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61. Bravo Feedback: Tweak Minmatar Scout - in Feedback/Requests [original thread]
what weapons and equipment are you guys using? I'm suspicious of a buff because I think it would enable things like max dampening, PRO weapons, and dual PRO equipment with no sacrifice to fitting. I'm fine with scouts needing fitting restrictions....
- by Beren Hurin - at 2014.06.10 19:02:00
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62. Caldari scout scan ability is still too strong - in Feedback/Requests [original thread]
I"m telling you guys. Try out the Recon Grenadier. It's completely different in PC, but try this: 2x PRO Prec in highs 2x PRO Range amps in lows Assault Mass Driver Other slots/weapons as needed. Nanohives for refills. Damps for a little more ...
- by Beren Hurin - at 2014.06.10 18:55:00
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63. [Suggestion] Make flux break your tacnet. - in Feedback/Requests [original thread]
If flux jammed your transmission and reception of the tacnet for 5-10 seconds it could: Help to reduce the effectiveness of scanner scouts and help non dampened suits manuever more stealthily for an ambush against a pile of heavy/logi/scout combo.
- by Beren Hurin - at 2014.06.10 15:21:00
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64. Caldari scout scan ability is still too strong - in Feedback/Requests [original thread]
Mass drivers and your own detection is the key to paper thin scouts. They can't have both range AND complete profile invisibility. They have to choose one or the other. Removing passive scans would REALLY be a game changer, and be a big hit to th...
- by Beren Hurin - at 2014.06.10 15:02:00
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65. Caldari scout scan ability is still too strong - in Feedback/Requests [original thread]
Flyingconejo wrote: The problem is that to avoid one Caldari Scout with a paper thin scanning fit, the entire enemy team has to fit a paper thin dampening fit. That problem is compounded by the shared squad vision. So with 1 caldari scout...
- by Beren Hurin - at 2014.06.10 14:56:00
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66. Assaults: Bonus damage to heavy? - in Feedback/Requests [original thread]
Cat Merc wrote: It is a brick that is also not very mobile. This is where blaster tanks come into play. The bricks that I've encountered are often in a socket behind walls just sitting on points. Vehicles can't really leverage anything again...
- by Beren Hurin - at 2014.06.10 14:54:00
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67. [Feedback] Shield Tanking - in Feedback/Requests [original thread]
Cat Merc wrote: Boot Booter wrote: Cat Merc wrote: Lynn Beck wrote: Personally i see no problems with a Caldari Assault reaching 600 shields with a 1.6 second delay with a rate of 50, or a HP of 400 with a delay of 1.6 and a rate of 1...
- by Beren Hurin - at 2014.06.10 14:13:00
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68. [Feedback] Rifles and Variants - in Feedback/Requests [original thread]
Adipem Nothi wrote: Beren Hurin wrote: No. This is where there is miscommunication starts. He has shown effective ranges not optimals. And he is using base optimal damage so it isn't as straightforward as you show. We don't know what they a...
- by Beren Hurin - at 2014.06.10 14:07:00
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69. [Feedback] Rifles and Variants - in Feedback/Requests [original thread]
Adipem Nothi wrote: New Numbers (The Buffs, ranked) Tactical Assault Rifles (All) +27% to RoF, +15% DMG, +7% Range
Burst Assault Rifles (Adv) +17% to RoF, +15% DMG
Burst Assault Rifles (Pro) +6% to RoF, +18% DMG
Breach Assault Ri...
- by Beren Hurin - at 2014.06.10 13:51:00
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70. Assaults: Bonus damage to heavy? - in Feedback/Requests [original thread]
With the prevalence of heavies right now, it seems like there is no 3rd leg to infantry combat. When you combine a stack of logis and heavies with a scout for detection, it is a brick that is hard to break. What if assaults got a bonus to damage ...
- by Beren Hurin - at 2014.06.10 13:40:00
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71. Heavy balance with scouts and assaults - in Feedback/Requests [original thread]
BL4CKST4R wrote: Turning speed for light weapons should be based on its type, for example we have long range, mid range, and short range. Short range weapons should lower your turning speed because they are made of light materials. Mid range ...
- by Beren Hurin - at 2014.06.10 13:07:00
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72. [Feedback] Shield Tanking - in Feedback/Requests [original thread]
Other ideas: -Extenders increase base (or total) shield HP by a % in addition to what they add. -Could rechargers be completely changed to rep a single rep/absolute amount after a delay, but then not affect base recharge after that? So it'd be ...
- by Beren Hurin - at 2014.06.10 12:52:00
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73. [Feedback] Swarms and Dropships - in Feedback/Requests [original thread]
What might be an interesting concept for Legion would be the idea of deployable weapon packs that let you put something down, like a swarm launcher, that you can then swap out from your main weapon. I think part of the issue with these kinds of we...
- by Beren Hurin - at 2014.06.10 12:33:00
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74. [Feedback] Swarms and Dropships - in Feedback/Requests [original thread]
CCP Logibro wrote: Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? I think the common refrain on SL is the pilot's ...
- by Beren Hurin - at 2014.06.10 12:29:00
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75. The amarr scout underpowered... - in Feedback/Requests [original thread]
I'm learning to really like scouts that are fully ewar fit and kept at the edge of battle lighting up most/half of the enemy. As such, the amarr scout would be able to work a lot like a gal scout, with the added bonus of being able to pre-kite jus...
- by Beren Hurin - at 2014.06.10 12:22:00
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76. [Feedback] Rifles and Variants - in Feedback/Requests [original thread]
medomai grey wrote: Approve of removing range progression. Afraid of tinkering with rifle variants will repeat the "copies" outperforming the "originals". It's funny because all the real rifle originals, the "copies", are plasma rifles because...
- by Beren Hurin - at 2014.06.10 12:13:00
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77. Caldari scout scan ability is still too strong - in Feedback/Requests [original thread]
The thing with cal scout is that you can no longer make it see everything coming for it and while making it hide from most things. It has to have more than a PRO cloak and PRO Damp in order to hide from other scout's 2 PRO prec mods. My new favori...
- by Beren Hurin - at 2014.06.10 12:12:00
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78. [Feedback] Vehicle to Vehicle TTK - in Feedback/Requests [original thread]
The new heavy damage tank is the one that combines large and small turrets. I think the nerf to both damage mods and turrets is to make the point that you shouldn't be able to make the cheap AV glass cannons that you have been making. Effective an...
- by Beren Hurin - at 2014.06.10 11:51:00
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79. [Feedback] Rifles and Variants - in Feedback/Requests [original thread]
BL4CKST4R wrote: Beren Hurin wrote: BL4CKST4R wrote: CCP Rattati wrote: Proposed numbers in a separate tab here: Numbers You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 m...
- by Beren Hurin - at 2014.06.10 11:32:00
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80. [Feedback] Rifles and Variants - in Feedback/Requests [original thread]
BL4CKST4R wrote: CCP Rattati wrote: Proposed numbers in a separate tab here: Numbers You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 meters. To me optimal range is far more imp...
- by Beren Hurin - at 2014.06.10 11:24:00
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