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101. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
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- by Alldin Kan - at 2013.07.20 23:04:00
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102. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
bump
- by Alldin Kan - at 2013.07.20 18:58:00
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103. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
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- by Alldin Kan - at 2013.07.20 13:28:00
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104. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
bump
- by Alldin Kan - at 2013.07.20 00:51:00
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105. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
Severance Pay wrote: I posted something identical to this in May. You sure you didn't copy/paste my tnread? Don't know the thread, similarities were not intended. Aeon Amadi wrote: I like this, save for your idea for the skill... 3.8 sp...
- by Alldin Kan - at 2013.07.19 18:19:00
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106. [Request] Normal/Assault/Breach variants for Plasma Cannon - in Feedback/Requests [original thread]
The Forge Gun has it so let's also have PLC variants. Assault Variant: Same damage stats as the current PLC
Base Splash Radius is 3.8
Max. Ammo at 12
Normal Variant: At least 20% higher Direct/Splash damage than the Assaul...
- by Alldin Kan - at 2013.07.19 17:51:00
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107. [Feedback] Why is overheat so stupidly important? - in Feedback/Requests [original thread]
Aeon Amadi wrote: Scrambler Rifles Laser Rifles Heavy Machine Guns I mean, lets be real here, why is this Overheat mechanic so stupidly important that it effectively leaves you 100% defenseless inthe eventthat it occurs? If an Assault Rifle is...
- by Alldin Kan - at 2013.07.06 03:07:00
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108. [Feedback] Silent Swarm missiles and Forge Gun - in Feedback/Requests [original thread]
This is a major concern for vehicle players, these two weapons need to have the sfx reverted back to chromosome settings or fixed right away as it was far easier back then to detect the AV user. Upon going away around 20 m from a Forge, it becomes...
- by Alldin Kan - at 2013.07.04 22:24:00
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109. A Possible Solution to Logistics used as Assaults. - in Feedback/Requests [original thread]
To solve the Caldari Logi issue simply get this to happen: *the Caldari Logi's only handheld weapon is a Sidearm. A fit with this can still be effective against infantry to some extent. Don't tell it's bad, I ran Minmatar logi (look at that fat...
- by Alldin Kan - at 2013.06.19 02:41:00
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110. How to make vehicle turrets better - in Feedback/Requests [original thread]
1. Increase damage of compressed blaster AND increase kick to prevent overuse. 2. Large Missile turrets should have vehicle lock-on but would not be as effective in tracking vehicles as Swarm Launchers. 3. Regulated Railgun should also have slight...
- by Alldin Kan - at 2013.06.08 20:34:00
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111. An entire Class of weaponry made obsolete. - in Feedback/Requests [original thread]
Lupin Baru wrote: Now, don't get me wrong, The TARs that were recently nerfed needed to be balanced. But to Completely neuter a class of weapon and make the stockpiles that players have utterly pointless. I Use a plethora of weaponry in game, F...
- by Alldin Kan - at 2013.06.08 20:20:00
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112. [Feedback] Shield > Armour GÇô Detailed Explanation - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: There are a few solutions to this problem that I would suggest. Please feel free to debate these GÇô I would be very interested to hear the thoughts of both shield and armour tankers. 1. Increase repair rate, especiall...
- by Alldin Kan - at 2013.06.06 02:14:00
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113. How to properly balance the AR - in Feedback/Requests [original thread]
-Breach variant damage value should be between 59.6 to 62.3. -Tactical variant damage value should be between 52.5 to 54.3. With the longer range, the Tac AR is already the ideal weapon for use in long range encounter. The excessive damage just ...
- by Alldin Kan - at 2013.05.08 13:13:00
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114. Little Things to improve DUST 514 - in Feedback/Requests [original thread]
[Dropsuit Only] A repair tool that sacrifices repair rate to give slight resistance against incoming damage.
- by Alldin Kan - at 2013.05.01 01:26:00
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115. Balancing the Massdriver (MD / Noob-tube / whatever) - in Feedback/Requests [original thread]
Mass Drivers are fine and easy to use. Love, Alldin a.k.a. #1 MD user. Thread closed.
- by Alldin Kan - at 2013.04.27 04:04:00
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116. [Request] Heavy weapon: Amarr plasma flamethrower - in Feedback/Requests [original thread]
Meanwhile in Crysis 3...
- by Alldin Kan - at 2013.04.08 20:35:00
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117. [Request] Option to beam out "Friendly" driver of YOUR vehicle - in Feedback/Requests [original thread]
G Torq wrote: I'll keep saying what I've been saying for 7-8 months now: Dont call in vehicles unless you're certain there aren't a blueberry around, who might steal it. If someone steals your LAV/HAV/DS, it is your own fault - you called i...
- by Alldin Kan - at 2013.04.08 20:18:00
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118. [Request] Option to beam out "Friendly" driver of YOUR vehicle - in Feedback/Requests [original thread]
Recent advances in technology has now paved the way to making unique modifications for vehicles. One of the new ideas brought up by an Amarrian suggested adding a modified Drop Uplink to the driver seat of any ground or aerial vehicle in order to ...
- by Alldin Kan - at 2013.04.08 18:26:00
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119. [Feedback/Request] Issues overlooked and bringing back old variants - in Feedback/Requests [original thread]
This is THE thread that CCP needs to read in order for the next build to be more stable. Other important topics are already being looked at so I will not mention them. Now let's begin with the overlooked issues, Terrain physics: Sprinting on ...
- by Alldin Kan - at 2013.03.14 18:43:00
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120. [FEEDBACK][BUGS] Rail test and info returned. - in Feedback/Requests [original thread]
bump
- by Alldin Kan - at 2013.03.11 17:35:00
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