Power Drain and acceleration from touching: legs, wheels, and tracks
- affect only movement parts that are in contact with an object
- not all movement parts, engines, and cabin power should be affected by contact; arguably engines and cabins should not be affected at all
- tracks should only be slowed when contact is made with the treads of the movement parts, with an exception to small tracks
- ML 200 legs should be able to push stationary objects away from them with exception to builds with high traction (I.e. tracks or other ml 200 builds)
- Legs and tracks should have ability to easily climb over objects and builds with lower profiles
(It might be helpful to add a traction indicator to each movement part)
Speed based on time of holding accelerator, and not on: momentum, inertia, or current speed
- Currently speed is based on how long you hold down your āacceleratorā
example: If you are Skinnered to a Leviathan and you are being towed a few thing can affect your speed and in turn the Leviās.
- If you are holding the accelerator
- you keep your āspeedā but slow the Levi - Not holding the accelerator
- Levi keeps its speed but the moment you detach you have to gain speed from zero, ultimately slowing you down
- we need an RPM gauge with a ārealā speedometer with a gear indicator
āHardā Speed cap (120k/h)
- one of the only advantages a light cabin has is its speed and the game is nerfing these builds by not allowing them to reach their actual speed potential
- leviathans and booster builds are already exceeding this limit and are disproportionately stronger
- in reality based on current speed mechanics, all builds move really slow
Limited range of bullets, coarse rockets, and projectiles
- bullets should be able to travel long distances and should have damage drop off the further away they are from target not just disappear. This makes most machine guns and shotguns Ineffective against helicopter builds
- rockets should continue moving until they are out of fuel and then begin to fall out of the air, not just disappear
- other projectiles should also continue to move until out of inertia and not just disappear
Limited gun elevation and depression
- with the recent additions of legs and helicopters to the game the angles guns can fire need to be increased
Limiting the number of deployments of drones, turrets, and mine layers
- limiting the number of deployments at any given time is not only unrealistic it also hinders strategies and effectiveness.
- allowing more deployments forces players to run more hardware. In the past before there were counters for these weapons, it made sense to limit deployments.
Having a time limit on drones, turrets, and mine layers
- it doesnāt make any sense that deployments from a mine layer would have an Expiration date on it. They should only disappear when they are triggered or destroyed
- drones and turrets should only disappear when ārecalledā or destroyed
Leviathans Target Priority
- Leviathans should always prioritize players over other objects
- Leviās should prioritize targets in 5 point conditional system:
- 90 degree cone where driver is looking
- 90 degree cone left or right of where the driver is looking
- 90 degree cone behind where driver is looking
- Mines and other objects āclose to Leviā
- Mines and other objects āfar from Leviā
(Note: weapons that cannot see targets in a particular cone should prioritize objects in cones they can see)
- mounted weapons should shoot at fullest extent of their range and not be limited as they are currently
Horns, scopes, self detonation, and other controls
- please allow us to completely customize our controls and even allow us to remove items from our controls (horns, lights, and scopes are not as important as another weapon or function)
Speed of mounted movement parts
- if parts do not touch the ground they should not affect the speed of the vehicle; if they donāt give you tonnage, they should not affect speed or power consumption until they come into contact with the ground