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361. Announcement:Dev Blog: Heavy and Light Reinforcement: Dropsuits of Upri... - in Announcement and Events [original thread]
Do all suits in 1.8 still only get the normal 1.4 multiplier to sprint speed and .9 to strafe or were there any touches to those?
- by Beren Hurin - at 2014.03.12 15:44:00
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362. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
Did you end up messing with any of the suits' strafe and/or sprint multipliers?
- by Beren Hurin - at 2014.03.11 19:53:00
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363. 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
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364. 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
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365. 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
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366. 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
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367. 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
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368. 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
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369. 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
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370. 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
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371. 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
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372. Announcement:Dev Blog: Expanding The Arsenal With Uprising 1.8 - in Announcement and Events [original thread]
Aeon Amadi wrote: Beren Hurin wrote: Aeon Amadi wrote: Beren Hurin wrote: Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put S...
- by Beren Hurin - at 2014.03.10 22:13:00
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373. Announcement:Dev Blog: Expanding The Arsenal With Uprising 1.8 - in Announcement and Events [original thread]
Faquira Bleuetta wrote: heyyyyyy ccp will u change the shityy ass amarr scout bonus skill they suk dik come on are u stupid i will pay hundred millions $ for replacing ur **** brain off ur for better one. I found some old posts from wolfma...
- by Beren Hurin - at 2014.03.10 21:35:00
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374. Announcement:Dev Blog: Expanding The Arsenal With Uprising 1.8 - in Announcement and Events [original thread]
Aeon Amadi wrote: Beren Hurin wrote: Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. Logibro sai...
- by Beren Hurin - at 2014.03.10 21:31:00
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375. Announcement:Dev Blog: Expanding The Arsenal With Uprising 1.8 - in Announcement and Events [original thread]
Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize.
- by Beren Hurin - at 2014.03.10 20:37:00
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376. Vehicle Question: TTK? - in Feedback/Requests [original thread]
I recently made the discovery, that the different STD rifles are balanced around killing a 1500 HP heavy with approximately a FULL Clip if you have no damage mods or Prof skills. The thing about vehicles is that hardeners end up adding 60% to 150%...
- by Beren Hurin - at 2014.03.10 19:29:00
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377. 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
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378. 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
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379. 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
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380. 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
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