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9601. Anyone I see an assault forge gun, it's top kills in the game - in General Discussions [original thread]
there is too much stupid in this thread for me to truly fathom. "OMG BIG GUNZ ON HIGH GROUND!!! WTF?????" I do believe this is a historical thing as well as an in-game thing. if you take and hold the high ground, you have the advantage. If yo...
- by Breakin Stuff - at 2013.08.01 07:17:00
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9602. Do Mass Drivers really need Six Shots? - in General Discussions [original thread]
10/10 Regnum. this is what a troll should look like. Well done indeed. This is the first 10 on the Dust forums. only took a year.
- by Breakin Stuff - at 2013.08.01 07:06:00
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9603. FluxNade+ Mass Driver=GodMODE CCP MUST READ! - in Feedback/Requests [original thread]
I'll be using flux/HMG once the freaking jeeps become less common
- by Breakin Stuff - at 2013.07.19 06:31:00
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9604. Revive/ melee exploit? 120 kills in a match - in General Discussions [original thread]
The more you disapprove, the more fun it is for me.
- by Breakin Stuff - at 2013.07.18 04:09:00
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9605. Revive/ melee exploit? 120 kills in a match - in General Discussions [original thread]
After a thorough investigation of the video evidence, three bags of popcorn, and listening to Sammus brag about torturing the poor pubbie unnecessarily I have issued the following report to Goon Command: Dear Sir or Ma'am: Ahem... HAHAHAHAHAHAHA...
- by Breakin Stuff - at 2013.07.16 20:03:00
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9606. [Suggestion] Infinite Ammunition For Amarr Weapons - in Feedback/Requests [original thread]
there's no particular need to make weapons work identically to EVE. make those weapon modifications later down the line. example: multifrequency cuts the range in half but increases damage significantly for a laser as a permanent mod on a specifi...
- by Breakin Stuff - at 2013.07.14 19:58:00
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9607. [Suggestion] Infinite Ammunition For Amarr Weapons - in Feedback/Requests [original thread]
if they double the time it takes for cooldown I can get behind this. adding 50% to the time to cool down at the least.
- by Breakin Stuff - at 2013.07.13 06:21:00
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9608. Forge Gunner Tries Tanks - in General Discussions [original thread]
I won't cry much if tanks are made cheaper. more for me to shoot.
- by Breakin Stuff - at 2013.07.12 22:58:00
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9609. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
elite42 assassin-23 wrote: i think the forge gun its self is way to powerful, it takes tanks out way to easy it one shots almost every tank in the game witch is seems as if the game is set ageist the people who use tanks not only do we move slo...
- by Breakin Stuff - at 2013.07.10 23:51:00
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9610. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
Buster Friently wrote: WhiteMage7322 wrote: Yes, might as well kill the forge too. The HMG and now the forge guns, while we are at it we might as well cut the heavies shield and armor by half. Yeah, get rid of all non AR weapons. Compl...
- by Breakin Stuff - at 2013.07.10 20:53:00
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9611. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
there's a lot of crybaby who wants to be invincible in this thread. He doesn't play heavy, ever, so he thinks heavies should be irrelevant. He doesn't use the forge gun, so he thinks forge guns are finger of god and wants them nerfed, never real...
- by Breakin Stuff - at 2013.07.10 20:17:00
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9612. HEAVY SUITS AND HMGs ARE STILL UNDERPOWERED! - in Feedback/Requests [original thread]
SENTINELS are defensive. Heavies are heavies. there is a difference.
- by Breakin Stuff - at 2013.07.10 13:23:00
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9613. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
Canaan Knute wrote: +15% with Forge Gun Proficiency at level 5. which hardly anyone gets. but ok 668 damage x 1.15 =762 total damage. this is the absolute maximum you can be hit for by two consecutive assault forge guns. Still tankable with...
- by Breakin Stuff - at 2013.07.10 11:05:00
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9614. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
Nelo Angel0 wrote: i though the final charge time was 1.875 not 1.2 O_o or am i wrong here. 1.2 is the multiplier you use for two complex damage mods. the max a heavy can use. Jesus is math really that hard? BTW it's actually lower than ...
- by Breakin Stuff - at 2013.07.10 10:57:00
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9615. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
Canaan Knute wrote: Heavenly Daughter wrote: Yes that correct, partly, One of those weapons is capable of doing 2 shots in less than 2 seconds. so 277.2 X 2 plus the damage mods plus what you get from the forging skills will push it over 700...
- by Breakin Stuff - at 2013.07.10 10:51:00
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9616. Something has to be done about forge gun vs infantry. - in General Discussions [original thread]
277 x 1.2 (we shall assume that the stacking penalty got removed and heavies can only have two) why that comes to...332.4 so 2 shots = 664.8 splash damage. tankable on anything but a scout. Oh by the way, Kobrah, you are quick to dismiss peopl...
- by Breakin Stuff - at 2013.07.10 10:50:00
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9617. combining ideas that seem good for armor tanking. - in Feedback/Requests [original thread]
Galvan Nized wrote: Armor has ACTIVE regen, shields do not. Big advantage to armor as it far outpaces shields passive only regen. Give shields a penalty, nerf the Cal Logi or buff the Gal Logi, fix some mods that only fit in lows, give armor...
- by Breakin Stuff - at 2013.07.10 10:37:00
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9618. HEAVY SUITS AND HMGs ARE STILL UNDERPOWERED! - in Feedback/Requests [original thread]
lol bunnies wrote: You cannot balance the HMG and heavy suit together, like the duvolle tac everything needs to be examined individually. you have to do this. you cannot use the HMG on any other suit. They have to be examined together.
- by Breakin Stuff - at 2013.07.10 07:45:00
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9619. HMG vs. AR - in Feedback/Requests [original thread]
Oso Peresoso wrote: Give HMGs more range, leave damage, RPM, tracking alone. The damage at range should be mitigated by ****** dispersion there is no reason for a CQC suit to not be able to turn fast enough to bitchslap someone at point bl...
- by Breakin Stuff - at 2013.07.10 07:36:00
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9620. combining ideas that seem good for armor tanking. - in Feedback/Requests [original thread]
To expand, the choices we seem to be facing for armor tanking to make it equally viable to shields is removing the speed penalty from plates and giving armor native reps, but the objection of most armor tankers is that we do not want armor to just...
- by Breakin Stuff - at 2013.07.10 07:32:00
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