fine....(i can attest to this as getting pwned in shadowwars repeatedly by bug slingers is kinda frustrating to say the least....infectors work as they are intended)
they've got a lot of weapons, and more on the way, with a near infinite mod combination to attach to your weapons....adding more varied mods in the game right now as it stands would likley break something...and as much as i would love to sling a sledgehammer at the sensoth autolobbers repeatedly and often, great idea, but impractical in the current version. would i like to see different weapon classes? yes. but not right now....maybe in future DLC content, after the kinks have been worked out a bit, but not at the moment.
increasing ark difficulty.....ok....i can understand the need to challenge yourself, but have you given a thought to all the new players? If every arkfall was on legendary hellmode, then low ego players would become a grease stain the moment they stepped off their ride. If i recall correctly, the arkfalls are scaled to the regions they fall in......arkfalls around Mt. Tam are geared for new or low level players....that's why I almost never see fallen comrades crawling across the ground in these starter areas. Whereas, major scrapper arkfalls, are slightly more difficult to take on for some people as the weakpoints on the scrappers are smaller than their hellbug counterparts.....and if information is to be belived, those future Monitor arkfalls may just give you the challenge you seek. Making every arkfall a hellmode kinda defeats the purpose, and some of the fun. some of your suggestions work, others...not so much.
If you feel offended, I apologise in advance. you make some great points.....something to look at for the future if the devs actually read these things...good job!