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401. Is something going to be done to active scanners in 1.8? - in General Discussions [original thread]
Arx Ardashir wrote: Bendtner92 wrote: Remove the "YOU HAVE BEEN SCANNED" (or prevented the scan) messages... I personally wouldn't like this change very much, as I like to know when my ambush is either still good to go or if I need to bac...
- by Bendtner92 - at 2014.01.21 11:30:00
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402. Is something going to be done to active scanners in 1.8? - in General Discussions [original thread]
CCP Logibro wrote: There are some changes to active scanners in the works, but nothing ready to share yet. For 1.8? Or later? My suggestions would be: Make the scans instant (or almost at least) to prevent 360 scans. Increase the cooldown o...
- by Bendtner92 - at 2014.01.21 11:06:00
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403. The DS3 Menace: Neglect of the Silent Majority - in General Discussions [original thread]
Dimitri Rascolovitch wrote: unless you own a ps4, you are using a DS3 I do own a PS4, but the DS4 also works with Dust on the PS3 fyi.
- by Bendtner92 - at 2014.01.20 21:41:00
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404. To The Pilots Fearing The Caldari Sentinels - in General Discussions [original thread]
Toby Flenderson wrote: The OP stacked the damage increases additively. Wouldn't they stack multiplicatively since the suit/proficiency/damage mods are all separate skills? You are completely correct and your math is 100% correct as I have als...
- by Bendtner92 - at 2014.01.20 21:39:00
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405. The DS3 Menace: Neglect of the Silent Majority - in General Discussions [original thread]
DS3 (or 4) user here saying AA is bad... Also it's not my fault that I and maybe others are better with a controller than you, although I've been using it for years so... Just because you think FPS games can only be played with kb/m doesn't mean...
- by Bendtner92 - at 2014.01.20 21:33:00
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406. To The Pilots Fearing The Caldari Sentinels - in General Discussions [original thread]
gbghg wrote: actually i think both of you are calculating your maths wrong because i ended up with a 50.24% increase against Armour. you guys are remembering that you have to subtract the previous total percentage from 100% then take the percen...
- by Bendtner92 - at 2014.01.20 21:19:00
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407. Amarr scout racial bonus parity problem - in General Discussions [original thread]
Korvin Lomont wrote: The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... That's actually not true if you're raising both stamina and reg...
- by Bendtner92 - at 2014.01.20 17:35:00
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408. To The Pilots Fearing The Caldari Sentinels - in General Discussions [original thread]
Math is still wrong though. Base damage * 1.1 (suit bonus) * 1.15 (proficiency) * approx 1.196 (two damage mods) * 1.2 (damage to armor) = around 81.5% more damage to armor.
- by Bendtner92 - at 2014.01.20 17:07:00
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409. Amarr scout racial bonus parity problem - in General Discussions [original thread]
@IWS Speed is speed listed divided by 100. For example the Amarr Scout is 525/100 = 5.25 m/s movement speed.
- by Bendtner92 - at 2014.01.20 15:32:00
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410. Just want to leave this here.... - in General Discussions [original thread]
Scan range is 20m btw, so Amarr would have 30m range and Gallente 37.5m.
- by Bendtner92 - at 2014.01.20 13:11:00
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411. Amarr scout racial bonus parity problem - in General Discussions [original thread]
Aero Yassavi wrote: However, the Gallente Scout has exactly 1 free complex profile dampener and a scan radius increase, Caldari Scout has more than 1 free complex precision enhancers (complex precision enhancer is only 20%) and a scan radius in...
- by Bendtner92 - at 2014.01.20 12:16:00
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412. Amarr scout racial bonus parity problem - in General Discussions [original thread]
Aero Yassavi wrote: Bendtner92 wrote: I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level . That would make the Amarr Scout a long runner (but still s...
- by Bendtner92 - at 2014.01.20 11:57:00
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413. Amarr scout racial bonus parity problem - in General Discussions [original thread]
I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level. That would make the Amarr Scout a long runner (but still slow at that), while Minnie would still be best f...
- by Bendtner92 - at 2014.01.20 11:52:00
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414. Amarr scout racial bonus parity problem - in General Discussions [original thread]
Tech De Ra wrote: at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which m...
- by Bendtner92 - at 2014.01.20 10:20:00
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415. Prediction: Scouts are going to become FOTM (It feels weird as **** to type it) - in General Discussions [original thread]
I'm not sure if I really agree with this or not. I'm glad that Scouts got a buff they really needed and still think Assaults will be better overall for slaying, although the Scout will be quite good as well. I don't know, maybe they should've wai...
- by Bendtner92 - at 2014.01.19 16:21:00
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416. Heavies! A great glass cannon awaits you in 1.8... - in General Discussions [original thread]
4 Damage Mods is (approx) 29.9%, then add in Prof 5 and you get about 49% total. Why 49%? Because it's 1.15 (Prof 5) * 1.299 (Damage Mods) and not 15+29.9.
- by Bendtner92 - at 2014.01.19 14:09:00
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417. 1.8 Respec PSA - in General Discussions [original thread]
Think about this. They likely went to extreme lengths to ensure that the racial Sentinels and Scouts (and Commandos) were to be introduced in the same update. I'm sure they could've introduced some of them (likely a few of the Sentinels) earlier i...
- by Bendtner92 - at 2014.01.19 08:06:00
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418. CCP did I pass the test? - in General Discussions [original thread]
It truly is mindblowing nothing (or very little) has been done at this point. Fix the exploit. This would mean you can't lock districts with a profit. Remove passive ISK generation. This would mean there wouldn't be an incentive to lock districts...
- by Bendtner92 - at 2014.01.18 21:51:00
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419. Active damage mods don't have stacking penalties - in General Discussions [original thread]
I don't see the problem here? Damage mods are multiplied meaning: Base damage = 1885 * 1.1 (110% Railgun damage on shields) * 1.3 (1st mod) * approx 1.261 (2nd mod) * approx 1.171 (3rd mod) = 3980 damage on shields.
- by Bendtner92 - at 2014.01.17 21:06:00
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420. Is my math correct? - Min Scout Hack bonus - in General Discussions [original thread]
Viktor Hadah Jr wrote: base scout hack = 10 seconds Base bonus: 10 second x .9 = 9 seconds hacking 5: 9 seconds x .75 = 6.75 Seconds min scout 5: 6.75 seconds x .75 = 5.0625 Seconds 5.0625 after all these bonuses. This.
- by Bendtner92 - at 2014.01.17 17:09:00
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