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821. Minmatar Assault shield depleted recharge delay bug. - in Feedback/Requests [original thread]
gg JKl wrote: it should be 10 seconds but its around 13. Are you stacking shield extenders... if so then it's not a bug.
- by BL4CKST4R - at 2013.12.28 07:04:00
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822. [request] please fix SL-4 assault rail rifle clips size - in Feedback/Requests [original thread]
Asha Starwind wrote: Basis for the request/fix is the AR and its Breach Variant. The AR has a higher fire rate and larger magazine capacity in return for less bullet damage and lack of a scope than the Breach AR The Assualt RR has a higher fir...
- by BL4CKST4R - at 2013.12.28 06:57:00
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823. [Idea] Emergency Armor Capacitor - in Feedback/Requests [original thread]
The shield module is far more useful. This takes up a slot for a situational module, a constant repair of 5 or a plate would be far more beneficial. Make it a high slot and we have a deal.
- by BL4CKST4R - at 2013.12.27 11:51:00
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824. request: The war barge and the large table? - in Feedback/Requests [original thread]
It used to then it got nerfed. Our minimap used to display pause menu map (as in buildings and roads), but that got nerfed to.
- by BL4CKST4R - at 2013.12.27 02:51:00
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825. Anti-matter grenades - in Feedback/Requests [original thread]
Lol an antimatter grenade would be the most powerful grenade in this game. When antimatter and matter collide the obliterate themselves into nothing, if I had the equivalent of 1lb of anti-matter collide with 1lb of matter they would both literall...
- by BL4CKST4R - at 2013.12.26 12:30:00
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826. burst / breach assault variant AR - in Feedback/Requests [original thread]
Xaviah Reaper wrote: I personally feel that the burst and breach AR has no real attraction and therefore its use will die out. In order to keep these rifles ( as well as any other rifle that seems to be under used) attractive and viable, we nee...
- by BL4CKST4R - at 2013.12.26 02:18:00
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827. [Feedback] Rifles and SMG need a 30% nerf. - in Feedback/Requests [original thread]
KA24DERT wrote: We keep seeing these "TTK" issue threads, but I think it's time to stop dancing around the issue. The time to kill of most weapons is fine, with the exception of the rifles and the SMG. The high damage output of these weapons ...
- by BL4CKST4R - at 2013.12.26 01:54:00
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828. [Idea] Sprint dash module (Name to be given) - in Feedback/Requests [original thread]
I would love for an anime-ish dash (thinking Gundam), where the backpack opens up and just thrusts you forward. Would be nice as a module or a replacement to the sprint. As for a name what about Matter accelerator.
- by BL4CKST4R - at 2013.12.26 01:43:00
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829. Proximity mine buff (without increasing damage) - in Feedback/Requests [original thread]
Galvan Nized wrote: KenKaniff69 wrote: Alam Storm wrote: Galvan Nized wrote: I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time? Personally I...
- by BL4CKST4R - at 2013.12.26 01:39:00
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830. Proximity mine buff (without increasing damage) - in Feedback/Requests [original thread]
Make proximity mines temporarily disable tanks, with stronger mines having longer durations. By disable that means all active modules are shut off and put into cool down, the tank is unable to move and the turret has a slower turn rate and reload ...
- by BL4CKST4R - at 2013.12.25 16:10:00
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831. Request: Small but effective vehicle changes MUST READ - in Feedback/Requests [original thread]
poison Diego wrote: I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because the...
- by BL4CKST4R - at 2013.12.25 13:55:00
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832. A couple fixes for AV - in Feedback/Requests [original thread]
Remove proto AV and make std AV as effective as Proto, that way when Proto tanks come out you can release useful proto AV to counter them. Make AV equipment, except the Forge gun but buff it's direct damage. That way you can justify how garbage A...
- by BL4CKST4R - at 2013.12.25 13:45:00
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833. resistance for shields - in Feedback/Requests [original thread]
Alam Storm wrote: as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates if you buff shields plates become useless and if you buff ...
- by BL4CKST4R - at 2013.12.24 13:18:00
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834. buff remote explosive damage - in Feedback/Requests [original thread]
And proximity mines.
- by BL4CKST4R - at 2013.12.24 01:05:00
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835. protostomping/new player experience - in Feedback/Requests [original thread]
Divu Aakmin wrote: So....yeah. Proto stomping. There are ridiculously wealthy corps running dedicated proto. It is impossible to enjoy matches where this is evident. My current solution is leaving battle. There has to be another. Any thoughts? ...
- by BL4CKST4R - at 2013.12.22 19:56:00
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836. The Caldari Logistics suit - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Now that shield tanking is no longer OP, and armor with damage mods is FOTM, what does the community think of returning CalLogis CPU to it? I think it can't hurt. Anything below proto is near impossible to fit well, an...
- by BL4CKST4R - at 2013.12.20 12:49:00
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837. Increase shield module HP - in Feedback/Requests [original thread]
Tallen Ellecon wrote: I am a Gallente armor tanking logi, apparently it's the new thing, I don't follow these FOTM trends so I'm interested in a more mobile shield tanking suit like Caldari. When armor got their buff it was both a decrease to s...
- by BL4CKST4R - at 2013.12.20 12:39:00
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838. [Suggestion] Fitting Changes - in Feedback/Requests [original thread]
Nvm...
- by BL4CKST4R - at 2013.12.19 11:52:00
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839. Fixing Active and Passive scanners, + bonus enhanced stealth gameplay - in Feedback/Requests [original thread]
+1 (disguised bump)
- by BL4CKST4R - at 2013.12.19 11:35:00
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840. Fixing Active and Passive scanners, + bonus enhanced stealth gameplay - in Feedback/Requests [original thread]
No intro. When an active scanner is activated it will continously pulse data to the squad it will not stop until you press O or it runs out of power. As the scanner is running it will continously lose energy until it dies and enters a cool down s...
- by BL4CKST4R - at 2013.12.19 04:01:00
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