Pages: [1] |
1. Decrease The Time Of Armor Hardener Module Activation - in Feedback/Requests [original thread]
Cut the speed of tanks by 50% and add a higher penalty for armor (120mm and 60mm) it's a tank. Not a bat out of hell.
- by CRO' OLACHAN - at 2015.12.01 16:24:00
|
2. Change/Remove Red Line - in Feedback/Requests [original thread]
Axel Giatsu wrote: Jace Stillwell wrote: TheEnd762 wrote: You seem to be contradicting yourself. You want the redline to be safe, but you also want to be able to attack snipers and vehicles within it. Honestly, I'd rather it be removed...
- by CRO' OLACHAN - at 2015.09.03 14:05:00
|
3. Dropship Command Skill - in Feedback/Requests [original thread]
Yes. Please! As a Grimsnes pilot. I. Approve. Of. This. Message.
- by CRO' OLACHAN - at 2015.09.03 08:15:00
|
4. Change/Remove Red Line - in Feedback/Requests [original thread]
A corp mate proposed making the redline kinda like a force field, bullets from either team can't pass through and once any vehicle leaves the line they can't get back in. Or if they do, freeze the cool down on modules and keep it paused for five s...
- by CRO' OLACHAN - at 2015.09.03 07:17:00
|
5. Changing Swarms to Heavy Weapons, making Mass Drivers Light AV - in Feedback/Requests [original thread]
As a standard ds pilot you have my vote. Swarms are far too mobile and with all the glitches and bugs...(not rendering, no sound, no flashy whatsit) if you aren't lucky any swarms can bring down even 300armor reps a sec ships..I've lost many to ju...
- by CRO' OLACHAN - at 2015.09.03 07:10:00
|
6. [request] Idea for Hmg - in Feedback/Requests [original thread]
Point being, heavy machine guns, (not ahmgs) aren't where they should be. Having some form of a skill book to help in any way would, if nothing else, bring it closer to where they belong. Let's face it, a heavy machine gun should be powerful in th...
- by CRO' OLACHAN - at 2015.08.27 10:40:00
|
7. [request] Idea for Hmg - in Feedback/Requests [original thread]
Megaman Trigger wrote: CRO' OLACHAN wrote: Megaman Trigger wrote: CRO' OLACHAN wrote: Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal ...
- by CRO' OLACHAN - at 2015.08.25 07:13:00
|
8. [request] Idea for Hmg - in Feedback/Requests [original thread]
Megaman Trigger wrote: CRO' OLACHAN wrote: Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 M...
- by CRO' OLACHAN - at 2015.08.24 00:38:00
|
9. [request] Idea for Hmg - in Feedback/Requests [original thread]
I'm just saying, it's effective but scrrs, ascrrs, rrs, arrs, all can out shine an hmg. On top of seizing for ten seconds. Example: 2 logis on one sentinel, blueberries being average blueberries, 5 enemies rush, even keeping them at bay you over h...
- by CRO' OLACHAN - at 2015.08.23 06:58:00
|
10. [request] Idea for Hmg - in Feedback/Requests [original thread]
Likewise but if not it would be helpful to have 2.5 seconds taken off
- by CRO' OLACHAN - at 2015.08.20 03:47:00
|
11. [request] Idea for Hmg - in Feedback/Requests [original thread]
The HMG is an effective CQC weapon, a great point defense weapon, and the aHMG is an amazing AV weapon. However, their is a horrible handicap.. The seize duration will kill even the most heavy of sentinels. There are many weapons that have skill b...
- by CRO' OLACHAN - at 2015.08.19 22:04:00
|
12. new guns - in Feedback/Requests [original thread]
Well, for almost every secondary there's a primary and vice versa. Scrambler pistol, scrambler rifle. Flaylock, mass driver. Why not a bolt rifle? Something kinda like a sniper but with charge and less range. Oh also. It's be nice if you made it w...
- by CRO' OLACHAN - at 2015.01.16 11:36:00
|
Pages: [1] |
First page | Previous page | Next page | Last page |