Rework(s) Suggestion(s) 😁

CODRIVERS Rework Suggestion pt.2

- THE RAVENS’ → ā€œFrom the Skies, Pluckin’ RedEyeSā€ -Raven
RAVEN Changed

basicaly,…the ā€œheli factionā€ā€¦with Raven as the boss
(faction codrivers → W.i.P.)
(new) items:

  • rare-tier tail rotor: engineer faction part (will explain later)
  • special-tier tail rotor: Ravens’ progression level required

…a few digressions before i continue…

  • Reworked Crafting Table
    1 > All Normal And Rare Items are transfered to the Engineers’ Faction…they helped everybody else ā€œto set up campā€ā€¦so they should have it all…
    2 > All Special, Epic, Legendary, AND Relic Items are distributed (…as equally as possible…) among all other factions (lunatics, nomads, scavengers, steppenwolves, dawn children, firestarters, founders, hyperborea…etc.).
    3 > Players May Spend Engineer Badges TO AQUIRE (the appropriate) Crafting Bench Cupon…FOR ANY Faction…or Fuel, as soneone already mentioned… :thinking:

  • Flag(s) Rework
    1 > Flag(s) Do Not Count towards Max Number of Parts…efectively max 80 parts (+2)
    2 > A Max of 2 Flags can be present on the same vehicle…1 flag slot can either hold an engineers’ flag (the 25% perma boost…so to speak)…or a Clan Flag (BUY CK(s) :smiling_imp: in Shop), while the second slot can Only hold the flag of the faction currently selected by the player (lunatic,…etc)

  • Mech & Heli only PvP Rework
    1 > This is NOT me saying ā€œseparate by vehicle typeā€ rework…simply a few suggestions…

Mech only PvP > use Judgement Night stage (from the brawl) and add a few floors upward (like just "glue a copy of those big containers after rotating them by 90degrees ")…and leave ā€œthe pickups from JNā€ā€¦wouldn’t that be fun…single or team deathatch; capture the flag( :rofl:)…etc.
…or the ruined city from ā€œenemy in reflectionā€ā€¦or new fuji, that map is made for Mech vs Mech games…
…game mode ā€œKing of the Hillā€ā€¦1 base atop…a ruined hyperbuilding,…etc.
…equipment rework/suggestion…flamenco mech legs are moved to Rare tier and the engineers’ faction crafting tree for the same reason as all else…
… new mech legs > GrassHopper (special tier) < makes the vehicle perform a Short Diagonal Jump Forward…the jump is Neither as long as a dash, Nor as high/sustained as a rocket-jump
…it’s a simple mechanical (spring&coil-propelled :rofl:) short range jump forward…no other dirrection can be used, only forward…

Heli only PvP > the same ruined city from ā€œenemy in reflectionā€ is a decent map for Heli vs Heli games…as i mentioned before, ā€œrework basesā€ into pillar shaped capping points, then…
…landing speeds up cap time by 50% ; hovering up to 5-10m speeds up cap time by 25% ; and all the rest allows capping at standard speed…this would allow DogFightCapping and may give certain weapons an extra venue of use

…to be continued…
:crazy_face: :grin:

COMPILER REwork

not much to say, just a small suggestion to maybe make it more viable without much change…
to me, Comp is like a ā€œclose-range-drive by-burst-cannon…with benefitsā€, is just that those benefits can’t really come into play since they require …distance…kinda mutually exclusive abilities, or so it seems at first glance…so without changing the parameters in any way, but to make it more viable, i’d suggest the following solution/REwork:

  • for every 4 successfull hits (missed hits do Not affect this anymore), the COmp STOres 1 mortar charge, as opposed to forces the player to choose to either waste the mortar shot or not. Each Comp can store up to 3 mortar shots, which can be used normaly as it is now.

this way a Comp build could:

  • charge into a fight, get a few hits to get a mortar shot(s) and fire some more, while retreating a bit back and then using the mortar shot(s) for effect…at least i see it that way… :face_with_monocle:

the way it is now, you either forget mortar and play agressive close and fast, or pray to god you’ll lend a burst at long(er) range, for that 1 (decent, but nothing to write home about) mortar shot…therefore, imo the above mentioned tweak might make Comp more viable without exessive buff/nerf experiments…
:grin: :thinking:

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I don’t see why they can’t just let us switch between the modes at will.

Click to shoot cannon, hold to activate artillery, with enough of a delay to balance it.

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I’m fully expecting this will eventually be the way this gun works
Only question is how much back and forth buffs/nerfs they’ll do before that

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so it doesnt replace mandrake which only has artillery mode…imo
:grin:

not to mention, i said… :wink:

I feel like the lack of fire puddles makes it different enough, but I also haven’t used mine yet.

addendum (or however it is written :rofl: ):

- New Drone Type: ā€œHover Dronesā€ > they are effectivly just the wheeled drones, but for copters and perform in the same-ish ( :grin:) way…

ok, let’s talk about them new legsess…not happy/impressed, and i didn’t even try them yet… :rofl:
just your typical targem ā€œlet’s make some new-ish part and make it OverPerforming…we’ll murder it…koff, koff…ballance it laterā€ item in a series of rinse repeat development…case in point:

  • work like legs but are the fastest…like, haha…enough said

what they SHOULD (yes, i’ll use should in this case) have done is:

  • make them behave like wheels, left/right stearing and only forward or backward…i mean, the legs look like a centipede’s legs, and i don’t remember ever seeing a centipede strafe… :thinking: :grin:…or
    circle-strafe for that matter… :crazy_face: :rofl: :thinking:
    also, the targeting should have reflected that…like Not bound to mouse (pc user here… :wink:), and the max speed upgraded to like 95-100 because of wheel-like functioning. to add to them a sense of ā€œdifferencenessā€, you could either use E and Q (normally used for that wierd hover move) to have the legs act like tank threads, that is, allow the vehicle to rotate left or right as threads can. or use SPACE (used in helicopters to glide paralel to earth) to ā€œlock vehicle to aimingā€ā€¦that is have the vehicle align with aiming, as it would for normal legs…

THAT would have given you, aside from a more unique movement part, the possibility to experiment in that vector further…now you just have a ā€œboring new leg that is gonna get nerfbombed after the pass…in sooner by my predictionsā€¦ā€

GL&HF
:crazy_face:

adendum…
if a rear view mirror is not gonna b an option, at least let us place the minimap in the upper center for easier optical access…
:face_with_monocle: :thinking: :rofl: :crazy_face:

MANITOU Perk:

  • Corvo/Emily - 5% Dam per ā€œbullet reloadedā€. 30% dam on full reload. for every bullet in the chamber upon reload, reduce bonus to Dam by 5%, but Increase reload by an equal ammount (2 bullets in chamber before reload = +20% Dam, and +10% reload).

  • Nagual - same as Corvo/Emily, but in 10% increments (30% on full reload, +10% Dam, +20% reload for 2 bullets in the chamber)…

i’d say this would work to preserve Man perk, AND satisfy the players…also add a kind of strategi and management to said weapons…imho
:grin: :face_with_monocle: :thinking:

here’s another small rework that would help…

ADD THE FOLLOWING to the points count at end of match:

  • SURVIVED - +15pts.

this would help some players earn mats, and get fewer ā€œno loot 4Uā€ messages…
:grin:

edit: an extra item

  • HUM RADIO (i think it’s called that :grin:, correct me if i’m wrong)
    Rarity: Rare (blue)
    Type: module
    Cost: 1 energy
  • a radio with limited detection range, but increased info. sending
    Detection range 200m
    Info. sharing: 600m

a mix of radio and radar, unlike the max and dop, it doesn’t detect enemies behind cover, nor does it detect mines

1 Like

in my other thread i said:

…and i would like to expand upon it…

CLAN RE-work
allow up to max 40 members with titles as follows:

1 WARBOSS (pun intended :grin:) - what is the leader position now
max 5 LTs - they manage the clan when the boss isn’t around
max 7 VETERANS - may access ā€œbetter rolesā€ in some Game Modes (like CW, CC, or simple Grudge Matches for the clan’s ā€œhonorā€ā€¦ :wink: :grin:)
max 11 - 27 WARRIORS - those who have proven themselves to the clan (similar to veterans)
up to 16 ROOKIES - every new member’s starting position. only the boss may rise a new player to LT. veterans and LTs can promote to 1 place lower than themselves, and warrior may invite other players as rookies, but can not promote them, not even to warriors

NEW TEAM/PARTY COMPOSITION, MAP/MM OPTIONS, and CLAN CONTENT RE-Work

  • R-Work 1 - increase team size to max 5
  • R-Work 2 - allow for MM to reckognise 6vs6, 8vs8, AND 10vs10 games with the priority to ā€œfill full teams firstā€. also, limit number of bots to max 2-3 per side. this would create instances where games could be played:
  • 5+1 vs 5+1, or 5+3 vs 5+3, or 2x4 vs 2x4…etc.

i do believe it would help the MM do it’s job better.
you could also make a ā€œLFM/LFPā€ announcement board where players could post searches for temp party members (for a full team and thus into MM’s ā€œfaster track to game startā€ :wink:)

  • R-Work 3 - ā€œCLAN FLEXINGā€ (title is a W.I.P. :rofl:)…basically a set of 3 similar games with progressively larger number of participants…a clan party(es) would select the appropriate type and play against other clans
    this ARE CLAN EXCLUSIVE GAMES, and only players from the same clan may fill any role within their clan’s warparty.
    HOWEVER, clan waaagghh is different from a GM or CC. a CW must be declared against another clan, which should be allowed to respond, and the number of CW each clan can issue should be limited to a few daily (with MAYBE a bonus for winns…).
    it rewards a new resource URclanIUM or something, that can be used as substitute for other materials when crafting…
  • Grudge Match - a party vs party fight (5 vs 5), with a somewhat different prerequisites than usually. each warparty must minimaly consist of:
    1 VETERAN (or warrior if there was none present tat the time) - PS 15ooo or lower
    1 WARRIOR (or rookie, if…) - PS 10ooo or lower
    3 ROOKIES (…) - PS max. 8ooo

  • Clan Confrontation - a 2 parties vs 2 parties (10 vs 10). other than that, it’s a ā€œdouble sized Grudge Matchā€ā€¦ :rofl:

  • Clan WAAAGGHHHHH!!! - CC with a twist…it is a 13 vs 13 slugfest. add the 3rd party as follows:
    1 WARBOSS (or LT, if…) - PS min. 25oo1, automatic ā€œleader playerā€ for any other parameters that may require it for given reason. applyes to the LT, if acting as warboss
    2 LTs (or veterans, if…) - PS 20ooo or lower

…a special leaderboard could be use for placemnts/bragging rights, ā€˜n’ stuff…
:rofl: :rofl: :rofl: :rofl: :rofl:

In our clan, we’re lucky if 5 or 6 players a week do anything at all, titles or not! :roll_eyes:

What I’d like to see is upper-level clan members collect a salary (preferably in coins, but badges acceptable) paid by the clan leader. (I hope my clan leader reads this! :grinning:)

I’d have to file wasteland bankruptcy… :sob:

They could just automate some of the rules so you set a min cc rating or similar and it could do it for you. Same with all the other raid challenges.

I can’t play a single game of cc now. My Xbox is apparently too old lol. I can’t be alone. A few people in my clan have the same issues.
I’m ljcky I haven’t been kicked from the clan.
But its bs because theres nothing I can do .
I do other stuff for the clan tho.
Im just sick i can’t contribute anymore.
While the clan has 4+ people afk not playing a day for months! Bruh

…no offense ment, but people…this is a reworks suggestion thread, not a ā€œboo-fokken-hooā€ thread.
though i do appreciate imputs, do limit yourselves to content that match the thread…

…tyvm…
:grin: :wink:

what i also ment by this is that there would be fewer ā€œcampers/quitters/trollsā€ as even a RNDM party would kick, and wouldn’t INV that player again…

:wink: :wink:

Making meat grinders non-camera steering
Absolutely killed the part when you can’t really grind with them anymore

Now with torpedos, why can’t meat grinders move like that? RE tank controls, and when you hold the break button instead of rotating the build you’d strafe. Honestly this would feel way better for them than camera steering. Less slippery torpedo movement with slower speed and option to actually make use of the grinding part of these

you mean like old school hovers?
don’t have grinders so i wouldn’t know…though the devs should have left that as an option (cam steer) you can switch on/off

:grin:

This is actually a setting you can change on PC. IDK about consoles tho.