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1. Can we please cut vehicle/module/turret prices in half? - in Feedback/Requests [original thread]
Apothecary Za'ki wrote: Harpyja wrote: Each match I go at least half a million in the red because of stupid vehicle imbalances. Reducing the ISK would greatly reduce the rage which these imbalances bring. Harpyja wrote: I've been settled...
- by Charlotte O'Dell - at 2014.06.09 00:25:00
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2. Can we please cut vehicle/module/turret prices in half? - in Feedback/Requests [original thread]
Maybe don't run the 800k is tanks all the time. You can fit a 300k tank that is just as powerful but only trades engagement duration and frequency.
- by Charlotte O'Dell - at 2014.06.09 00:24:00
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3. [Request] Revising projective damage profile - in Feedback/Requests [original thread]
- by Charlotte O'Dell - at 2014.04.23 03:00:00
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4. heavy and light melee weapons pleeeeeease - in Feedback/Requests [original thread]
+1
- by Charlotte O'Dell - at 2014.04.06 20:31:00
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5. 1.8 unplayable for minmatar assault - in Feedback/Requests [original thread]
VikingKong iBUN wrote: Bethhy wrote: VikingKong iBUN wrote: I use Minmatar assault with combat rifle. Nerfing the combat rifle and proficiency and damage mods has made it so that I have to empty a whole clip into someone to get through t...
- by Charlotte O'Dell - at 2014.04.01 12:27:00
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6. Tank problems - in Feedback/Requests [original thread]
Double nerf counter buffs are what put us in this spot. All changes must be very gradual and one thing at a time or we'll have 1.6 back; It was just as bad as 1.7. I'd suggest adding webifiers first because hardeners only protect tanks for a short...
- by Charlotte O'Dell - at 2014.03.21 21:03:00
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7. The Truth About Tank/Dropship Balance - in Feedback/Requests [original thread]
Tailss Prower wrote: Charlotte O'Dell wrote: Lt Royal wrote: Its the elevation that tank turrets can do, the redline and maybe the stacking of damage modules but CCP is sorting that out with the reduction of damage mods in 1.8 DMG mods...
- by Charlotte O'Dell - at 2014.03.18 19:07:00
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8. The Truth About Tank/Dropship Balance - in Feedback/Requests [original thread]
Lt Royal wrote: Its the elevation that tank turrets can do, the redline and maybe the stacking of damage modules but CCP is sorting that out with the reduction of damage mods in 1.8 DMG mods are fine. Without them, hardened tanks will never ...
- by Charlotte O'Dell - at 2014.03.18 18:40:00
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9. The Truth About Tank/Dropship Balance - in Feedback/Requests [original thread]
Rails are not OP; maps are imbalanced. In an ambush, 1 tank will never beat 1 ADS due to the advantage of being able to stay in the 90-¦ cone above a tank (a vertical red line, if you will) In Dom or skirm, tank always wins BC he can keep the dro...
- by Charlotte O'Dell - at 2014.03.18 18:26:00
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10. (request) fix the f*cking red line rail tank - in Feedback/Requests [original thread]
Bat Shard0 wrote: By my opinion it is simple. Nerf range of rail tanks. Tank in red line zone cannot hit center of the map. If tanker want kills - let him take a risk to enter battlefield. It is the simple way. And in most of the cases is the b...
- by Charlotte O'Dell - at 2014.03.18 18:17:00
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11. Large Blaster turrets 20% less to infantry more to vehicles - in Feedback/Requests [original thread]
No, decrease ROF 50% and increase DMG by 50%.
- by Charlotte O'Dell - at 2014.03.18 18:11:00
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12. Railgun Nerf - in Feedback/Requests [original thread]
Komodo Jones wrote: Harpyja wrote: Komodo Jones wrote: I thought the problem was more it's capability as a long range weapon, I think you should be justly rewarded if you can use it at close range. So then by that logic the RR is fine a...
- by Charlotte O'Dell - at 2014.03.15 16:38:00
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13. 1.8 Will nerf the shotgun. Please don't change proficiency!!! - in Feedback/Requests [original thread]
I support this post.
- by Charlotte O'Dell - at 2014.03.14 14:06:00
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14. Tank Nerf - in Feedback/Requests [original thread]
1. Bring back Marauders (Assault HAVs) 2. Glass cannon OR brick tank 3. Buff all AV 4. Rail tweaks 1. Specialized tank hulls should make a comeback. They should have no drawbacks compared to their standard counterparts, except a higher price, ...
- by Charlotte O'Dell - at 2014.03.14 04:51:00
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15. Railgun Nerf - in Feedback/Requests [original thread]
i want this: blaster madrugar strong vs rail gunlogi at close range rail gunlogi strong vs everything at long range missile gunlogi strong vs blaster madrugar at medium range and short range IF all missiles are hits i think specialized tank hul...
- by Charlotte O'Dell - at 2014.03.14 04:39:00
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16. Railgun Nerf - in Feedback/Requests [original thread]
Make it charge for every shot. Boom. Alpha kept the same. RPM reduced. CQC power reduced. More skill required.
- by Charlotte O'Dell - at 2014.03.14 03:04:00
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17. Large Railguns - How to Balance Them - in Feedback/Requests [original thread]
Izlare Lenix wrote: 300m maximum range. Problem solved. doesn't solve its ability to kill tanks. terribad idea
- by Charlotte O'Dell - at 2014.03.14 03:03:00
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18. Large Railguns - How to Balance Them - in Feedback/Requests [original thread]
Making it spool for every shot would go a long way...
- by Charlotte O'Dell - at 2014.03.13 19:08:00
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19. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
DUST Fiend wrote: Tallen Ellecon wrote: Dust Fiend you make the best argument for your side, and I truly believe you when you say you just want to put player happiness first. I'm just looking past 1.8 and the handful of players we have now. ...
- by Charlotte O'Dell - at 2014.03.12 01:00:00
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20. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
Dear Devs: I would like to thank you for putting us, once more, at such a huge advantage over the lowly noobs and their 1-2 proto weapons and 1 suit. We vets have at least 2 proto suits, maxed cores, likely 3-4 proto weapons, AND tanks or dropsh...
- by Charlotte O'Dell - at 2014.03.12 00:55:00
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