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1521. We've talked about fixes to the RR. I have an idea for the CR. - in Feedback/Requests [original thread]
A 0.1-0.2 second delay between bursts would fix it better.
- by Alena Ventrallis - at 2014.03.02 17:39:00
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1522. Band-aid for redline railguns - in Feedback/Requests [original thread]
Two part Band-Aid. Won't fix everything, but it will make combatting them easier. 1. Make vehicles always visible on the map. I have seen enemy tanks disappear right off the map and appear elsewhere. I think it has something to do with team LOS, ...
- by Alena Ventrallis - at 2014.03.02 16:50:00
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1523. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Bump.
- by Alena Ventrallis - at 2014.03.02 08:56:00
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1524. Potential Logi Dropship uses if/when they return. - in Feedback/Requests [original thread]
The only light weapon that would make sense is the swarm launcher. No other light or heavy weapon has the range to do anything useful out of a dropship. LDS should resupply ammo for everyone and rep vehicle armor/shield. Resupplying only vehicles...
- by Alena Ventrallis - at 2014.03.02 05:42:00
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1525. Vehicles need to compliment infantry, not compete with them - in Feedback/Requests [original thread]
Rework blasters as AV, and nearly all the tank QQ will disappear.
- by Alena Ventrallis - at 2014.03.01 01:14:00
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1526. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
Dropsuit Command needs a refund for racial parity. Now we have all the suits we should have had in the first place, so this makes sense. Dropsuit Upgrades needs a refund. If I'm going Caldari Sentinel, why do I need proto armor mods anymore? If I...
- by Alena Ventrallis - at 2014.02.28 21:03:00
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1527. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Reasoning: 1. Railguns use large projectiles accelerated to extremely high velocities. This causes kinetic damage, which is better against armor. 2. Railguns are Caldari tech, it makes no sense they would make their weapons good against their ow...
- by Alena Ventrallis - at 2014.02.28 20:58:00
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1528. Shield tanks passive shield rep - in Feedback/Requests [original thread]
So nothing can stop armor regen, which can get to over twice the shield regen, but were worked up over shield regen?
- by Alena Ventrallis - at 2014.02.28 07:26:00
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1529. Forum change - Dev seen - in Feedback/Requests [original thread]
So a lot of us feel like CCP doesn't respond to us like we want them to, and CCP has routinely told us that even if they don/t respond in a thread, they do look through them. But as a community, we cannot verify if that is true. All I propose is ...
- by Alena Ventrallis - at 2014.02.26 09:57:00
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1530. One Step Revive and Rep - in Feedback/Requests [original thread]
Or, have the needle rep armor instead of giving them a set percentage, and have the rep per second increase through the tiers. Alternatively, have the same rep rate, but it lasts longer as you go through the tiers.
- by Alena Ventrallis - at 2014.02.24 18:52:00
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1531. HAV Operation Like a LAV - in Feedback/Requests [original thread]
I would rather see large turrets be shifted completely into the role of anti-vehicle. One man controlling a tank is fine, but a tanks infantry killing ability should come from it's sturrets. The tank problem would literally go away overnight if l...
- by Alena Ventrallis - at 2014.02.23 19:38:00
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1532. I think we should change the bonus you get from proto guns - in Feedback/Requests [original thread]
I would rather have tiericide, and the base weapon skill unlocks the different variations. Level one unlocks the base model, level 3 unlocks the breach variant, and 5 unlocks the assault variant. Not sure what this would do for the rifles though.
- by Alena Ventrallis - at 2014.02.21 23:23:00
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1533. EMP Smart bomb - in Feedback/Requests [original thread]
+9001
- by Alena Ventrallis - at 2014.02.21 22:44:00
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1534. A change to shield regen. - in Feedback/Requests [original thread]
10% was a number to illustrate a point. It could be 7% for instance. But shields are supposed to be kings of regen, so let's make them kings, instead of Dukes as they are now.
- by Alena Ventrallis - at 2014.02.21 19:19:00
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1535. A change to shield regen. - in Feedback/Requests [original thread]
MAke shield regen at a percentage of total shield instead of a set number. As your shield goes up, the number increases proportionally. Let's arbitrarily pick 10%. So at 200 shield, you regen 20 hp/s. but at 500 shield, you regen 50hp/s. Energiz...
- by Alena Ventrallis - at 2014.02.21 06:31:00
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1536. Explosives skill fix? - in Feedback/Requests [original thread]
Why not instead make it 3% of both pg and cpu costs?
- by Alena Ventrallis - at 2014.02.20 22:29:00
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1537. [Request] Remove Squad Order Targeting on Equipment - in Feedback/Requests [original thread]
This is far different from "Defend that nanohive."
- by Alena Ventrallis - at 2014.02.20 19:39:00
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1538. Tanks - More Tank Talk - in Feedback/Requests [original thread]
I run two hardeners and an extender on my gunnlogi. USe both of them at the same time to resist railguns and large blasters, so I can do what I can to combat tank spam.
- by Alena Ventrallis - at 2014.02.20 19:31:00
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1539. Subtracting immunity from expending damage - in Feedback/Requests [original thread]
I am against it. Hardeners are supposed to allow vehicles to perform their jobs without worrying about AV killing them. The problem is that the ratio of uptime to downtime is way off kilter. We need all hardeners to have ~30 seconds of uptime and ...
- by Alena Ventrallis - at 2014.02.20 19:30:00
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1540. Shield tanks passive shield rep - in Feedback/Requests [original thread]
I know the problem. It's alpha damage. a proto forge does 1440 damage per shot. the 6 missiles of a proto swarm do 1320 damage. Npw the difference is, the forge does its damage with a single projectile (read: a single impact) while the swarm does...
- by Alena Ventrallis - at 2014.02.20 01:43:00
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