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201. Damage mods penalty - in General Discussions [original thread]
The fitting window is more then likely to be bugged. the maximum that you can get with tripple damage mods is a ~18% increase of damage. That is with tripple complex damage mods and stacking penaltys included. And yes this is correct cause damage ...
- by Bright Cloud - at 2015.07.11 20:46:00
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202. 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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203. 4, 8 and 16 man squad discussion/feedback - in General Discussions [original thread]
I think ive given it enough time so people could figure it out so lets discuss the benefits of each different squad and general game mechanics: 4 man squads: all members of your pub squad now can fit into a single assault dropship
you st...
- by Bright Cloud - at 2015.07.11 16:37:00
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204. 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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205. 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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206. Buff Commando Cpu/Pg - in General Discussions [original thread]
Meee One wrote: CCP Rattati wrote: The replies about ROF mods were mostly "I don't like change" Will ROF mods effect rep tools and nano hives? Erm what does equipment has to do with that? Stop it with nonsensical arguments, ROF mods affe...
- by Bright Cloud - at 2015.07.10 13:39:00
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207. Ah heavies - in General Discussions [original thread]
I dont know what pills you throw in but the caldari sentinel never had 5 highslots. If it would had them then there would be a riot from the amarr heavys.
- by Bright Cloud - at 2015.07.10 13:37:00
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208. 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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209. To the minmandos and their swarms: - in General Discussions [original thread]
Swarms would aswell have a more reasonable damage profile. At the moment we have +/-20% with the change done to swarms it would be +/-10%. It would become worse vs armor but better vs shields. Maybe buff the breach massdriver into the AV role as c...
- by Bright Cloud - at 2015.07.10 13:28:00
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210. Buff Commando Cpu/Pg - in General Discussions [original thread]
Ratatti you should put the rate of fire module into lowslots. That way armor tankers keep their damage mods and shields have something "shiny and new" for them to put into their lowslots.
- by Bright Cloud - at 2015.07.10 13:25:00
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211. On RoF mods: - in General Discussions [original thread]
Breakin Stuff wrote: DeathwindRising wrote: Arkena Wyrnspire wrote: On most automatic weapons the effect of the second two factors would be negligible. On the base assault rifle, for instance, there is no/negligible refire delay because ...
- by Bright Cloud - at 2015.07.10 10:23:00
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212. On RoF mods: - in General Discussions [original thread]
If you want to discuss ROF modules do it here: https://forums.dust514.com/default.aspx?g=posts&t=207815&find=unread Ive adressed the charge up time aswell so that weapons like forgeguns benefit from those modules too.
- by Bright Cloud - at 2015.07.10 10:20:00
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213. 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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214. Buff Commando Cpu/Pg - in General Discussions [original thread]
CCP Rattati wrote: The replies about ROF mods were mostly "I don't like change" More like "i dont like competition from shield suits".
- by Bright Cloud - at 2015.07.10 10:15:00
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215. To the minmandos and their swarms: - in General Discussions [original thread]
Darth-Carbonite GIO wrote: I can't wait for this change. It'll give me something to do with my Cal Mando other than snipe. It's also "Lore Correct" which is always a bonus Yeh cant wait till the caldari stops the production of explosives m...
- by Bright Cloud - at 2015.07.10 09:53:00
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216. To the minmandos and their swarms: - in General Discussions [original thread]
Terry Webber wrote: Link please. No link cause ya had to talk to the man himself.
- by Bright Cloud - at 2015.07.09 22:20:00
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217. To the minmandos and their swarms: - in General Discussions [original thread]
Your days are numbered and it is time to return the weapon to the suit where it belongs to. #GM Archduke #CCP Ratatti #Swarms= Kinetic damage confirmed
- by Bright Cloud - at 2015.07.09 20:51:00
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218. 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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219. 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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220. 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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