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41. Sticky:Factional Contract Match Changes - in Feedback/Requests [original thread]
Argo Filch wrote: Bendtner92 wrote: What's your answer to such a thing happening? Team deployment. Until then keep your tanks on hold. Haha, that's funny unless you expect every FW match to consist of teams. Plus what then happens whe...
- by Bendtner92 - at 2013.10.19 12:39:00
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42. Sticky:Factional Contract Match Changes - in Feedback/Requests [original thread]
Another thing you'll probably see some people do is just to run around and fire at friendly tanks without killing them. With that I mean that it will be laughably easy to just take out 90% of a tank's health leaving it either defenceless against ...
- by Bendtner92 - at 2013.10.19 12:21:00
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43. Sticky:Factional Contract Match Changes - in Feedback/Requests [original thread]
FoxFour, how will you stop players from just running around in FW trying to get teamkilled? Would cutting friendly fire to 50% damage, or maybe even less, be a solution? It would make it so that you'll still do damage to your teammates, but won't...
- by Bendtner92 - at 2013.10.18 19:59:00
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44. [REQUEST] Stop Turrets Firing When Unmanned, Remove Redline Turrets - in Feedback/Requests [original thread]
I don't think there's neccesarily anything wrong with the turrets being able to shoot when unmanned, however they need to be under the same restrictions as when people manually use them. With this I mean they should have the same turn rates. Seei...
- by Bendtner92 - at 2013.09.29 11:39:00
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45. Scanner leading to a kill - in Feedback/Requests [original thread]
xAckie wrote: so stupid. This only adds further ways for logis being able to WP farm injector, nano (repairer), scanner = WP farm. 15s will be popping up everywhere, and injectors give 60Wp more than a kill. Seriously, do you not want anyone...
- by Bendtner92 - at 2013.09.24 12:41:00
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46. [Feedback] Swarm Launcher damage increase between tiers - in Feedback/Requests [original thread]
Derp. Looking over the Forge Gun numbers made me realise that the FG gets a damage increase of 10% between the tiers. My suggestion still stands though, except the Swarm Launcher should get a 10% damage increase instead of the 5% I originally sug...
- by Bendtner92 - at 2013.09.22 11:58:00
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47. [Feedback] Swarm Launcher damage increase between tiers - in Feedback/Requests [original thread]
Fizzer94 wrote: What I am trying to say, is that while this would decrease the use of proto swarm launchers, it would drastically increase the use of the others, to the point of overuse. The militia swarms would be almost equivalent to the adva...
- by Bendtner92 - at 2013.09.22 10:59:00
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48. [Feedback] Swarm Launcher damage increase between tiers - in Feedback/Requests [original thread]
Fizzer94 wrote: Thing is, nobody would use the proto swarms because they wouldn't be worth it anymore if they were like this, everyone would settle for the standard and vehicles would blow up even faster, because there would be no real SP requi...
- by Bendtner92 - at 2013.09.22 10:30:00
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49. [Feedback] Swarm Launcher damage increase between tiers - in Feedback/Requests [original thread]
Fizzer94 wrote: Its also the only vehicle only weapon except AV grenades. Speaking of grenades, the prototype grenades do 50% more damage than the standard as well. It swarms get nerfed like this, then grenades should as well, even thought ever...
- by Bendtner92 - at 2013.09.22 10:14:00
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50. [Feedback] Swarm Launcher damage increase between tiers - in Feedback/Requests [original thread]
Currently the Swarm Launcher is the only weapon along with the Nova Knives that don't follow the trend of getting a 5% damage increase between tiers (the Laser Rifle maybe as well, but that weapon special in other ways too). Any other weapon than...
- by Bendtner92 - at 2013.09.22 10:01:00
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51. Minmitar Logi > Gallente Logi - in Feedback/Requests [original thread]
I disagree with this. Obviously they serve different roles entirely. The Minmatar Logi is an offensive, scout-like Logi due to it's high speed, but have the downside of less health overall. The Gallente Logi is the defensive Logi that is best use...
- by Bendtner92 - at 2013.09.21 09:07:00
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52. [Request] Remove DUs and objective spawning - in Feedback/Requests [original thread]
Cross Atu wrote: I keep hearing the assertion that removing spawn points and spawn point types, be they Uplinks, Objectives, or CRUs (depending on thread) would make the game "more tactical". What I have not been hearing in any of these several...
- by Bendtner92 - at 2013.09.19 17:08:00
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53. Suggestion. Can you allow all my alts to gain passive SP? - in Feedback/Requests [original thread]
Awry Barux wrote: Dear CCP: You can't stop me from having lots of alts and passive SP. I have 4+ PSN accounts just for the purpose of DUST, and I've bought AUR on two of them. So please, just give us all a quality of life upgrade and let passiv...
- by Bendtner92 - at 2013.09.17 16:14:00
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54. Suggestion. Can you allow all my alts to gain passive SP? - in Feedback/Requests [original thread]
CCP isn't going to change this. We brought it up when they removed it around a year ago (yes, all three characters got passive SP before that) and they gave their answer on this by not commenting on the issue at all, just like they do with all the...
- by Bendtner92 - at 2013.09.17 15:45:00
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55. [Feedback] More feedback on CCP's anti-sniper stance. Map data included. - in Feedback/Requests [original thread]
Jathniel wrote: Has anyone even really tried "LONG-RANGE" sniping on the new maps? Not talking just about the sockets, I mean the entire map. There is no covering the objective area from afar. My definition of long range is beyond 250m. Act...
- by Bendtner92 - at 2013.09.17 13:12:00
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56. [Feedback] More feedback on CCP's anti-sniper stance. Map data included. - in Feedback/Requests [original thread]
You won't be able to protect the hack point from afar, but you'll still be able to protect the area around the hack point from afar. Being sniped while hacking was always stupid and I'm glad they've taken steps to prevent that in the future.
- by Bendtner92 - at 2013.09.17 12:51:00
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57. [Feedback/Suggestion] Scout Suit needs one more mod slot - in Feedback/Requests [original thread]
I'm in support of a second equipment slot. Scouts are more like a semi-logi suit, so a second slot would be ideal for this. I'm not sure if they need another low/high slot on top of that, but they certainly need something else as well as I don't ...
- by Bendtner92 - at 2013.09.16 15:55:00
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58. Day of the sniper is gone!!! - in Feedback/Requests [original thread]
PADDEHATPIGEN wrote: I was never so lucky to get a Balac's N-17 sniper rifle, but i bet it ROCKS... It was a closed beta tourney reward and won't drop as salvage. If it rocks? Well, it's better than the Ishukone, but the Thale's trumps it in...
- by Bendtner92 - at 2013.09.15 09:38:00
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59. [Feedback] Change Daily Bonus To Boost Alts Automatically - in Feedback/Requests [original thread]
Signed. Now that you CPM guys are at it can you also suggest getting passive SP back onto all three characters as well?
- by Bendtner92 - at 2013.09.15 01:37:00
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60. [Request] Remove DUs and objective spawning - in Feedback/Requests [original thread]
1. Give Uplinks a 20 second spawntime. That's right, 20 seconds! For Standard Uplinks at least. I guess it would be fine for (some) Advanced and Proto Uplinks to have slightly lower spawntime, but not less than around 15 seconds on any Uplinks. 2...
- by Bendtner92 - at 2013.09.15 00:59:00
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