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1. Fair beginning of match spawning - in Feedback/Requests [original thread]
Kallas Hallytyr wrote: There's also a big hardware factor where SSDs deploy earlier (since they've loaded sooner.) Introducing a 10-15 second delay at the beginning where each player chooses their spawn location and suit would make it more eve...
- by Anoko Destrolock - at 2015.03.11 15:01:00
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2. Large turret balance - in Feedback/Requests [original thread]
True Adamance wrote: I wholly disagree. Continuing to advocate the inclusion of non conventional assault weapons had a negative impact on Dust 514 tank operation if in fact you could even call most HAV in this game Tanks. The hall mark of a ta...
- by Anoko Destrolock - at 2015.03.11 14:58:00
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3. Large turret balance - in Feedback/Requests [original thread]
Nerfing railgun alpha would be very beneficial to the tanking and dropship communities. Why? Railguns have very high alpha damage and 1 shot doing such massive damage puts the railgun ahead immediately in a fight. With hotfix echo, tanks will b...
- by Anoko Destrolock - at 2015.03.10 23:04:00
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4. Fair beginning of match spawning - in Feedback/Requests [original thread]
Currently, the start of the match is unfair. People arrive on the battle field at different times. I propose players have 15 seconds to select a suit and deploy instantly together. This is what happens to me: I select a fitting and spawn point....
- by Anoko Destrolock - at 2015.03.10 22:46:00
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5. Sticky:[Feedback] Normalization of AV Damage Profiles - in Feedback/Requests [original thread]
This would be a huge improvement. Currently, swarms and forges are the best AV weapons and do less damage to shields while the only shield AV weapon- the plasma cannon is very hard to use. This directly correlates to the lack of armor tanks. My ...
- by Anoko Destrolock - at 2015.03.09 17:05:00
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6. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
My feedback: Assault bonuses suck.
- by Anoko Destrolock - at 2014.03.04 20:06:00
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7. Rebalance armor shields and Dmg mods - in Feedback/Requests [original thread]
Everyone uses Dmg mods. They are OP. More specifically, the complex variant is OP. Change it to 8%. Stop waiting and leaving stuff unbalanced. Listen to the players. I'm getting frustrated. This game has a lot of potential but extreme lack of ba...
- by Anoko Destrolock - at 2014.03.04 19:54:00
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8. Shield tanks and Dmg mods - in Feedback/Requests [original thread]
Most shield tanks focus on either damage mods or shield hardeners. We have many other modules to choose from. But hardeners and Dmg mods trump the rest. What should be done? Obviously these 2 mods are better than the alternatives. just leave it ...
- by Anoko Destrolock - at 2014.03.04 19:40:00
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9. [Request] Add more passive skills for vehicles - in Feedback/Requests [original thread]
Agreed. More passives. Make me feel like I'm getting something usefull
- by Anoko Destrolock - at 2014.03.04 19:31:00
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10. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
Its hard to justify enraging the playerbase by not giving a full infantry respec......after all, we are still in beta.......with many suits not available and ccp takes vehicles outta game everytime they add them....... ccp wants to deal with vehic...
- by Anoko Destrolock - at 2014.02.26 20:51:00
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11. Remove vehicle collision damage - in Feedback/Requests [original thread]
Removing vehicle collision dmg would solve a lot of problems: 1. Jihad jeeps 2. Vehicles being destroyed by Bolas (RDV) Who hasnt had their dropship blown up because a friendly called in a vehicle next to you? 3. Tanks teamkilling LAVs and Drop...
- by Anoko Destrolock - at 2014.02.06 18:55:00
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12. [Feedback] Tank vs Tank Balance - in Feedback/Requests [original thread]
As we have all clearly seen, Rails are overpowered Damage Mods are EXTREMELY overpowered MLT tanks are too strong for something sooo cheap. I can afford to lose 3-4 fully fitted mlts and still make a profit Tanking skills are not very beneficial...
- by Anoko Destrolock - at 2014.01.25 10:08:00
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13. [Request] Weapon Mod - in Feedback/Requests [original thread]
Can we get some weapon mods? Like a bunch? This would add a lot of diversity and change the current weapons to something more interesting....we could further augment the weapon to suit our playstyle A nerf to tank dmg mods and complex DS mods is ...
- by Anoko Destrolock - at 2014.01.25 09:26:00
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14. With all this talk about infantry/full respec, I'd like to make another sugg... - in Feedback/Requests [original thread]
R0ad Pizza wrote: We need a full infantry respec: Dropsuits Dropsuit upgrades weaponry<--- one of the most important for us vets Agreed
- by Anoko Destrolock - at 2014.01.20 15:32:00
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15. Active Scanner outside squad - in Feedback/Requests [original thread]
When in a squad, you get 15-18 points for scanning someone that your squadmate kills When solo, only the player with the scanner can benefit by knowing the enemies location. (no points, less people benefit) My idea: Allow a few blueberries to se...
- by Anoko Destrolock - at 2014.01.16 18:22:00
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16. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
BAD FURRY wrote: Anoko Destrolock wrote: First off, with 1.7, blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MA...
- by Anoko Destrolock - at 2014.01.14 17:23:00
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17. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
CLONE117 wrote: i say those damage mods r there to hit through your hardeners? sure they can do some massive damage. but its the only capable of killing an extremely hardened tank. tank vs tank combat it self is more balanced. your complainin...
- by Anoko Destrolock - at 2014.01.14 17:18:00
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18. Removing Mine detection from tanks. - in Feedback/Requests [original thread]
Jason Pearson wrote: If you do not know, when a tank gets closer to mines, the pilot will hear a beeping noise getting louder the closer to the mines they are, now this has proven to be an issue for AVers as they are only useful against killing...
- by Anoko Destrolock - at 2014.01.14 17:01:00
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19. Turn aim assist off for CR to balance - in Feedback/Requests [original thread]
Maciej Szambelan wrote: Looks like a big percentage of people think that CR is too strong and I'm with them on that one. In close combat CR with aim assist is unstoppable, all you need to do is just keep pressing r1 and aim assist will do the r...
- by Anoko Destrolock - at 2014.01.13 09:58:00
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20. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
Doshneil Antaro wrote: Anoko Destrolock wrote: So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see...
- by Anoko Destrolock - at 2014.01.13 09:28:00
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