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1141. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
Michael Cratar wrote: D legendary hero wrote: you for get 1 thing. everything does close to double damage to armor. even doubling the numbers on all armor modules wouldn't make it balanced. if you have 2 complex armor repairs thats only 20 ...
- by D legendary hero - at 2013.07.10 20:08:00
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1142. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
remember im puttting this out as a temp fix, the issues go deep than this, down to the fundamental concepts behind sheild and armor tanking. CCP needs to look over that, but in the mean they can do this...
- by D legendary hero - at 2013.07.10 18:13:00
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1143. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
^^the point is that when a galente armor tank completely they should have the same base speed as a caldari, so untanked they should move fast. galente and minmintar = fast, amar and caldari = slow
- by D legendary hero - at 2013.07.10 06:23:00
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1144. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
bump
- by D legendary hero - at 2013.07.09 16:05:00
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1145. Lowering the price of tanks, leaving AV strong - in General Discussions [original thread]
Svipdagr Hero wrote: Leave AV and Tanks alone - they are balanced enough. Vehicle users cry because when they die, once every 3 games, they lose 4 games worth of isk. Chop the prices in half, keep it at 2-3 games cost for the risk value, but ...
- by D legendary hero - at 2013.07.08 19:10:00
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1146. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
XxWarlordxX97 wrote: D legendary hero wrote: I won't bother putting the math here but you can do it in your head. adding 1/2 the value of these as a hot fix, will just barely help make armor tanking a viable option. right now its abit ridicu...
- by D legendary hero - at 2013.07.08 02:49:00
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1147. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
Bettie Boop 2100190003 wrote: The worst thing about the new plates is their drain on CPU & PG is way more than it should be. I understand that armor is supposed to be harder to get through at the expense of speed, though I don't see that mu...
- by D legendary hero - at 2013.07.08 02:45:00
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1148. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
Logi Bro wrote: To be honest, I think they should keep reactive plates as they are and make them a high-slot module, since armor tankers still don't have a high slot armor module. Just a thought. EDIT: Since I completely neglected to read you...
- by D legendary hero - at 2013.07.08 02:36:00
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1149. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
Killar-12 wrote: Here a more comprehensive post that the earlier ones I've made on my alt Colonel Killar Armor Reps and the reps on Reactives are fine but the problem is how slow armor is and how little armor HP is given. It's not that I want m...
- by D legendary hero - at 2013.07.07 02:40:00
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1150. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
but if armor values were doubled or in the case of reactive plates quadrupled, you could still be effective by stacking complex damage mods. shield tankers can't stack damage mods. the speed penalty although it makes logical and realistic sense,...
- by D legendary hero - at 2013.07.07 02:22:00
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1151. if a mass driver hits you directly - in General Discussions [original thread]
flaylocks are just fine per level in comparison to other side arms like the SMGs and scrambler pistols. they work as intended in close range. People are spamming the flaylocks because they reload very fast. people normally shooting at you with a ...
- by D legendary hero - at 2013.07.05 05:22:00
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1152. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
that could do the trick. increasing raw armor for galentes, minmintar and heavies could help as armor ends up taking large amounts of damage from everything anyway. increasing base armor and doubling (in the reactive plates case tripling or quadru...
- by D legendary hero - at 2013.07.05 05:16:00
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1153. DAMN IT MINTCHIP! I'M CALLING YOU OUT! - in General Discussions [original thread]
Daylon Daxx wrote: It's America's birthday... That better be American beer you're drinking! Happy 4th everyone! heiniken and corona it is... because im free to choose what i drink in America. IN AMERICA... (bandit keith out)
- by D legendary hero - at 2013.07.04 21:27:00
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1154. Aiming Problem Specific to the HMG - in General Discussions [original thread]
if this is a balancing factor to ensure the HVY isnt OP at close range, so be it. but this even happens at longer ranges up into my effective range (basically in all my optimal range this happens). with that little damage and high a dispersion (di...
- by D legendary hero - at 2013.07.04 07:32:00
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1155. Leave Strafe Speeds as Is - in General Discussions [original thread]
Icy TIG3R wrote: Only the scrubs with no gun game at all are complaining. Please tell them to **** off. Yeah, it hurts when your SP can't carry you. But in the end it all comes down to getting good. So, GG. i wish this was true, but eve...
- by D legendary hero - at 2013.07.04 07:28:00
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1156. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
Ronan Elsword wrote: D legendary hero wrote: you for get 1 thing. everything does close to double damage to armor. even doubling the numbers on all armor modules wouldn't make it balanced. Because this is really double the damage- http:...
- by D legendary hero - at 2013.07.04 07:20:00
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1157. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
man i really wish we could just get these tripled or doubled already. because right now its really pathetic
- by D legendary hero - at 2013.07.04 03:06:00
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1158. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
ChromeBreaker wrote: \o/ more wild numbers and changes. Anything close to doubling numbers would bring the letters O and P together! Example from above... enhanced armour plat + complex rep = 174hp + 10ar/s -5% speeeed Dat there be crazy tal...
- by D legendary hero - at 2013.07.03 17:52:00
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1159. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
you for get 1 thing. everything does close to double damage to armor. even doubling the numbers on all armor modules wouldn't make it balanced. if you have 2 complex armor repairs thats only 20 hp per second. a caldari milita suit gets 20 shield ...
- by D legendary hero - at 2013.07.03 17:49:00
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1160. Armor plates, ferroscale plates, armor reps and reactive plates need their value... - in General Discussions [original thread]
i want this to be a petition to double and/o triple the effectives of all armor modules. its the only way to make armor tanking effective) (remember everything does more damage to armor anyway)
- by D legendary hero - at 2013.07.03 07:54:00
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