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1501. Request: Idea for Damage Mods - in Feedback/Requests [original thread]
Buster Friently wrote: The correct solution to this issue is varied ammunition that affects armor and shields differently. Save for projectile turrets, the damage profile of weapons in Eve do not change. Only the amount of damage, and the ra...
- by Alena Ventrallis - at 2014.03.08 08:19:00
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1502. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
TheEnd762 wrote: jaksol returns wrote: your not suppost to take a tank on by your-self and win, you have to communicate and work with your squad or team. You're not supposed to be able to operate a tank by yourself either. Most tanks req...
- by Alena Ventrallis - at 2014.03.07 10:15:00
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1503. Subtracting immunity from expending damage - in Feedback/Requests [original thread]
No. The problem is that hardeners cool down way too fast. Make them all have the same uptime and cooldown. They should increase in resistance as you go through the tiers. Shields should be 60/70/80%, armor should be 40/50/60%. That way, even runni...
- by Alena Ventrallis - at 2014.03.07 10:14:00
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1504. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
Here's a question. Will laying down RE break cloak? Will detonating?
- by Alena Ventrallis - at 2014.03.07 06:20:00
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1505. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
FOTM won't go away because there's no respect. There will always be FOTM chasers. Why punish people who are getting their suits changed because some people will chase whatever is OP?
- by Alena Ventrallis - at 2014.03.07 02:51:00
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1506. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
Slow tanks down by 25%, boost swarm speed to large missile speed.
- by Alena Ventrallis - at 2014.03.07 01:49:00
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1507. [Request] Give me a flashlight - in Feedback/Requests [original thread]
Night vision would make more sense.
- by Alena Ventrallis - at 2014.03.06 23:49:00
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1508. RDV delivery fee - in Feedback/Requests [original thread]
Good initiative, bad judgement. It'd be better to have a timer set to calling in vehicles. Only one vehicle per merc for a 3 minute timer. Recalls reduce the remaining time by x amount.
- by Alena Ventrallis - at 2014.03.06 07:41:00
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1509. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
Caldari assault loses a high slot at proto? What for?
- by Alena Ventrallis - at 2014.03.06 07:15:00
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1510. ISK imbalance with large turrets. - in Feedback/Requests [original thread]
That oesn't work. It still takes the same amount of shots to kill something with proto as with standard. If someone brick tanked their tank, perhaps there would be a 1-2 shot difference between standard and proto. But that's assuming a brick tank.
- by Alena Ventrallis - at 2014.03.06 04:28:00
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1511. ISK imbalance with large turrets. - in Feedback/Requests [original thread]
A large standard railgun does 1450 damage. A proto railgun does 1885 damage. This is a 30% increase in damage. A large standard missile does 415 damage. A proto missile does 539.5 damage. This is a 30% damage increase. A large standard blaster doe...
- by Alena Ventrallis - at 2014.03.06 04:10:00
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1512. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Bump.
- by Alena Ventrallis - at 2014.03.05 01:39:00
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1513. Commandos too powerful? - in Feedback/Requests [original thread]
Commandos are halfway between medium and heavy suits. We should change it to between light and medium suits. Then they will be glass cannons. They slaughter everything, but in turn are slaughtered by everything. This also means that they can use s...
- by Alena Ventrallis - at 2014.03.04 22:55:00
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1514. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Bump.
- by Alena Ventrallis - at 2014.03.04 08:27:00
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1515. Vehicle + AV imbalanced explained by Judge - in Feedback/Requests [original thread]
The problem with tanks is that a militia hardener is just as effective as a proto hardener when they are both active. The only difference is cooldown. This makes no sense. I can fit a militia hardener, which is way cheaper than a proto one, and th...
- by Alena Ventrallis - at 2014.03.03 23:59:00
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1516. Scans based on movement. - in Feedback/Requests [original thread]
Shield extenders would make sense to make it easier to be detected. EWAR could be something that scrambles the tacnet in a given field, like a reverse active scanner. But for game reasons, Movement should be key. Even if it doesn't translate over ...
- by Alena Ventrallis - at 2014.03.03 01:33:00
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1517. Scans based on movement. - in Feedback/Requests [original thread]
Basing it on movement is for several reasons. 1. Lore. dB means decibel, which measures sound. A heavy is much louder than a scout because of the weight. 2. It emphasizes stealth. Stealth is about moving quickly and quietly. Getting to your obj...
- by Alena Ventrallis - at 2014.03.03 00:54:00
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1518. Scans based on movement. - in Feedback/Requests [original thread]
So what if we made passive scans based on movement? A heavy sprinting shows up clear as day, while a scout crouched down won't register. A suit's displayed sig radius is what can detect you at a dead stop. Say a suit has a sig radius of 50dB. St...
- by Alena Ventrallis - at 2014.03.03 00:07:00
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1519. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Would make hunting those somas everyone is spamming so much easier.
- by Alena Ventrallis - at 2014.03.02 19:02:00
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1520. Shield tanks passive shield rep - in Feedback/Requests [original thread]
Armor needs a module for regen, but this module can a) regen faster than shields b) never stops working and c) uses a low slot, which armor tanks have more of. I think shields should regen with hardeners on regardless of damage taken. Vehicles nee...
- by Alena Ventrallis - at 2014.03.02 17:45:00
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