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61. [request] Dropship Carrier - in Feedback/Requests [original thread]
Would be interesting but you would also have to take into account the fall damage of the vehicle from where the DS got toasted. I dont think it should be an auto-destroy on the vehicle but damage dependent on how high it fell from. Another thing ...
- by Canari Elphus - at 2013.03.01 18:03:00
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62. I had a dream lastnight ... (Request .. or Vision about future of DUST vehicles) - in Feedback/Requests [original thread]
Couple of ideas on this. It would fit into the idea I had on another thread that when it comes time for district control, that the defenders would already have the points and could spawn there and the attackers would have the MCC. How this would ...
- by Canari Elphus - at 2013.03.01 17:04:00
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63. [REQUEST] - Reflex Site/ Red Dot (plus possible ways to fit it) - in Feedback/Requests [original thread]
The one thing I want most to be added to the weapons (namely the AR but could be an option for a sniper rifle as well for those that like CQ sniping). This isnt a scope and would not have any COD stuff like holograms or target detection. It would ...
- by Canari Elphus - at 2013.03.01 15:39:00
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64. [Request] TK-70 Personal Drone - in Feedback/Requests [original thread]
Its an interesting idea but I dont think they should have a weapon more powerful than a low rate smg on them or it would be too powerful. I would also double or triple the cost of them given all of the features you have listed of it being a second...
- by Canari Elphus - at 2013.02.28 22:16:00
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65. Give me back hope - in Feedback/Requests [original thread]
Toyboi wrote: Bendtner92 wrote: A Heavy Type-II with two damage mods and 700-800 HP is still extremely slow, have a huge hitbox and can't carry equipment. The Standard Heavy is the only Heavy that's balanced to the other classes. When peop...
- by Canari Elphus - at 2013.02.28 21:29:00
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66. Give me back hope - in Feedback/Requests [original thread]
Bendtner92 wrote: A Heavy Type-II with two damage mods and 700-800 HP is still extremely slow, have a huge hitbox and can't carry equipment. The Standard Heavy is the only Heavy that's balanced to the other classes. When people stop charging ...
- by Canari Elphus - at 2013.02.28 20:11:00
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67. drop suits and fall damage. - in Feedback/Requests [original thread]
Whats even funnier is when you try to jump up into a crag in the mountain, it fails and you take damage for it. Did my character just stub his toe or something?
- by Canari Elphus - at 2013.02.28 16:41:00
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68. Pisspoor AI for vechicle deployment - in Feedback/Requests [original thread]
As far as I know, the dropship puts the vehicle where you call it from and not from where you are currently standing. Its not the greatest but I havent had any problems. As far as being killed by the vehicle dropping on you, I think that is a some...
- by Canari Elphus - at 2013.02.28 16:28:00
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69. Feedback: Ammo in vehicles and installations - in Feedback/Requests [original thread]
M3DIC 2U wrote: Which makes more sense? A: small turrets are supplied by the tank B: small turrets are supplied by the gunners loadout Main turret is supplied by the vehicle... no debate here. The only issue with the small turrets being ...
- by Canari Elphus - at 2013.02.28 16:22:00
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70. It's difficult to beta test this game - in Feedback/Requests [original thread]
Are you talking about Ambush or Skirmish? I had thought that they fixed the spawn points for Ambush so that you dont have a hope-n-pray spawn If you are talking about Skirmish then that is a whole different ballgame.
- by Canari Elphus - at 2013.02.27 21:17:00
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71. Feedback: Ammo in vehicles and installations - in Feedback/Requests [original thread]
I like where you are going with this. I hope that they have much more in terms of game play when we are talking about district control and how the logistics you talk about will play into that. Example. Corp 1 controls the district. They would ha...
- by Canari Elphus - at 2013.02.27 20:15:00
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72. AV Grenades - in Feedback/Requests [original thread]
In my personal opinion, I like how it is right now. AV Nades require you to be up close and personal with a vehicle which is much more risky. There should be some sort of bonus for that. Swarms can be used at a distance with fire and forget whic...
- by Canari Elphus - at 2013.02.27 17:46:00
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73. Feedback: Ammo in vehicles and installations - in Feedback/Requests [original thread]
M3DIC 2U wrote: I see the point of a randumb destroying your ammo supply. This is why I think the ammo for it should come from them... would also force them out to refill potentially at times too and maybe cause more to carry hives to begin wit...
- by Canari Elphus - at 2013.02.27 17:43:00
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74. Feedback: Ammo in vehicles and installations - in Feedback/Requests [original thread]
M3DIC 2U wrote: Canari Elphus wrote: I think the thing to keep in mind is that what you describe requires organization and planning. While I think that this is an awesome idea for Corp battles, it would just add to the chaos of a PUB match w...
- by Canari Elphus - at 2013.02.27 17:23:00
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75. Feedback: Ammo in vehicles and installations - in Feedback/Requests [original thread]
I think the thing to keep in mind is that what you describe requires organization and planning. While I think that this is an awesome idea for Corp battles, it would just add to the chaos of a PUB match where, as we know, organization and communic...
- by Canari Elphus - at 2013.02.27 16:51:00
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