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41. Honor standing. - in Feedback/Requests [original thread]
I like it, but if they can't tell a rubber band from a person already, people will just abuse this idea as well. Though, overall, it is a good idea.
- by Cody Sietz - at 2015.03.25 01:23:00
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42. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
Adipem Nothi wrote: All Scouts are all about sneaking. A sig penalty would handicap Cal and Min Scouts. Not really meant to run ehp mods though.
- by Cody Sietz - at 2015.03.25 00:05:00
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43. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
JARREL THOMAS wrote: Cody Sietz wrote: Add a profile increase to Shield extenders so it's easier to be spotted, while also adding a 20 percent bonus per level to all Caldari/Minmatar(except scoots) suits in order to counter act this new ch...
- by Cody Sietz - at 2015.03.25 00:04:00
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44. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
Pokey Dravon wrote: I think the issue is more so that modules that go in a suit's off-rack are often not as beneficial as simply putting HP modules in those slots instead. HP is just typically better than a lot of the utility currently availabl...
- by Cody Sietz - at 2015.03.25 00:03:00
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45. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
Silver Strike44 wrote: I dont think its an awful idea, but I have a few questions. When you said scoots, did you mean scouts or what? By those reductions, did you mean a 20 percent reduction to the penalty so that, for example, at level 5, cald...
- by Cody Sietz - at 2015.03.25 00:02:00
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46. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
Your right, we should only have one meta. Extenders and plates for all!
- by Cody Sietz - at 2015.03.24 20:32:00
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47. 2 ideas to discourage dual tanking slightly - in Feedback/Requests [original thread]
Right now there is no real penalty to dropping a few extra shields or Armour on a suit, which I honestly don't think should be the case. On nearly all my Gallente suit, I run at least a enhanced shield extender. Why? Because it's got a low CPU/P...
- by Cody Sietz - at 2015.03.24 20:18:00
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48. Things that I think need changing. (Actual good Ideas you might like... - in Feedback/Requests [original thread]
A friend of mine made a really good suggestion. He said to boost the amount given by Myro mods but add a much higher stacking penalty.
- by Cody Sietz - at 2015.03.16 22:53:00
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49. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
True Adamance wrote: ReGnYuM wrote: The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the...
- by Cody Sietz - at 2015.03.16 20:24:00
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50. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
TooMany Names AlreadyTaken wrote: Honestly, I suck with it at CQC. It takes God-like reflexes to stay on target, not to mention multitasking, tapping the trigger as fast as possible and aiming at the same time. Shouldn't that transfer to li...
- by Cody Sietz - at 2015.03.16 17:25:00
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51. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
It doesn't make any sense to me at all that a weapon designed for mid-long range encounters can do so well at all ranges. The hipfire is pretty crazy, and with bullet magnetism it simply shreds through shields and Armour alike. The RR is designe...
- by Cody Sietz - at 2015.03.16 15:34:00
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52. Potential Packed RE fix for hit detection problems - in Feedback/Requests [original thread]
I luv it
- by Cody Sietz - at 2015.03.13 18:18:00
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53. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
Sgt Kirk wrote: Range would make the AR OP just at the Mag size increase is the reason the Combat Rifle is OP on Min Assaults. The only buff that gets rid of a weakness and it isn't worthless or making the weapon OP is the Amarr Assault Bonus...
- by Cody Sietz - at 2015.03.12 16:04:00
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54. Sticky:[Feedback] Hotfix Echo - Narrative and Numbers - in Feedback/Requests [original thread]
Himiko Kuronaga wrote: Cat Merc wrote: Ripley Riley wrote: Cat Merc wrote: So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no id...
- by Cody Sietz - at 2015.03.06 22:00:00
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55. Sticky:[Feedback] Hotfix Echo - Narrative and Numbers - in Feedback/Requests [original thread]
The HMG wouldn't need a NERF if you lowered heavy turn speed you know. I see the return of Sentinels with light weapons.
- by Cody Sietz - at 2015.03.06 21:47:00
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56. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
Range.
- by Cody Sietz - at 2015.02.27 06:41:00
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57. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
gustavo acosta wrote: Ghost Kaisar wrote: This posts needs more likes. Cheeky. I like it. I want to like it but I can't find it. https://forums.dust514.com/default.aspx?g=posts&m=2628442#post2628442 Here Ya go
- by Cody Sietz - at 2015.02.27 05:21:00
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58. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
Soul Cairn wrote: Get your ass back on the front page. Thank you for the bump. I tend to get anxiety when I make a thread goes to more then 1 page and has wayyyyy better ideas then the one i originally posted(only brave enough thanks to Sir J...
- by Cody Sietz - at 2015.02.20 23:56:00
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59. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
Atiim wrote: No, as the other Assaults don't receive bonuses that make them stronger. Then what? Make the other assaults bonuses worst so they fit with the Cal/Gal?
- by Cody Sietz - at 2015.02.14 21:53:00
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60. Ideas on the Cal/Gal assault bonus - in Feedback/Requests [original thread]
Atiim wrote: DeadlyAztec11 wrote: Atiim wrote: Cody Sietz wrote: DeadlyAztec11 wrote: The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about th...
- by Cody Sietz - at 2015.02.14 21:51:00
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