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1461. A change to tank weakpoints. - in Feedback/Requests [original thread]
And the HAV weakspots don't have to be a full side. For instance, perhaps the bonus applies to the rear half of the side, but not the front half. In any case, racial AV would not hinder this system from working. We could perhaps even give tanks ...
- by Alena Ventrallis - at 2014.03.21 03:33:00
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1462. A change to tank weakpoints. - in Feedback/Requests [original thread]
AV is taking a nerf in 1.8. Fine, whatever. But let's give AV, and more specifically swarms, more areas to hit for bonus damage. Perhaps have the very front (where rl tanks are the most armored) do damage as we have it now. Hitting a tank from t...
- by Alena Ventrallis - at 2014.03.21 01:15:00
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1463. Scans based on movement. - in Feedback/Requests [original thread]
lithkul devant wrote: I'll just be happy when we can actually detect tanks on the radar passively much easier. Won't happen. dropsuit scan radius is 10m. so you'd have to be within 10m of the tank to pick it up on scan.
- by Alena Ventrallis - at 2014.03.20 23:02:00
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1464. Come 1.8, will we still be plagued by ninja tanks? - in Feedback/Requests [original thread]
The issue is with the scan radius of dropsuits. You will easily see that tank on your tacnet if he is within 10m of you. By then of course, you should have figured out he was there anyway.
- by Alena Ventrallis - at 2014.03.20 22:16:00
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1465. Flashbangs. They'd be awesome. - in Feedback/Requests [original thread]
Since we are fully enclosed in dropsuits that can screen out such things as flashbangs and limit how much they impact our hearing, they wouldn't really be effective against us. That said, some kind of EWAR system that makes our screens short out ...
- by Alena Ventrallis - at 2014.03.20 22:14:00
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1466. Pre-skill Investment Info - in Feedback/Requests [original thread]
I would have the skills we invested actually show our modifications first. Currently we have to do the math ourselves, as opposed to having the game show us exactly what benefit we are getting.
- by Alena Ventrallis - at 2014.03.20 06:22:00
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1467. EVE Exploration + DUST PvE Penetration Concept - in Feedback/Requests [original thread]
We could have a separate launcher for the merc capsule that is able to be fired while cloaked. If you wish to aid your mercs, you must then uncloak. This makes being found a bit of a predicament. On one hand, you are cloaked, easily able to avoid ...
- by Alena Ventrallis - at 2014.03.20 06:21:00
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1468. Reduce shield extender pg use. - in Feedback/Requests [original thread]
Proto shield extenders use 54CPU and 11 PG. Proto armor plates use 30 CPU and 12 PG. Shields are about being CPU intensive and easy on PG, and Plates are easy on CPU and heavy on PG. So let's reduce shield PG to help out shield tankers. I'll lea...
- by Alena Ventrallis - at 2014.03.20 06:17:00
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1469. Tanks without SP investment should be WEAK AGAIN - in Feedback/Requests [original thread]
What we need is for tanks to be powerful - which they are - but only have them called out when needed. The issue here is a militia tank has far more bang for your buck than anything else in the game. We need to increase the base hull price while d...
- by Alena Ventrallis - at 2014.03.18 18:27:00
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1470. Letting new guys catch up. - in Feedback/Requests [original thread]
I'm for this.
- by Alena Ventrallis - at 2014.03.18 06:07:00
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1471. Binoculars - in Feedback/Requests [original thread]
Or we could just have binocular zoom built into scout suits.
- by Alena Ventrallis - at 2014.03.17 13:29:00
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1472. Tanks without SP investment should be WEAK AGAIN - in Feedback/Requests [original thread]
bamboo x wrote: What is wrong with you people? Why are you defending having 6 ******* tanks on the field? Until there is a limit on how many logis, assaults, scouts, and heavies thst can be on the field, there is no reason to limit tanks. The...
- by Alena Ventrallis - at 2014.03.17 13:26:00
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1473. Tanks without SP investment should be WEAK AGAIN - in Feedback/Requests [original thread]
Force militia tanks to have 2 small turrets. Bam, they are weaker.
- by Alena Ventrallis - at 2014.03.17 13:17:00
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1474. Balancing Tanks Step One. - in Feedback/Requests [original thread]
Harpyja wrote: Alena Ventrallis wrote: Negative. Make large blasters AV weapons instead of AP. I'd rather keep blasters as AP but make them even less effective at AV. That way it's a certainty that they will go down to a missile/railgun ...
- by Alena Ventrallis - at 2014.03.17 13:12:00
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1475. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
CCP gave us a partial respec. Not a full one like most people wanted, but we got one. Take your pound of flesh and leave them be.
- by Alena Ventrallis - at 2014.03.17 11:24:00
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1476. 2 million clone challenge question. - in Feedback/Requests [original thread]
Will the reward SP come in on time?
- by Alena Ventrallis - at 2014.03.17 11:14:00
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1477. Balancing Tanks Step One. - in Feedback/Requests [original thread]
Negative. Make large blasters AV weapons instead of AP.
- by Alena Ventrallis - at 2014.03.17 11:10:00
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1478. Game, Vehicle and Infantry Balance. A stand for a solution to end al... - in Feedback/Requests [original thread]
Make large blasters an AV weapon as opposed to AP, and 90% of tank QQ will disappear.
- by Alena Ventrallis - at 2014.03.17 10:37:00
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1479. Armor or shield modules on high OR low slots. - in Feedback/Requests [original thread]
What we need is more mid slot options for armor tankers. Damage mods should be moved to low slots, and things like hacking mods and kincats and what have you should be moved to the high slots. Shields get gank, armor gets tank.
- by Alena Ventrallis - at 2014.03.16 12:22:00
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1480. Changing turret proficiencies. - in Feedback/Requests [original thread]
As it stands, all turret proficiencies increase turret turn speed.Now this is useful, but I feel like proficiency should be unique to the turret type (railgun, blaster, missile) to improve what they do well. Railgun: X% decrease to heat cooldown ...
- by Alena Ventrallis - at 2014.03.16 05:22:00
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