Pages: 1 2 3 4 5 6 7 8 9 [10] 20 30 40 50 60 70 80 90 100 |
181. Amarr Scout ver. 2.0 - in General Discussions [original thread]
They made a minor change to the amarr scout's stamina without really drawing attention to it. Initially it had 225 stamina, now its 275. At max skills then with a PRO stamina mod it will be able to sprint for 79 seconds....at a speed of The next...
- by Beren Hurin - at 2014.03.12 17:57:00
|
182. That Amarr scout though - in General Discussions [original thread]
steadyhand amarr wrote: That bounes will be very very useful mixed with stealth and q scr alpha we shall be masters of hit and run's and stealth hacks Also will mean that with a cardiac mod and max skills they will be able to sprint for abo...
- by Beren Hurin - at 2014.03.12 16:22:00
|
183. AV Buff: Make vehicle profile increase SL lock range. - in General Discussions [original thread]
Alright, I've wondered why vehicles have an insanely large profile. And I think this could be used as a way to balance swarm launchers as infantry AV vs. vehicles. Step 1) Make Swarm Launcher lock range a function of vehicle profile. Step 2) Make...
- by Beren Hurin - at 2014.03.12 16:20:00
|
184. Donk kill uplinks this weekend - in General Discussions [original thread]
Takahiro Kashuken wrote: I like to use adv/proto uplinks and spam them generally around depots and other areas I have enough uplinks down to spawn the entire team out nearly 2 times over Since this weekend is all about kills CAMP THE UPLINK...
- by Beren Hurin - at 2014.03.11 19:07:00
|
185. If it doesnt happen im done. - in General Discussions [original thread]
Uplinks like 150-200m from the middle of the map all on the outside of the map help prevent tank/proto stomping more than anything. Whenever you get the blob to continuously spawn in the same area is when you dominate. Deploying uplinks stupidly ...
- by Beren Hurin - at 2014.03.11 18:36:00
|
186. Unique Assault Bonus?: Shield Impairment Damage - in General Discussions [original thread]
The dark cloud wrote: No. If you want to have a suit that has constant regen then use armor. If shields would keep recharging during gunfights then there would be literally no point in using armor ever again. And scouts could become unkillable ...
- by Beren Hurin - at 2014.03.11 17:36:00
|
187. Unique Assault Bonus?: Shield Impairment Damage - in General Discussions [original thread]
BL4CKST4R wrote: This is one of the reasons a shield tank is much better than an armor tank. My dual tanked Sica can negate the damage of a proto madrugar while my rail gun can break it's armor even while hardened. I like the idea but armor sho...
- by Beren Hurin - at 2014.03.11 16:59:00
|
188. Unique Assault Bonus?: Shield Impairment Damage - in General Discussions [original thread]
BL4CKST4R wrote: This is one of the reasons a shield tank is much better than an armor tank. My dual tanked Sica can negate the damage of a proto madrugar while my rail gun can break it's armor even while hardened. I like the idea but armor sho...
- by Beren Hurin - at 2014.03.11 16:58:00
|
189. what if assaults had the same skills bonuses as sentinels? - in General Discussions [original thread]
See my suggestion here . Rather than resists, give them an impairment damage threshold. Make it so shield recharge delay doesn't kick in until a certain level of single shot damage. If you can clear the shields it doesn't matter, but it would ma...
- by Beren Hurin - at 2014.03.11 16:47:00
|
190. Unique Assault Bonus?: Shield Impairment Damage - in General Discussions [original thread]
Spectral Clone wrote: Yes please. Its like a resistance bonus, but a little bit different from the heavy resistance skill bonus. Or they could just lower the assault shield recharge delay, and give shield regulator a shield boost effect when ...
- by Beren Hurin - at 2014.03.11 16:42:00
|
191. Unique Assault Bonus?: Shield Impairment Damage - in General Discussions [original thread]
I think this would make assaults a much more interesting slayer kind of class. Shield impairment damage is a vehicle thing currently that makes it so that light weapons really don't stop shield regen on vehicles until there is a high enough alph...
- by Beren Hurin - at 2014.03.11 15:37:00
|
192. what if assaults had the same skills bonuses as sentinels? - in General Discussions [original thread]
Heimdallr69 wrote: Patrick57 wrote: They'd be OP just like the Heavies will be. It should take two people to kill a Heavy; not an Assault. True but assaults need something to make them assaults.. Idk what though Extra grenade and/or str...
- by Beren Hurin - at 2014.03.11 14:23:00
|
193. Million clone event strategery! - in General Discussions [original thread]
John Demonsbane wrote: CommanderBolt wrote: DO NO - I REPEAT - DO NOT USE NANITE INJECTORS! Everyone needs to zerg in cheap ass suits! Deaths everywhere please :) Yes! No nanite injectors! (Can't believe I forgot that.) LEAVE NO CLON...
- by Beren Hurin - at 2014.03.10 16:56:00
|
194. Observation - Million clone event - in General Discussions [original thread]
MATLIS0513 wrote: calisk galern wrote: let's say 150 clones lost on average per game, let's estimate 6 games going on at any given time, (let's be honest i doubt theirs more then this going on at any given time), each taking on average 20 mi...
- by Beren Hurin - at 2014.03.10 16:40:00
|
195. Million clone event strategery! - in General Discussions [original thread]
Also, ambushes aren't the best at killing clones/min Ambush ~50-60 clones in 5 mins. Skirmish 225-250 clones in 12 mins. Stop telling people that ambush is better.
- by Beren Hurin - at 2014.03.10 16:32:00
|
196. ALL PLAYERS READ! IMPORTANT* CODE BLACK PRIOITY - in General Discussions [original thread]
ads alt wrote: Beren Hurin wrote: Not sure what happened to my post in here. AMBUSHES are LESS EFFICIENT -more prone to stomping (less clones killes) -fewer clones per match -approx same clones killed per min as skirmish -more people will ...
- by Beren Hurin - at 2014.03.10 16:05:00
|
197. ALL PLAYERS READ! IMPORTANT* CODE BLACK PRIOITY - in General Discussions [original thread]
Not sure what happened to my post in here. AMBUSHES are LESS EFFICIENT -more prone to stomping (less clones killes) -fewer clones per match -approx same clones killed per min as skirmish -more people will just play 10 games then log Skirmish de...
- by Beren Hurin - at 2014.03.10 15:37:00
|
198. Observation - Million clone event - in General Discussions [original thread]
Also, if you are going to log on and play 10 games, make them 10 skirmishes. They lose 2x the clones at around the same amount of profit. That or run 2x the ambush if you want the isk.
- by Beren Hurin - at 2014.03.10 15:23:00
|
199. 2 Weapons are better - in General Discussions [original thread]
pyramidhead 420 wrote: this is why ak.0 logi is king (slow...but king nonetheless) It is awful at strafing if you brick tank it though. Also, its slow speed means that if a squad is relying on it and pushing from point to point and its got ...
- by Beren Hurin - at 2014.03.10 15:20:00
|
200. 2 Weapons are better - in General Discussions [original thread]
Denn Maell wrote: Agreed. With all this QQing about "Slayer Logi amgherd!" I'm fed up. If your Boots on Ground you're a slayer. The best first aid comes from the barrel of a gun. AlthoughGǪI have to say that rather than a Logi being too good...
- by Beren Hurin - at 2014.03.10 14:11:00
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 20 30 40 50 60 70 80 90 100 |
First page | Previous page | Next page | Last page |