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21. Rate of fire module discussion. - in Feedback/Requests [original thread]
Hector Carson wrote: Most weapons don't even have a charge time so how exactly would the -7% charge time work????? Plus also taking into account the Plasma Cannon, Forge Gun, Bolt Pistol, and Charge Sniper, the Module would basically cancel i...
- by Bright Cloud - at 2015.07.09 20:11:00
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22. Rate of fire module discussion. - in Feedback/Requests [original thread]
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 the rate of fire due to some weapons have cha...
- by Bright Cloud - at 2015.07.09 19:22:00
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23. What if Codebreakers were in the high slot? - in Feedback/Requests [original thread]
idlerowl wrote: Sir Dukey wrote: CCP Rattati wrote: ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? keep damage mods in high because it helps us Caldari Commandos snipe! It's very interesting !! And ...
- by Bright Cloud - at 2015.07.08 23:17:00
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24. Announcement:Warlords 1.2 Feedback - in Feedback/Requests [original thread]
RESERVED FOR POSSIBLE RANT OR PRAISE.
- by Bright Cloud - at 2015.07.07 11:33:00
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25. What if Codebreakers were in the high slot? - in Feedback/Requests [original thread]
Sgt Kirk wrote: CCP Rattati wrote: ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? I'm not really sure what lore reasons wed have for a suit module to affect a weapon but I'm guessing it has something to do ...
- by Bright Cloud - at 2015.07.06 19:31:00
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26. Improving biotics - in Feedback/Requests [original thread]
Reallusion GrimSleeper wrote: Bright Cloud wrote: Ever since myofibres (melee damage mods) had jump height added to them ive wondered what could we add to kardio regulators and kinetic catalyzers? How about it that kardio regulators dont jus...
- by Bright Cloud - at 2015.07.05 21:39:00
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27. What if Codebreakers were in the high slot? - in Feedback/Requests [original thread]
Aeon Amadi wrote: Evan Gotabor wrote: CCP Rattati wrote: ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Be careful about moving the damage mod. If you do this, it will hit pretty hard the armor tanked c...
- by Bright Cloud - at 2015.07.05 17:29:00
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28. Should we change swarms to deal kinetic damage? - in Feedback/Requests [original thread]
As it stands now the swarm launcher is the number 1 anti armor weapon in the game and is used by everyone. However it buggs me that the minmatarr commando gets a bonus for it which is a CALDARI weapon. Since CCP cannot really have weapon specific ...
- by Bright Cloud - at 2015.07.05 12:52:00
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29. What if Codebreakers were in the high slot? - in Feedback/Requests [original thread]
shaman oga wrote: CCP Rattati wrote: move dmg mods to low? For vehicles too? BTW, i like the idea of ROF mod in high, it would also increase scr rifle heat build-up, which will be a good thing. lol you have to learn alot when it comes t...
- by Bright Cloud - at 2015.07.05 11:38:00
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30. The Cloak Field needs to be Tweaked to Matter - in Feedback/Requests [original thread]
no. The cloak stays as it is cause i dont want "surprise decloaks" from shotgun scouts infront of my nose.
- by Bright Cloud - at 2015.07.05 08:24:00
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31. What if Codebreakers were in the high slot? - in Feedback/Requests [original thread]
CCP Rattati wrote: ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? No, make ROF mods lowslots. Veg Hegirin wrote: RoF affects different weapons in different ways, and there's really no need for it No need...
- by Bright Cloud - at 2015.07.05 08:20:00
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32. Improving biotics - in Feedback/Requests [original thread]
Celus Ivara wrote: Miyos were buffed 'cause they were near worthless. Regulators and Kin-Cats are pretty usable as-is. :\ That said, I've used Biotics tons and have thought a fair amount about 'em. Without getting into implementation, I will s...
- by Bright Cloud - at 2015.07.04 15:13:00
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33. Improving biotics - in Feedback/Requests [original thread]
Would you please do not bring up yellow biotics? They where removed from the game and merged with the green ones that we have today. Yes i still have the militia BPO but thats about it. And you got to keep in mind that you could fit aswell fit kin...
- by Bright Cloud - at 2015.07.04 10:12:00
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34. Improving biotics - in Feedback/Requests [original thread]
Kierkegaard Soren wrote: Kin cats reduce reload time, cardiacs reduce weapon kick and greatly reduce sniper rifle sway. Sounds interesting and a way to counter the horrible rail rifle hip fire kick. The sniper rifle sway actually makes sense ...
- by Bright Cloud - at 2015.07.04 09:57:00
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35. Improving biotics - in Feedback/Requests [original thread]
Mejt0 wrote: Could add something along side of small hacking bonus to kinetics. Like 3% per tier. Nope then they would be direct competetors to codebreakers. Bonuses that are usefull in combat are better in this case like reloading/more ammo.
- by Bright Cloud - at 2015.07.04 08:10:00
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36. Improving biotics - in Feedback/Requests [original thread]
CCP Rattati wrote: interesting, is this in the community trello? Probs not since im not signed up for that. But the general idea is to give all biotics a secondary bonus to them. Cause the current meta is just "stack armor and damage mods".
- by Bright Cloud - at 2015.07.03 19:29:00
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37. Died with 5 seconds left in redline - in Feedback/Requests [original thread]
When you have beeing scanned and enter the redline the timer on your screen ticks down slower though in the game itself its still only 20 secs. Thats why you die while you think that you have still 5 secs remaining.
- by Bright Cloud - at 2015.07.03 13:54:00
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38. Improving biotics - in Feedback/Requests [original thread]
benandjerrys wrote: You singlehandedly just tried to kill what's left of the minassault and all commandos. +1 meanwhile in sentinel land I'm reloading my hmg faster than a bolt pistol. Giving green jar massive stamina recovery would be more be...
- by Bright Cloud - at 2015.07.02 07:54:00
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39. Improving biotics - in Feedback/Requests [original thread]
Ever since myofibres (melee damage mods) had jump height added to them ive wondered what could we add to kardio regulators and kinetic catalyzers? How about it that kardio regulators dont just affect your stamina stats but aswell the amount of amm...
- by Bright Cloud - at 2015.07.01 18:52:00
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40. Assault rifle needs a buff. - in Feedback/Requests [original thread]
Ive got a idea of how to make the thing viable: 1. switch the damage from the AR and the Burst AR 2. Increase the normal AR rate of fire to 1200 (like the burst) 3. decrease the range of the normal AR by 10% That way it would make more sense whe...
- by Bright Cloud - at 2015.07.01 16:03:00
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