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1. remote shiled rep tool concept - in Feedback/Requests [original thread]
Ive tried to get something similar going but it got ignored by the devs cause for some silly reason they made up.
- by Bright Cloud - at 2015.10.19 07:58:00
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2. Rate of fire module discussion. - in Feedback/Requests [original thread]
Commander Noctus wrote: Bright Cloud wrote: Yes but sniper rifles and forgeguns could become a problem. having a tactical sniper with 3 damage mods and 2 ROF mods on a cal.mando might be a bit too powerfull setup or a min sentinel with the ...
- by Bright Cloud - at 2015.07.17 16:33:00
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3. Rate of fire module discussion. - in Feedback/Requests [original thread]
Commander Noctus wrote: Bright Cloud wrote: I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time . Simply to prevent insta melting fits. I counter that comment wit...
- by Bright Cloud - at 2015.07.17 14:34:00
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4. Rate of fire module discussion. - in Feedback/Requests [original thread]
About the loss of regulators on lowslots by fitting ROF mods: we could eventually speculate about it to merge regulators with shield rechargers and make them a single highslot module. Which in my opinion is more interesting cause you would free up...
- by Bright Cloud - at 2015.07.17 01:02:00
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5. CCP to nerf tanks you need to buff dropships (kinda). - in Feedback/Requests [original thread]
Lex DOCIEL wrote: That would be a great idea! I think we could easily implement it, while keeping it balanced, by simply adding a "passenger-tower" type. In place of a missile/rail turret, we would have a gunner-seat instead. That easy. Just f...
- by Bright Cloud - at 2015.07.16 15:34:00
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6. Rate of fire module discussion. - in Feedback/Requests [original thread]
Sir Dukey wrote: Bright Cloud wrote: as CCP ratatti allready brought up in a different thread we might get rate of fire enhancing modules which should go into lowslots. However to make them viable they have to do more then just increasing th...
- by Bright Cloud - at 2015.07.16 15:31:00
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7. CCP to nerf tanks you need to buff dropships (kinda). - in Feedback/Requests [original thread]
tffvbhb wrote: One of my friends was ontop of my dropship with swarms yesterday worked pretty well its essentially the same thing Until the guy falls off the dropship.
- by Bright Cloud - at 2015.07.15 22:24:00
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8. CCP to nerf tanks you need to buff dropships (kinda). - in Feedback/Requests [original thread]
In all honestly we wouldnt have forum complaints about invicible tanks if we could counter them with dropships by beeing aible to use infantry weapons from passanger seats. The main complaint is that the tanks can drive behind a corner for a few s...
- by Bright Cloud - at 2015.07.15 19:36:00
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9. Rate of fire module discussion. - in Feedback/Requests [original thread]
Varoth Drac wrote: I do not like the idea of rate of fire modules. It would unbalance auto and semi auto weapons, and also give an unfair advantage to suits with a large number of module slots, since there would be synergy to using a combinatio...
- by Bright Cloud - at 2015.07.15 12:06:00
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10. Announcement:Warlords 1.2 Feedback - in Feedback/Requests [original thread]
Found another error. The Federation Commando "centurion" apex suit only has 16 PG instead of 35 while the AUR Apex variant has the proper buffed amount of PG/CPU. So basically the LP version of the Centurion Commando hasnt gotten the buff. Please ...
- by Bright Cloud - at 2015.07.13 22:50:00
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11. Rate of fire module discussion. - in Feedback/Requests [original thread]
Alena Ventrallis wrote: I am completely against ROF mods. 1. They provide the exact same DPS boost that raw damage mods do. 2. I want everyone to imagine a minassault with stacked damage and ROF mods sitting in the redline with a Thales. Just...
- by Bright Cloud - at 2015.07.13 17:25:00
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12. Rate of fire module discussion. - in Feedback/Requests [original thread]
KEROSIINI-TERO wrote: Did I already mention that ROF modules would be somewhat redundant, and would wreck all the careful work devs been doing in the TTK vs HP sector? So no, rof mods aren't really needed. They can be done, but better focus o...
- by Bright Cloud - at 2015.07.13 15:03:00
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13. Rate of fire module discussion. - in Feedback/Requests [original thread]
People probs overlook it but my OP has the intend to only allow one kind of DPS enhancing module on it. You have to chose to either have ROF modules or dmage mods, which means you can only stack one kind of module and not both at once which would ...
- by Bright Cloud - at 2015.07.13 01:00:00
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14. Rate of fire module discussion. - in Feedback/Requests [original thread]
Breakin Stuff wrote: I'm on the fence here. I like RoF adjusting mods. I'm on the fence until I know how this stuff is going to work. put module on suit= your gun shots faster by the amount that the module provides. Its not really rocket sc...
- by Bright Cloud - at 2015.07.11 20:59:00
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15. The 3 steps to make shields viable with the next hotfix: - in Feedback/Requests [original thread]
There needs to be 3 things to happend to make shield tanking viable compared to armor tanking and those are: 1. Rate of fire enhancers in LOWSLOTS (so we finally have a DPS increase there) 2. Merge shield regulators and rechargers into one HIGHSL...
- by Bright Cloud - at 2015.07.11 17:00:00
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16. Rate of fire module discussion. - in Feedback/Requests [original thread]
Imp Smash wrote: Bright Cloud wrote: Imp Smash wrote: I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefi...
- by Bright Cloud - at 2015.07.11 11:06:00
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17. Rate of fire module discussion. - in Feedback/Requests [original thread]
Meee One wrote: These rof mods could be a problem. Remember how burst HMGs dramatically overpowered repair tools? Remember how everyone started using them because of that fact? Remember how they got drastically nerfed because of the fact they ...
- by Bright Cloud - at 2015.07.10 16:42:00
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18. Rate of fire module discussion. - in Feedback/Requests [original thread]
Sleepy Shadow wrote: What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but ...
- by Bright Cloud - at 2015.07.10 13:35:00
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19. Rate of fire module discussion. - in Feedback/Requests [original thread]
Imp Smash wrote: I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF...
- by Bright Cloud - at 2015.07.10 10:17:00
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20. Rate of fire module discussion. - in Feedback/Requests [original thread]
Hector Carson wrote: ok just to be blunt this module needs more stats, you need to be more specific on what this module affects and what they affect otherwise this module makes no sense. Give the Module an affect for if it is a charge up weapo...
- by Bright Cloud - at 2015.07.09 20:48:00
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