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2201. [Module Idea] Dropsuit Damage Control - in Feedback/Requests [original thread]
jordy mack wrote: not sure about them all being low slots. maybe shield based ones in lows and armour in the highs to stop ppl abusing them? Forgot to mention, you can only fit one.
- by Cat Merc - at 2015.02.14 20:17:00
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2202. Has it gotten to you ??? - in General Discussions [original thread]
https://i.imgur.com/cfSDlte.jpg I like Borscht, I think it's the best type of soup. Eating it with sour cream is awesome.
- by Cat Merc - at 2015.02.14 17:05:00
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2203. Gallente should start stacking shields - in General Discussions [original thread]
All of my suits already have a minimum of one extender. Most have 2.
- by Cat Merc - at 2015.02.14 14:45:00
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2204. @rattati AV Spreadsheet error - in Feedback/Requests [original thread]
I dunno. A Galmando is a slowass and large unit, that has to move to fairly close quarters (60m MAX) to engage a tank with a PLC. Slow, large, and relatively squishy, against a tank well within its optimal range, doesn't blend well. I don't think...
- by Cat Merc - at 2015.02.13 21:28:00
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2205. [Module Idea] Dropsuit Damage Control - in Feedback/Requests [original thread]
CELESTA AUNGM wrote: Nice one, Cat. I am on-board for your idea, SO LONG AS it's an economically-priced module, and doesn't come in Complex versions. Kind of like the Ferroscale and Reactive Plates used to be. This way they can be used as fa...
- by Cat Merc - at 2015.02.13 21:20:00
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2206. Kaalakiota Scout C-I - in General Discussions [original thread]
There's no point in making offers right now. Trading could literally be months away, and by then who knows what will happen. Players could get the gear they wanted and then the trade would be moot.
- by Cat Merc - at 2015.02.13 20:11:00
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2207. [Module Idea] Dropsuit Damage Control - in Feedback/Requests [original thread]
Pokey Dravon wrote: Cat Merc wrote: A low slot module that is intended to increase overall survivability of the suit. Effects: +5hp/s on armor for 10 seconds after taking fire +35% hp/s on shields for 10 seconds once shield recharge starts ...
- by Cat Merc - at 2015.02.13 16:49:00
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2208. GOT DEMOTED...????????? - in General Discussions [original thread]
Colonel here, laughing at your incompetence.
- by Cat Merc - at 2015.02.13 16:08:00
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2209. [Module Idea] Dropsuit Damage Control - in Feedback/Requests [original thread]
Atiim wrote: Cat Merc wrote: Intended to multiply the power of a Logi in a squad outfitted with these modules. Which is sad because almost none of the effects you proposed actually accomplish that. The only things effects 1,2, and 5 do is...
- by Cat Merc - at 2015.02.13 14:11:00
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2210. [Module Idea] Dropsuit Damage Control - in Feedback/Requests [original thread]
A low slot module that is intended to increase overall survivability of the suit. Effects: +5hp/s on armor for 10 seconds after taking fire +35% hp/s on shields for 10 seconds once shield recharge starts +50% increased clone death timer +200% inc...
- by Cat Merc - at 2015.02.13 13:58:00
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2211. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
duster 35000 wrote: Breakin Stuff wrote: What this tells me is that shield suits are still deeply in the minority despite the fact that they are damn good. And that any scrambler tech instantly forces them to use armor suits, while armor d...
- by Cat Merc - at 2015.02.13 11:36:00
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2212. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
CCP Rattati wrote: Pagl1u M wrote: We need the kills/spawn ratio of hmg It's too damn high, ranking with top tier rifles. I am working on Hotfix Echo, where the plan is to rein in the range, and nothing else. They are too effective in "r...
- by Cat Merc - at 2015.02.13 10:47:00
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2213. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Reduce TAR kick. The kick is not much of a big deal in close range, but at longer ranges it makes it impossible to fully make use of the fire rate without it flying all over the place. Give the ASCR a mechanic that...
- by Cat Merc - at 2015.02.13 10:43:00
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2214. Officer BPO's!?!?!! - in General Discussions [original thread]
DUST Fiend wrote: CCP Rattati wrote: dy5t0pia wrote: It's not as hard as it sounds. LOL, no offense to CCP Devs but they suck at their own game! (and yes that was a challenge put towards you CCP Devs!) Not that terrible, reckless yes...
- by Cat Merc - at 2015.02.13 03:01:00
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2215. *Puts out saucer of milk and a slab of fresh Sliced up bluefin tuna* - in General Discussions [original thread]
If my big ass hip fire hit your puny little scout, you deserve you ded. Your take up like 1/4th of my hip fire at 5m.
- by Cat Merc - at 2015.02.13 01:38:00
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2216. key 2/10 gave me a purple gun - in General Discussions [original thread]
Meanwhile, I got siren fluxes.
- by Cat Merc - at 2015.02.12 23:32:00
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2217. Carthum Burst Scrambler Pistol VS Ion pistol - in General Discussions [original thread]
G Felix wrote: If you can handle the slow ROF the Breach Scrambler Pistol is a great finisher. It hits hard enough to offset the damage profile favoring shields, and head shots are devastating. The Ion Pistol is a much better close quarters pan...
- by Cat Merc - at 2015.02.12 21:04:00
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2218. 35 short days away! Fanfest 2015! - in General Discussions [original thread]
Captain Caldari Prime wrote: Alts there are not alts here? Shoo, you're from a 2 year old event. Get out of here so we'll forget of the awesome times we had!
- by Cat Merc - at 2015.02.12 16:39:00
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2219. 35 short days away! Fanfest 2015! - in General Discussions [original thread]
At first I thought he was serious and was power up my troll mode. Then I saw the char name. You win this round random forum person.
- by Cat Merc - at 2015.02.12 16:12:00
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2220. Announcement:Warlords 1.0 Hotfix: 12.2.2015 - in General Discussions [original thread]
I got 'Siren' Flux Grenades, and a few others in squad chat told me they got some STD gear as well.
- by Cat Merc - at 2015.02.12 15:15:00
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