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101. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
Iskandar Zul Karnain wrote: No one likes open objectives? They're supposed to be death-traps. It's a suicide mission for infantry without heavy vehicle support, and a high risk objective for vehicles. Sounds like good times to me. I origina...
- by Chinduko - at 2013.03.07 19:19:00
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102. HAV Cost - in Feedback/Requests [original thread]
My main issue is that when there is a well equipped HAV in a pub match of skirmish or ambush, the opposing team seems outmatched and unable to recover in many matches. I wouldn't want to hinder anyone that has spent large amounts of SP in HAVs to ...
- by Chinduko - at 2013.03.07 19:17:00
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103. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
trollsroyce wrote: Snipers in dust have one endgame issue that's going to surface soon, as corps get the game. Dust is local objective based, and snipers are a global field asset. This will ultimately mean, that the counter to snipers is at th...
- by Chinduko - at 2013.03.07 18:46:00
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104. HAV Cost - in Feedback/Requests [original thread]
Would a reduction in total cost and power of HAV's help? I'd want to reduce the total SP, ISK, and defense of HAV's to reduce their percieved OP ness. They would be much easier to skill into and afford while not being seeming undestructable.
- by Chinduko - at 2013.03.06 19:01:00
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105. {{Request}} Game Mode with No Tanks or Vehicles !!! - in Feedback/Requests [original thread]
HAV's do ruin the game for those of us that like gun fighting.
- by Chinduko - at 2013.03.06 18:55:00
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106. [Feedback] Ditch clone count - in Feedback/Requests [original thread]
And the clone count benefits the proto gear users. I'd prefer more consequences for using OP proto gear by adding the ISK idea.
- by Chinduko - at 2013.03.06 18:47:00
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107. Why does revive still count as death? - in Feedback/Requests [original thread]
If the death count was removed and replace with an ISK lost stat, people wouldn't be worried about their KDR and might actually play more aggressively!
- by Chinduko - at 2013.03.06 03:14:00
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108. [Feedback] Ditch clone count - in Feedback/Requests [original thread]
Very good Idea!
- by Chinduko - at 2013.03.06 03:12:00
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109. SUGGESTION: The (possible) Infinite Battle - in Feedback/Requests [original thread]
I would love an infinite battle!
- by Chinduko - at 2013.03.06 03:12:00
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110. [Request] Rise of the (proto) heavy - in Feedback/Requests [original thread]
It seems that the way the proto heavy is now, it will be much less useful compared to proto assaults along with the Heavy VK1's ridiculous ISK amount. If a suit alone is going to cost as much as a vehicle, the strength of the suit should match. I ...
- by Chinduko - at 2013.03.06 03:07:00
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111. Gives Missiles and Railgun tanks back their range! - in Feedback/Requests [original thread]
I want nukes on my tank!
- by Chinduko - at 2013.03.05 05:05:00
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112. graphics - in Feedback/Requests [original thread]
I would enjoy improved graphics if it fits the PS3 memory. Maybe if CCP stops at 32/32 matches, but graphics still may not improve much.
- by Chinduko - at 2013.03.05 04:31:00
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113. Overwhelming new/ casual players possible solution - in Feedback/Requests [original thread]
I would love to see a respec or reallocation of skill points. People will make a ton of mistakes with SP so offering this would help.
- by Chinduko - at 2013.03.05 04:28:00
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114. Militia Gear Only Matches - in Feedback/Requests [original thread]
Kevyn Shadowbane wrote: I'm not sure how they'd actually be worse off by restricting high level gear, but I agree with you that I don't think it would change much. At the very least they wouldn't have to worry about a tricked out Sagaris rampag...
- by Chinduko - at 2013.03.05 04:23:00
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115. [suggestion] dropship support weapon - in Feedback/Requests [original thread]
I would like something to be done to give a purpose to using dropships and giving the pilot an ISK return. I like Cortez's idea for support. As the game is at the moment, once you call in a dropship, you're ISK efficiency is already reduced. Sin...
- by Chinduko - at 2013.03.05 03:51:00
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116. Militia Gear Only Matches - in Feedback/Requests [original thread]
Teamwork is important but mixing in gear that allows for higher damage, shielding, or armor makes a huge difference. A militia only mode would be seperate from what we have now. I guarantee that even with teamwork from both teams, the more advance...
- by Chinduko - at 2013.03.05 03:38:00
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117. [Feedback] Balancing idea for sniper rifles. - in Feedback/Requests [original thread]
So people want to give newbs even less of a chance to compete by nerfing their already weak militia equipment? I disagree to nerfing newbs. Casual players should be able to compete with the hardcore grinders or they have no reason to play. They wi...
- by Chinduko - at 2013.03.05 03:21:00
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118. [Feedback] Balancing idea for sniper rifles. - in Feedback/Requests [original thread]
TheEnd762 wrote: -1 Sniper Rifles are weak enough as is. If anything, they need a reduced reload time, and a rate of fire buff. And a reticule on screen even when not looking through the scope! Snipers seem to have it easy enough as it is. ...
- by Chinduko - at 2013.03.05 03:15:00
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119. Militia Gear Only Matches - in Feedback/Requests [original thread]
This is what I want and new players would likely also prefer this since they won't be challenged by OP players with better equipment. This could be a potential solution to balancing. This may already be an idea that CCP is using for Hi Sec battles...
- by Chinduko - at 2013.03.05 03:13:00
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120. [Feedback] HMG Range [Edited for Risk vs Reward] - in Feedback/Requests [original thread]
I don't believe that heavies perform well at range. They can upgrade their sharpshooter to lvl 5 but other players can do the same to their assault rifles as well. I prefer to see heavy suits running across a long path more than lighter suits. The...
- by Chinduko - at 2013.02.18 23:40:00
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