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241. I know things you don't know. - in General Discussions [original thread]
Fizzer94 wrote: I'm honestly surprised nobody else has told everyone yet. There we're like 6 other people there and we got the inf hours ago... Maybe because it's not really that big of a deal? The only interesting stuff would be a huge stam...
- by Bendtner92 - at 2014.02.14 16:44:00
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242. Why infantry is DESERVE to a respec for 1.8 - in General Discussions [original thread]
A Dropsuit Command respec will not suffice in this case. There has to be a full infantry respec. If you for example want to switch from the Amarr Sentinel to Caldari Sentinel you no longer have any use for your armor skills, but will need shield ...
- by Bendtner92 - at 2014.02.14 08:18:00
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243. The problem with tanks is that they're too damn strong without r... - in General Discussions [original thread]
You're wrong Cat. Tanks are extremely weak if you manage to catch them on cooldown. The problem is that it's pretty much impossible against good tankers. Tanks need some hardener changes (one option could be to only allow 1 hardener fitted), slig...
- by Bendtner92 - at 2014.02.13 21:29:00
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244. Yet another jenza poll - in General Discussions [original thread]
gbh08 wrote: I think we been given the wrong link, it ends in "view" and take you to the results page... Correct, she posted the link to the results page.
- by Bendtner92 - at 2014.02.13 16:23:00
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245. I demand a respec - in General Discussions [original thread]
For what it's worth I'm 100% sure we get some kind of respec though. CCP seems to be getting a lot of goodwill regarding 1.8 and I doubt they want to risk pissing of a lot of their players by not offering them at least an infantry respec. Plus I ...
- by Bendtner92 - at 2014.02.10 09:03:00
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246. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
KING CHECKMATE wrote: This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total. Is...way too much of an advanta...
- by Bendtner92 - at 2014.02.09 23:28:00
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247. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
KING CHECKMATE wrote: YES.You did. But still= ''Not only this but Gallentes have to equip their ARMOR REPAIRERS in their LOW slots, which they share with armor plates. While caldaris could use their 4 high SLots for extenders and abusing the...
- by Bendtner92 - at 2014.02.09 23:24:00
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248. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
KING CHECKMATE wrote: I changed the REGULATOR bonus for a energizer/recharger bonus. Why you may ask? WEll Caldaris recharging 400+Shields every 1 second DOES seem OP. Why exactly? I already showed that the Regulator bonus isn't even OP in ...
- by Bendtner92 - at 2014.02.09 23:15:00
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249. Just got destroyed twice - in General Discussions [original thread]
Arkena Wyrnspire wrote: It says that you're terrible at tanking.
- by Bendtner92 - at 2014.02.09 21:47:00
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250. any forge gun buffs for 1.8? - in General Discussions [original thread]
Tesfa Alem wrote: http://www.youtube.com/watch?v=TQiePuGJxhA Just for you because you're a crap forge gunner if you think you can't take out tanks with forge guns. Thats two tank kills with one clip Post 1.7 by the way Edite: Sorry it was two...
- by Bendtner92 - at 2014.02.09 20:17:00
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251. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Logi Bro wrote: Bendtner92 wrote: Logi Bro wrote: That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier. Modules that give ...
- by Bendtner92 - at 2014.02.09 18:02:00
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252. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Logi Bro wrote: You would be right, if the regulators multiplied each other.. Furthermore, if you still don't believe me feel free to test it yourself. By your logic you would be able to achieve 100% damage resistance with two Shield Hardene...
- by Bendtner92 - at 2014.02.09 17:56:00
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253. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Logi Bro wrote: That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier. Modules that give percentages are always multiplied agains...
- by Bendtner92 - at 2014.02.09 17:34:00
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254. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Logi Bro wrote: I don't think you realize how powerful regulators are. With that bonus, the CalAss would be able to get LITERALLY zero shield recharge delay. 41.25 for one complex, 35.8875 for the second, 23.5125, for the third. Add those toget...
- by Bendtner92 - at 2014.02.09 16:50:00
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255. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
demonkiller 12 wrote: these bonuses are only good for PROTO, what about the other 99% of players? unless proto suits only cost 10k now and not a whole matches earnings.... Not really correct since you can skill to level 5 and get the full bon...
- by Bendtner92 - at 2014.02.09 13:37:00
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256. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Iron Wolf Saber wrote: One could argue the cal and gal bonuses are 4x more powerful than amarr and minmatar. Wrong. Gallente Assault with 4 Complex Reps would still only have 50% more reps than any other suit with 4 Complex Reps. Caldari doe...
- by Bendtner92 - at 2014.02.09 13:21:00
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257. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
Iron Wolf Saber wrote: Second fallacy with these newer bonuses, they require a module to work verses the two other races. Yes, but Amarr and Minmatar bonuses require specific weapons to work. I don't see that as a problem. Edit: Furthermore...
- by Bendtner92 - at 2014.02.09 12:51:00
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258. @ CCP Sabrewing / Assault Bonuses Fixed - in General Discussions [original thread]
KING CHECKMATE wrote: Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: 10% Shield regulator effectiveness per level - Gallente Assault: 10% Armor Repairer effectiveness per level - Minmatar Assault: +5%...
- by Bendtner92 - at 2014.02.09 12:02:00
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259. New JudgeRhadamanthus Video - Redline Rails - in General Discussions [original thread]
Takahiro Kashuken wrote: Poor excuse Its not like im writing in shorthand Basically it seems anyone that disagrees with him he ignores Nope. People like you and Spkr are just ignored by everyone because you guys only want invincible tanks...
- by Bendtner92 - at 2014.02.08 12:26:00
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260. New JudgeRhadamanthus Video - Redline Rails - in General Discussions [original thread]
Reduce the optimal range of Railguns (both turrets and installations) and Sniper Rifles to 300-400 meters and keep their effective range at 500-600 meters. This will keep them both as long range weapons, but they would be at risk when operating. ...
- by Bendtner92 - at 2014.02.08 12:03:00
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