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1661. Back to AFK farming. - in Feedback/Requests [original thread]
Because a small test group can find every single bug as well as 3000 users can. LP functions as it does because of how it will work with the player market. Weird they didn't include it yet, but there you go.
- by Alena Ventrallis - at 2013.12.12 16:26:00
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1662. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
Reign Omega wrote: Alena Ventrallis wrote: I actually like this idea. The only issue is what incentive do we have to crew it with 3 people? Tanks would need to remain as powerful or become even more powerful to justify taking 2 guns off the...
- by Alena Ventrallis - at 2013.12.12 06:06:00
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1663. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
J-Lewis wrote: The reason tanks are crewed by 3 is specifically to split up the burden of operating it effectively. A Tank crew consists of a Driver, a Gunner and a Commander. The Commander is the seniormost member of the crew. The commander ...
- by Alena Ventrallis - at 2013.12.12 05:50:00
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1664. vehicles are OP - in Feedback/Requests [original thread]
Ynvger wrote: Dropships needed no help. I am going to ask this as politely as I can. How the hell did you come by this conclusion?
- by Alena Ventrallis - at 2013.12.12 05:45:00
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1665. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
This brings us back to having to fit more than the main turret. Plus, this is the future, I'd expect tanks to only need one driver. How about tanks can either move, or shoot, but not at the same time. Have tanks enter a sort of siege mode, which ...
- by Alena Ventrallis - at 2013.12.12 00:40:00
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1666. Combat rifle and Rail rifle problems - in Feedback/Requests [original thread]
Make the RR more precise, tone down the damage slighty, like by 4-5 points. Caldari are all about the accuracy. This rifle isn't functioning like Caldari tech should.
- by Alena Ventrallis - at 2013.12.11 08:08:00
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1667. Swarm Launchers & Tanks - in Feedback/Requests [original thread]
Then infantry should die in 2-3 assault rifle shots. Since were going for realism here. Tanks shouldn't be as fast as they are, but they should be able to take the hits like they are.
- by Alena Ventrallis - at 2013.12.11 07:51:00
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1668. ligistic dropsuits be all end all...... - in Feedback/Requests [original thread]
If not damage mods, then what should we put their? Shield extenders? Perhaps on CalLogi, but on a GalLogi? Give more options than damage or shields in the high slots, and I can agree with your proposition.
- by Alena Ventrallis - at 2013.12.10 22:49:00
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1669. [Feedback] HAVs too strong against infantry - in Feedback/Requests [original thread]
PEW JACKSON wrote: Ivy Zalinto wrote: PEW JACKSON wrote: Try with 3x complex dmg modded Proto swarms...... Hit a Gunnlogi with it's hardeners down only to have it use it's shield booster to rep back to full shield. Then it activates a ha...
- by Alena Ventrallis - at 2013.12.10 22:47:00
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1670. Swarm Launcher thoughts. - in Feedback/Requests [original thread]
A sniper is only good at long range. Once you close the distance, their advantage is gone. Swarms are just as deadly at 1m as they are at 400m. Thus, they get a lock on Nerf. For those of you who are unclear on this, the 175m is the new lock on ...
- by Alena Ventrallis - at 2013.12.10 22:28:00
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1671. Sighting Lasers for the Forge Gun - in Feedback/Requests [original thread]
Judge had a good idea for balancing forge guns. Give them fall of after 100m. This gives vehicles time to approach with hardeners on, do their business, and get out. As it is, even if we do everything right, forges can still get us. I think return...
- by Alena Ventrallis - at 2013.12.10 03:13:00
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1672. [Request] Can someone explain me what is pay to win? - in Feedback/Requests [original thread]
Jooki Chewaka wrote: Ralph-Waldo Pickle-Chips wrote: It means you use real world currency to get ahead of the game compared to the people who play for free. AHA, this? http://i.imgur.com/hNbSNFZ.jpg Technically, this is not pay to win....
- by Alena Ventrallis - at 2013.12.08 04:05:00
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1673. [Request] Can someone explain me what is pay to win? - in Feedback/Requests [original thread]
Pay to win usually means you need to buy items with real money in order to have a real advantage. For instance, I can normally get a sword with +1 damage, but I can get a sword +2 damage only with real money. therefore, the guy who spends money on...
- by Alena Ventrallis - at 2013.12.08 04:03:00
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1674. Shield stacking penalty - in Feedback/Requests [original thread]
Cosgar wrote: Alena Ventrallis wrote: Cosgar wrote: True, but this penalty came at a bad time like just about any nerf or buff in this game. Imagine the flaylock if they managed to fix hit detection before they nerfed it. I think the p...
- by Alena Ventrallis - at 2013.12.07 06:09:00
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1675. Shield stacking penalty - in Feedback/Requests [original thread]
Cosgar wrote: True, but this penalty came at a bad time like just about any nerf or buff in this game. Imagine the flaylock if they managed to fix hit detection before they nerfed it. I think the penalty was unnecessary to add considering th...
- by Alena Ventrallis - at 2013.12.07 05:56:00
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1676. Shield stacking penalty - in Feedback/Requests [original thread]
But short TTK isn't something to balance shields against. In fact, the reason TTK is so short now is the game was balanced based on something it shouldn't have been in the first place, which was bad hit detection. They should have just worked on f...
- by Alena Ventrallis - at 2013.12.07 05:47:00
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1677. Shield stacking penalty - in Feedback/Requests [original thread]
Cosgar wrote: Alena Ventrallis wrote: It's a stacking penalty. Assuming 5 shield extenders (maximum that can be fit on a single suit), that's a 12% penalty, because it only applies after the first one. Assuming 10 second depleted recharge...
- by Alena Ventrallis - at 2013.12.07 05:35:00
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1678. Shield stacking penalty - in Feedback/Requests [original thread]
It's a stacking penalty. Assuming 5 shield extenders (maximum that can be fit on a single suit), that's a 12% penalty, because it only applies after the first one. Assuming 10 second depleted recharge, 12% extra is 1.2 seconds. 1.2 seconds. ...
- by Alena Ventrallis - at 2013.12.07 05:21:00
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1679. Quick switching to rep tool - pull up wrong equipment or gun - in Feedback/Requests [original thread]
They really need to fix the equipment selection. Maybe have L3 and R3 move between equipment to the left and right respectively. I dunno, but something better.
- by Alena Ventrallis - at 2013.12.06 20:50:00
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1680. [Math] Standard vs Proto (With Numbers) - in Feedback/Requests [original thread]
Tech 1 and tech 2 are not tiers. Tiers mean one is better than the other. A tech 2 ship is not better than a tech 1 ship. It is just more specialized. For instance, a tech 2 assault ship has more damage and tank than tech 1, but less speed and les...
- by Alena Ventrallis - at 2013.12.06 18:50:00
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