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41. Line Harvest Pipe Uplinks - in Skirmish Gamemode [original thread]
Funkmaster Whale wrote: This is something I've seen on Line Harvest over and over. On the pipes located between Alpha and Delta capture points people will often throw a ton of uplinks on those pipes. I don't see any problem with this strategi...
- by CCP LogicLoop - at 2013.08.19 02:17:00
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42. 1ft death glich - in Skirmish Gamemode [original thread]
sir ravenwing wrote: ok i was playing and skirmish about 2 update ago. well i got tagged by a sniper a jumped into a small slab of space and whilst trying to get out i found out i was stuck then i tried jumping it worked i started to move forwa...
- by CCP LogicLoop - at 2013.08.19 00:38:00
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43. Other maps?? - in Skirmish Gamemode [original thread]
Sjem'Tolk wrote: There are differences between the same land layout on the maps. I was wondering if they were going to be posted; that way if you are on a certain map that has a glitch it would be easier to pinpoint the location of the glitch. ...
- by CCP LogicLoop - at 2013.08.19 00:28:00
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44. To CCP LogicLoop regarding maps - in Skirmish Gamemode [original thread]
KAGEHOSHI Horned Wolf wrote: I posted this in the feedback/requests section before, but I think posting it here would likely b more effective for getting your attention. https://forums.dust514.com/default.aspx?g=posts&t=97460&find=unr...
- by CCP LogicLoop - at 2013.08.02 08:07:00
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45. Grid distance key? - in Skirmish Gamemode [original thread]
No length assigned to them. They are just arbitrary sized grids for location referencing.
- by CCP LogicLoop - at 2013.07.31 00:47:00
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46. Bug - in Skirmish Gamemode [original thread]
Vethosis wrote: Idk if this has been fixed, but i'll say it again. In the 4 point map in skirmish, C and D being outside objectives, there is a cru next to B, that I hacked from outside the wall with my scout suit. ( idk if it's limited to sco...
- by CCP LogicLoop - at 2013.07.31 00:47:00
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47. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: Aeon Amadi wrote: Interesting. I notice there's a lot of talk about static meshes and I'm just spit balling here as I honestly have very little experience with the matter but is there any way to red...
- by CCP LogicLoop - at 2013.07.30 03:47:00
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48. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Zeylon Rho wrote: CCP LogicLoop wrote: On the topic of the Consolidation Matrix. After looking into it, I found out it was pulled out of the mix due to performance reasons. It has to go through an optimization pass. I expressed the sockets p...
- by CCP LogicLoop - at 2013.07.30 03:15:00
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49. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
On the topic of the Consolidation Matrix. After looking into it, I found out it was pulled out of the mix due to performance reasons. It has to go through an optimization pass. I expressed the sockets popularity and that level design will help all...
- by CCP LogicLoop - at 2013.07.30 02:25:00
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50. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Aeon Amadi wrote: Interesting. I notice there's a lot of talk about static meshes and I'm just spit balling here as I honestly have very little experience with the matter but is there any way to reduce the LOD view distance on static meshes as...
- by CCP LogicLoop - at 2013.07.30 00:36:00
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51. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Aeon Amadi wrote: Thank you for answering my questions though Logic, very disappointed to see the map concept in my first question be retired. In regards to the quote, perhaps it's a bug then because those trapezoidal-sided buildings (I'll ...
- by CCP LogicLoop - at 2013.07.29 07:03:00
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52. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Himiko Kuronaga wrote: If you moved the sockets closer together, tankers are going to have even larger issues than they already have. I would advise against that. No one said they were moving sockets closer together.
- by CCP LogicLoop - at 2013.07.29 05:01:00
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53. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Zeylon Rho wrote: I'm quite positive I've never seen the "Consolidation Matrix" in either of the slots across from each other on the bridge. The Trapezoidal-sided buildings that are "C" and "D" on Line Harvest are the only buildings that have e...
- by CCP LogicLoop - at 2013.07.29 05:00:00
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54. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Aero Yassavi wrote: CCP LogicLoop wrote: Aeon Amadi wrote: This brings me to another point.. http://www.gamedynamo.com/images/galleries/photo/1701/dust-514-mercenary-pack-screenshots-6.jpg Here you can see that Charlie and Delta hav...
- by CCP LogicLoop - at 2013.07.29 03:05:00
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55. Map Questions (with -LOTS- of references...) - in Skirmish Gamemode [original thread]
Aeon Amadi wrote: Alright so this has been plaguing me for a while now but here it goes... Basically, it's obvious that the screenshots for Dust 514 are heavily doctored. I even saw one screen shot of a Caldari Assault holding a Laser Rifle th...
- by CCP LogicLoop - at 2013.07.29 01:28:00
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56. Maps for PC - in Skirmish Gamemode [original thread]
Fortunato Wanzer wrote: How about making map table in war barge something other than a zen garden That is something we would like to do in the future.
- by CCP LogicLoop - at 2013.07.24 01:27:00
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57. Need to jump to enter the basament of null cannons - in Skirmish Gamemode [original thread]
shaman oga wrote: I can't remember how many or in what maps, but i'm sure that i need to jump to enter several null cannon basaments. This is a problem with all small obstacles in the game, instead of jumping there should be a move automaticall...
- by CCP LogicLoop - at 2013.07.18 01:43:00
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58. Maps for PC - in Skirmish Gamemode [original thread]
ovh666 wrote: Is there physical maps that corps can utilize for Planetary Conquest to better plan their strategies? If there isn't, I would like to suggest the creation of them. This enables corps to effectively test their Tactical planning ...
- by CCP LogicLoop - at 2013.07.18 01:32:00
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59. Rooftops and vertical design - in Skirmish Gamemode [original thread]
Paladin Sas wrote: you already have an answer to this solution... jetpacks. now, dont be all, "We dont have this yet" yes you do. you can alter the jump height of various suits, so add a piece of equipment that modifies your jump height into ...
- by CCP LogicLoop - at 2013.07.03 05:21:00
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60. Rooftops and vertical design - in Skirmish Gamemode [original thread]
Templis Card wrote: Hey, just fancied adding my two cents to the OP with the hope the Dev would see it. Would there be any space for consigning a button on the pad to a grappling hook? This avoids the vulnerability of ladders ( they totally suc...
- by CCP LogicLoop - at 2013.07.03 00:45:00
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