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101. Why is there a range on squad orders? - in General Discussions [original thread]
ehem... bump
- by CRAZYHORSE ONE EIGHT - at 2013.06.14 09:37:00
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102. Why is there a range on squad orders? - in General Discussions [original thread]
https://forums.dust514.com/default.aspx?g=posts&t=79659 It's been over a week and still no reply from the devs. Time to keep bumping this thread in GD. If we get to five pages maybe someone from CCP will actually read it.
- by CRAZYHORSE ONE EIGHT - at 2013.05.29 12:13:00
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103. [Request] Increase the range at which squad orders can be set - in Feedback/Requests [original thread]
Still no word on if this will be fixed or why it was broken in the first place??
- by CRAZYHORSE ONE EIGHT - at 2013.05.29 05:36:00
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104. Remove the Velcro - in Feedback/Requests [original thread]
I wondered why I kept getting stuck on nothing in particular. It seems to happen a lot. Usually when I'm trying to get to cover. Maybe a skill is needed to reduce the stickiness of the Velcro. 50% reduction per level to stickiness of invisible Ve...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 23:58:00
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105. [Request] To rename Manus peak to Manus slightly hilly - in Feedback/Requests [original thread]
Totally agree.
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 23:20:00
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106. Scouts need a Buff - in General Discussions [original thread]
I do miss my Scout Type-II from last build. That's really all I want back. I don't even care about the proto scout suits. Just the old type-II was great. A bit slower than the type-I an no sidearm were a good trade off for the extra equipment slot...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 23:18:00
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107. Another AV thread - in General Discussions [original thread]
Sloth9230 wrote: Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types. Dude... I'm so smart. I actually quite like that. It all...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 23:05:00
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108. Vehicles are OP - in Feedback/Requests [original thread]
Text Grant wrote: only heavies can carry forges. maybe forges are balanced but i dropped 5 proto packed grenades in it with no active boosters running Militia heavy suits are cheap as chips. I just use the skinweave. Cheap and nasty but it d...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 22:29:00
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109. Vehicles are OP - in Feedback/Requests [original thread]
Text Grant wrote: [quote=Crazy Horse One Eight][quote=Crazy Horse One Eight]The OP must be trolling. "At the current state you need 2 proto AV's to take out 1 militia tank." A whole two AV grenades?? That's outrageous! Quick nerf vehicles or...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 22:22:00
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110. Vehicles are OP - in Feedback/Requests [original thread]
The OP must be trolling. "At the current state you need 2 proto AV's to take out 1 militia tank." A whole two AV grenades?? That's outrageous! Quick nerf vehicles or he'll run out of isk from buying his super expensive AV nades and rage quit. ...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 22:03:00
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111. [Request] Increase the range at which squad orders can be set - in Feedback/Requests [original thread]
Can we please get some dev input on this one? Do I need to spam GD with petitions?
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 21:48:00
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112. Request: Timestamps on the CHAT - in Feedback/Requests [original thread]
Please! So badly needed.
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 13:35:00
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113. [Request] Increase the range at which squad orders can be set - in Feedback/Requests [original thread]
Also any feedback from the devs on why this nerf happened in the first place would be appreciated.
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 08:08:00
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114. [Request] Increase the range at which squad orders can be set - in Feedback/Requests [original thread]
Since the deployment of Uprising, the range at which the squad leader can set orders has been reduced way too far. I understand having a limit (kind of), but the limit imposed is far too short. The way I see it, if you can see them on the map y...
- by CRAZYHORSE ONE EIGHT - at 2013.05.20 03:24:00
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115. Letter/Petition to CCP for Skill Respec on May 14th - in General Discussions [original thread]
I will sign this if they are NOT fixing the Vehicle Engineering skill to give +5% more PG to vehicles like the description states. If they are making it work correctly then disregard this post. If they just change the description to Vehicle E...
- by CRAZYHORSE ONE EIGHT - at 2013.05.10 04:52:00
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116. Human Endurance Test 100 games reward - in General Discussions [original thread]
Webifier??? Hope so.
- by CRAZYHORSE ONE EIGHT - at 2013.05.06 12:02:00
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117. Autoaim, a new subject. - in General Discussions [original thread]
No such thing as auto aim that I have seen. There is an aim assist option, but all it does is turn the blue aim dot (or the reticule if you are running a forge gun etc) to red when the target is in range and the sights are very close to on targe...
- by CRAZYHORSE ONE EIGHT - at 2013.05.01 11:32:00
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118. Everybody and CCP, let us discuss Frag Grenades - in General Discussions [original thread]
If you pull the pin, that sucker should go off regardless of whether you die in the process of cooking it or not. That's what needs to fixed in my opinion.
- by CRAZYHORSE ONE EIGHT - at 2013.04.16 19:19:00
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119. Can someone please explain shotgun damage to me? - in General Discussions [original thread]
Ok. That makes more sense now. It would be nice if the specs were a little more clear. Thanks to everyone for your input.
- by CRAZYHORSE ONE EIGHT - at 2013.04.10 17:14:00
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120. Can someone please explain shotgun damage to me? - in General Discussions [original thread]
This is really bugging me. How does a weapon rated at 35-47hp per shot kill a suit with 300+hp in one shot without a headshot? Or even two shots? Is there damage amplification at close range? If so where is that stated anywhere officially? Can we ...
- by CRAZYHORSE ONE EIGHT - at 2013.04.10 14:40:00
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