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81. [Feedback] Fixing Tanks Part 1: Broken Damage Mods combined with Rail Turrets - in Feedback/Requests [original thread]
Mavado V Noriega wrote: are u srsly stupid? where was i complaining about rails killing me within its optimal range? im showing u the numbers on how Rail dmg doesnt add up wtf cant u read????? Rails will always Be king of AV due to the range...
- by BulletSnitcheZ - at 2013.03.05 21:38:00
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82. [Request] Faster active module switching - in Feedback/Requests [original thread]
Robert JD Niewiadomski wrote: +1 to the general idea of ability to switch gear faster. R2 (and L2) is an anolog button. Ie. it can sense the depth of depression. How about this: R2 mode #1) Tap it lightly to cycle between equipement instantly...
- by BulletSnitcheZ - at 2013.03.05 20:43:00
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83. [Feedback] Fixing Tanks Part 1: Broken Damage Mods combined with Rail Turrets - in Feedback/Requests [original thread]
Mavado V Noriega wrote: that concept of blasters being anti infantry tbh is bs a blaster should be effective against a vehicle within its optimal range. did u even READ my missile fixes and fixes in general for shield tanks? this is just par...
- by BulletSnitcheZ - at 2013.03.05 18:00:00
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84. [Feedback] Fixing Tanks Part 1: Broken Damage Mods combined with Rail Turrets - in Feedback/Requests [original thread]
Rachoi wrote: Missiles are supposed to be midground between blaster and rail. neither excelling or failing as for making the tanks able to take on each other.. i'm rather sad you guys have to run and hide, you're only able to hurt tank on t...
- by BulletSnitcheZ - at 2013.03.05 14:22:00
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85. [Feedback] Fixing Tanks Part 1: Broken Damage Mods combined with Rail Turrets - in Feedback/Requests [original thread]
I agree that damage mods are broken at the moment. However, your proposal would make Shield Tanks utterly useless against Armor Tanks. It would even make Missile turrets and Railgun turrets practically obsolete compared to Blaster Turrets. 7 shot...
- by BulletSnitcheZ - at 2013.03.05 13:49:00
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86. [Request] Faster active module switching - in Feedback/Requests [original thread]
Robert JD Niewiadomski wrote: +1 to the general idea of ability to switch gear faster. R2 (and L2) is an anolog button. Ie. it can sense the depth of depression. How about this: R2 mode #1) Tap it lightly to cycle between equipement instantly...
- by BulletSnitcheZ - at 2013.03.05 13:00:00
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87. [Request] Faster active module switching - in Feedback/Requests [original thread]
Centurion mkII wrote: Square and X Are un used on ground vehicles. We could use these as "keybinds" for an auto activate. I don't know what your talking about in "2".I think suggestion 3 isn't critical/necessary but would be nice. It wouldn'...
- by BulletSnitcheZ - at 2013.03.05 07:33:00
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88. [Request] Faster active module switching - in Feedback/Requests [original thread]
Currently, active modules are very hard to use in the heat of battle. To fix this, CCP could make the following changes: 1. Allow us to use preset buttons to activate our modules - For example, instead of using the analog stick to select the m...
- by BulletSnitcheZ - at 2013.03.05 07:19:00
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89. Missile Launchers - VERY inaccurate and unreliable - in Feedback/Requests [original thread]
Missile launchers are very inaccurate in this game and here's why: 1. The Blast radius is too small - Anyone can easily bunny hop to avoid my missiles while taking 0 damage. This problem is so bad that people actually have FUN hopping away whil...
- by BulletSnitcheZ - at 2013.02.24 23:38:00
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90. DUST 514 - How will it compete with the upcoming PS4 games? - in General Discussions [original thread]
After seeing the previews for Killzone 4 and Destiny, i think it's pretty obvious that DUST 514 needs a big update/revelation before the release of the PS4 in november. DUST definitely has the potential to be better than both of those games combin...
- by BulletSnitcheZ - at 2013.02.21 14:18:00
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91. [Feedback] [Request] A Sandbox full of DUST - in Feedback/Requests [original thread]
Quote: CCP would be very foolish to ever make the basic process of getting into a game in Dust time consuming or imbalanced by events out of the hands of players, like "clone ships" being "shot down". In EVE Online, there's 2 different types...
- by BulletSnitcheZ - at 2013.02.15 15:22:00
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92. [Suggestion] Low-Combat PvE: Ideas for Exploration and Mining in Dust 514 - in Feedback/Requests [original thread]
Wow, you guys have some really great ideas. It'd be really cool if DUST had other activities to do besides blasting people in the face.
- by BulletSnitcheZ - at 2013.02.15 14:10:00
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93. [Feedback] [Request] A Sandbox full of DUST - in Feedback/Requests [original thread]
I completely agree with everything you said landari. As a DUST 514 player, i want this game to really feel like i'm completely immersed in the same open and expansive universe as EVE online players. DUST 514 is a little too instantaneous right no...
- by BulletSnitcheZ - at 2013.02.15 13:57:00
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94. Forge Guns are OP - in Feedback/Requests [original thread]
I find it ridiculous that 1 guy with a Handheld militia forge gun is able snipe me and my tank crew from wayy across the map without even giving away his position. There's hardly even a trail or red arrow that indicates where the blast is coming...
- by BulletSnitcheZ - at 2013.02.12 08:39:00
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