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141. Buffing logistics in charlie - in Feedback/Requests [original thread]
I believe Logi's should be as survivable as a basic medium frame with the additional advantage of having extra equipment slots and proper equipment bonuses at the cost of it's sidearm. Simple as that. Also, Logi's should get a (slightly smaller) ...
- by Baal Omniscient - at 2014.07.19 16:17:00
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142. [Idea] - New high slot module "Armor Repair Overdrive" - in Feedback/Requests [original thread]
Boot Booter wrote: ...if we all adopted this mentality nothing would ever be added to the game. I just don't understand why so many people have brought this up. Are you happy with the current selection of modules? Should dust remain this way fo...
- by Baal Omniscient - at 2014.07.18 20:54:00
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143. "Out of left field" thought - a role for tankers, snipers,... - in Feedback/Requests [original thread]
Indeed.
- by Baal Omniscient - at 2014.07.18 09:06:00
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144. [Idea] - New high slot module "Armor Repair Overdrive" - in Feedback/Requests [original thread]
Boot Booter wrote: trollface dot jpg wrote: How about instead of MORE armor buffing modules we fix the balance between shield tanking and armor tanking first. Huh? How about that? Oh great, like we did for weapons? That worked really well...
- by Baal Omniscient - at 2014.07.18 09:04:00
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145. "Out of left field" thought - a role for tankers, snipers,... - in Feedback/Requests [original thread]
If they buff installations like they hinted at a few weeks ago, that might help give them a role. Or if they reduced the WP for killing installations and made them respawn semi-frequently. Not the best of ideas, but ideas nonetheless. If further...
- by Baal Omniscient - at 2014.07.18 08:59:00
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146. Reason why assaults will never be useful - in Feedback/Requests [original thread]
I take offense to this. Scouts have always been harder to see on the tacnet unless active scanned and I haven't had under a 2.0 k/d since the last reset running assault 90% of the time (damn my fascination with Nova Knives...). Running Minmatar ge...
- by Baal Omniscient - at 2014.07.18 08:04:00
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147. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Temias Mercurial wrote: Baal Omniscient wrote: Temias Mercurial wrote: To do that, we need about 50-60% more pg and cpu, with that extra slot. Currently, everything just barely fits... Things are supposed to just barely fit. That's th...
- by Baal Omniscient - at 2014.07.18 07:53:00
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148. Sticky:Hotfix Charlie - Dropsuit Slot Layout Discussion - in Feedback/Requests [original thread]
Cat Merc wrote: Doc DDD wrote: Cat Merc wrote: Doc DDD wrote: Excellent agree to disagree I rep any suit with armor as a logi, a force multiplyer, especially an armor tanked gal assault, with a triage hive HE WILL NOT DIE. So i gues...
- by Baal Omniscient - at 2014.07.18 06:39:00
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149. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Temias Mercurial wrote: To do that, we need about 50-60% more pg and cpu, with that extra slot. Currently, everything just barely fits... Things are supposed to just barely fit. That's the idea, sacrificing some things to fit others. It's t...
- by Baal Omniscient - at 2014.07.18 04:14:00
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150. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
DUST Fiend wrote: Atiim wrote: DUST Fiend wrote: Why should a single player who refuses to skill into AV be a persistent threat all by himself to a vehicle player who is very likely fully skilled into vehicles? Why can't he bring one ot...
- by Baal Omniscient - at 2014.07.18 03:31:00
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151. Do we still think Dust should leave out magic? - in Feedback/Requests [original thread]
We already have technology, why would we need magic? What could you possibly add to the game that couldn't just be explained as high-level tech with a lot of scientific mumbo-jumbo?
- by Baal Omniscient - at 2014.07.18 03:17:00
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152. Sticky:Hotfix Charlie - Dropsuit Slot Layout Discussion - in Feedback/Requests [original thread]
Cat Merc wrote: Doc DDD wrote: Cat Merc wrote: Doc DDD wrote: Baal Omniscient wrote: PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced ^Adds utility to high slots and allows ...
- by Baal Omniscient - at 2014.07.18 03:10:00
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153. [Request] Improve Mybrofibril Stimulants - in Feedback/Requests [original thread]
Tiny range bump, up to the range of a NK with 2 proto equipped. You won't be doing NK damage, but adding range to the module would make it more viable. Just don't go and "M.A.G." the melee range and we'll be fine.
- by Baal Omniscient - at 2014.07.18 02:34:00
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154. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: DUST Fiend wrote: Yup, and Atiim seems to believe that infantry are the only ones who have to skill into proto. Who knew. Hmm... Basic 120mm Plates
Basic 60mm Plates
Basic Heavy Armor Repairer
Basic Armor Harden...
- by Baal Omniscient - at 2014.07.18 02:30:00
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155. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
DUST Fiend wrote: Baal Omniscient wrote: DUST Fiend wrote: Tebu Gan wrote: Atiim wrote: The Problem Swarm Launchers have a damage increase of 25% per tier. Not only is this ridiculously higher than any other item in the game, but...
- by Baal Omniscient - at 2014.07.18 02:24:00
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156. Sticky:Hotfix Charlie - Dropsuit Slot Layout Discussion - in Feedback/Requests [original thread]
Doc DDD wrote: Baal Omniscient wrote: PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced ^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to redu...
- by Baal Omniscient - at 2014.07.18 02:17:00
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157. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
DUST Fiend wrote: Tebu Gan wrote: Atiim wrote: The Problem Swarm Launchers have a damage increase of 25% per tier. Not only is this ridiculously higher than any other item in the game, but it makes lower tiered Swarm Launchers effectiv...
- by Baal Omniscient - at 2014.07.18 02:01:00
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158. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
I-Shayz-I wrote: My issue with having more missiles per launch is that missiles don't always hit their target. So even with proto you could still have the potential of dealing only standard damage. Standardizing the amount of missiles launched...
- by Baal Omniscient - at 2014.07.18 01:52:00
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159. Please don't make dmg mods the best high slot mod again - in Feedback/Requests [original thread]
If there were no stacking penalty damage mods would be fine because you could get 10% more damage, but at the cost of 132 sHP. A module isn't balanced if it isn't worth stacking. Kincat's stacking penalty doesn't undercut it to the point that the ...
- by Baal Omniscient - at 2014.07.18 01:46:00
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160. Sticky:Hotfix Charlie - Dropsuit Slot Layout Discussion - in Feedback/Requests [original thread]
PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced ^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while o...
- by Baal Omniscient - at 2014.07.18 01:08:00
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