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21. Assault Variant Sniper Rifle (that can shoot in normal fights) - in Feedback/Requests [original thread]
Alena Ventrallis wrote: I would ask why we would want snipers getting into the action in the first place. What you describe would be better as a tactical rail rifle. Either or. My original suggestion was intended to get snipers a place in ur...
- by DIinkelFritz - at 2015.12.12 01:06:00
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22. Making Swarm Launchers slow down hit targets - in Feedback/Requests [original thread]
Francois Sanchez wrote: I was first an AV dude, then I started piloting pythons so I can talk for both sides. Swarmers don't realise how 1 of them is a pain in the ass for a python. They may feel useless because the python gets away but actuall...
- by DIinkelFritz - at 2015.12.12 00:56:00
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23. Making Swarm Launchers slow down hit targets - in Feedback/Requests [original thread]
So what I am hearing is that someone can drop their skill points and isk into a vehicle and then be god mode. But for someone to request that a weapon, that can ONLY TARGET TANKS, is asking too much because " it takes no skill already to fire one"...
- by DIinkelFritz - at 2015.12.10 06:45:00
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24. Assault Variant Sniper Rifle (that can shoot in normal fights) - in Feedback/Requests [original thread]
Hello everybody. I hope the body count is high and your lag time is low. I thought I would tempt the sniper's taste buds with a sniper rifle that is designed with urban warfare in mind. The weapon has a lower damage, but higher rate of fire and ma...
- by DIinkelFritz - at 2015.12.10 06:32:00
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25. [SUGGESTION:] Add 'Charge-for-jump' mechanic for jumping! - in Feedback/Requests [original thread]
On top of balancing out the jump mechanic, it also makes things a tad bit easier for, among other builds, scout players. Sometimes you only want to jump 10 feet in the air to get someplace, but currently you have to time it perfectly with a 20ft j...
- by DIinkelFritz - at 2015.12.10 06:21:00
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26. Making Swarm Launchers slow down hit targets - in Feedback/Requests [original thread]
Salutations. Understandably, everyone is buzzing about them pesky tonks getting away and especially dropships flying out of dodge faster than a jewish man in a bacon factory. So why not make swarm launchers incorporate some EVE stasis tech and sl...
- by DIinkelFritz - at 2015.12.01 03:02:00
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27. Game description and Actual stat differenciation - in Feedback/Requests [original thread]
Good day. Currently what you read in the game (numbers and such) have changed from all the patches to the point where I am not sure if I should invest into certain items or skills because I don't know if I am getting what It says I get. (gallente...
- by DIinkelFritz - at 2015.12.01 02:57:00
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28. Warbarge Lore and Future Immersion With all four games. - in Feedback/Requests [original thread]
HOWDY HO! And prepare your pants, for this is big but it is a good idea, or at least I hope so. DISCLAIMER: Yes I am already aware of the limitations of the PS3 console and the "appearant" lack of focus on behalf of CCP. Please keep in mind that ...
- by DIinkelFritz - at 2015.12.01 02:46:00
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29. New Idea: Anti-Personnel Proximity Explosives - in Feedback/Requests [original thread]
Interesting Idea. Damage would have to be heavily checked for broken op stupidity. I already see entire teams planting dozens of these things. It would be best to make them grenades and/or severally limit the number deployed at any one time. (keep...
- by DIinkelFritz - at 2015.12.01 02:40:00
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30. New high slot module - in Feedback/Requests [original thread]
Megaman Trigger wrote: Why not split the resistances? Shield resistance moda in highs and armour resistance in lows. Since shields have low hp amount as it is compared to armor, and having armor resistance modules in the high slots would be G...
- by DIinkelFritz - at 2015.12.01 02:33:00
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31. Shield rep tool - in Feedback/Requests [original thread]
Here is what I think should happen. Hello Everybody. I hope that you Kill rank is high and your deaths are low. First off, I think everyone can agree that shields just do not compare with armor as defense. It's lower amount of hp is offset b...
- by DIinkelFritz - at 2015.12.01 02:21:00
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32. Shield rep tool - in Feedback/Requests [original thread]
Cronar Stenovich wrote: Like a Triage Hive on a Cal Logi? Lol nm shields... I'd approve. A triage nano have reducing shield recharge delays. Although I would think that healing or boosting the shield regen rate would be a bit broken. As for...
- by DIinkelFritz - at 2015.12.01 02:19:00
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33. Shield rep tool - in Feedback/Requests [original thread]
deezy dabest wrote: Alena Ventrallis wrote: Basic premise: Shield repair tool emits a burst that heals all friendlies for X shields within Y meters. Recharge of Z seconds. Example: 800 hp, 10m, 15 sec Keep it much simpler. If the rep t...
- by DIinkelFritz - at 2015.12.01 02:16:00
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34. New device - in Feedback/Requests [original thread]
TIMMY DAVIS wrote: Good Day, I was thinking just the general suit passive scan, but it might work for scanners. If you add this to scanners, they would probably push them into OP. In a squad, you could have a proto scanner and add one or two ...
- by DIinkelFritz - at 2015.12.01 02:10:00
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35. Fusion Shield - in Feedback/Requests [original thread]
As I understand it, you want the nanite injector to become an energy "riot" shield that protects you and the downed teammate to safety after you revive them. I like where you're going, but why not have a fusion shield as it's own piece of equipm...
- by DIinkelFritz - at 2015.12.01 02:04:00
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36. Scam prevention: Ability to check player info when reading mail. - in Feedback/Requests [original thread]
No-one-ganks like-Gaston wrote: That would be something nice for us and easy to add, right? To help prevent people scamming by imitating someone else's name. When you're reading mail, or perhaps when you have the message highlighted in your inb...
- by DIinkelFritz - at 2015.12.01 01:49:00
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37. New high slot module - in Feedback/Requests [original thread]
No-one-ganks like-Gaston wrote: 10% per module is way too much, even for proto. Slap those things on a Min or Am assault and you have a mobile tank. Put them on an AmSent and you have a less mobile, slightly more literal tank. I think maybe 6% ...
- by DIinkelFritz - at 2015.11.26 20:01:00
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38. New Bonus (Role) to the Caldari Logistics - in Feedback/Requests [original thread]
Baal Omniscient wrote: The injector needs a general improvement added to it to make it more attractive to be revived in general, but as for the Caldari buff I personally like the idea of getting ammo back upon pick up as it flows with the bonus...
- by DIinkelFritz - at 2015.11.12 05:38:00
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39. New Bonus (Role) to the Caldari Logistics - in Feedback/Requests [original thread]
DeathwindRising wrote: korrah silain wrote: [quote=DeathwindRising][quote=korrah silain] too many quotes... I think the needle is fine. The original complaints about the needle were noobs and trolls reviving people so they would get kill...
- by DIinkelFritz - at 2015.11.12 05:35:00
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40. New Bonus (Role) to the Caldari Logistics - in Feedback/Requests [original thread]
Here's and idea. How about removing the call out feature bs and allow logistics with the sweet sweet meth needles be able to revive downed allies..period. It would remove the "cycle" (as it was well put in the previous post) and allow for a faster...
- by DIinkelFritz - at 2015.11.12 05:27:00
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