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581. Clone Count Doesn't make Sense - in Feedback/Requests [original thread]
Maximus Stryker wrote: In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and ...
- by Dauth Jenkins - at 2014.03.18 18:18:00
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582. So you do realize people will farm unlimited WP in PC? - in General Discussions [original thread]
They'll lose money from attacking their own district
- by Dauth Jenkins - at 2014.03.18 18:15:00
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583. my new AV fit - in General Discussions [original thread]
I'll stick with my commando with a swarm launcher, a plasma cannon, and some proxies
- by Dauth Jenkins - at 2014.03.18 18:14:00
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584. AV in 1.8 has been buffed - in General Discussions [original thread]
Bones McGavins wrote: So, I, like many others freaked out about the AV nerf in 1.8. Prof and damage mod changes hurt AV a lot, more so than most other guns. Everyone stacks damage and any respectable forger has at least prof 3. But the two th...
- by Dauth Jenkins - at 2014.03.18 17:40:00
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585. "War Point rewards for vehicle damage have been reintroduced.&q... - in General Discussions [original thread]
Aero Yassavi wrote: steadyhand amarr wrote: You could end up 1st on your team with just a nanohive and swarm launcher if its 10 pts per hit for example. I recon most commados will start carrying swarms Meh, until swarms are actually worth ...
- by Dauth Jenkins - at 2014.03.18 17:39:00
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586. Well NonGallente suits, I leave AV to you. - in General Discussions [original thread]
Thor Odinson42 wrote: Cody Sietz wrote: Hate to sound dramatic, but Gallente suits aren't really going to be able to AV. I'm retiring my Proto GalAssault with 3 complex dmg mods, a ishokone(or however it's spelled) Assault SMG and ex-packed ...
- by Dauth Jenkins - at 2014.03.18 17:38:00
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587. 3 AV/Flux grenade petition. - in General Discussions [original thread]
Signed. Why would you nerd flux? They can't kill! And AV nades were nerfed last update. If you don't want made spam, make them like equipment, so they can't be resuplied by nanohives
- by Dauth Jenkins - at 2014.03.18 17:36:00
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588. (request) fix the f*cking red line rail tank - in Feedback/Requests [original thread]
Xaviah Reaper wrote: Racro 01 Arifistan wrote: you know nyian san has a problem with soemthing when it counters thier spam and easy win tatics. I fly dropships :) the other nyains don't speak English so I don't know what their problems a...
- by Dauth Jenkins - at 2014.03.18 17:30:00
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589. Idea: Change Of Lock-Timers On Vehicles - in Feedback/Requests [original thread]
Had a blueberry steal my dropships once, but he landed it immediately and switched over to a gunner seat, so I flew him over to some red dots and we showed them the power of side guns
- by Dauth Jenkins - at 2014.03.18 17:11:00
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590. Increase Turret Hp decrease wp reward - in Feedback/Requests [original thread]
Reduce destruction to 25, so it's more cost effective to hack
- by Dauth Jenkins - at 2014.03.18 17:08:00
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591. Laser rifle still worst weapon after 1.8 - in Feedback/Requests [original thread]
Dunce Masterson wrote: Quote: The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bon...
- by Dauth Jenkins - at 2014.03.18 16:11:00
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592. mods have been completely messed up - in Feedback/Requests [original thread]
Xaviah Reaper wrote: The reason everybody has started seeing super crazy imbalance in vehicles, is because its been stripped to bare-bones and wont be fixed for at least another patch. the current mods are all prototype with the only factor bei...
- by Dauth Jenkins - at 2014.03.18 16:00:00
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593. Swarms and AV grenades - in Feedback/Requests [original thread]
Sam Booty wrote: - Buff swarms and AV grenade damage by 50%. - Make swarm missiles much faster. Dropships and tanks shouldn't be able to outrun them. They can still hit a wall depending on maneuvers. - Make turrets stronger and should always f...
- by Dauth Jenkins - at 2014.03.18 15:56:00
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594. Swarms and AV grenades - in Feedback/Requests [original thread]
Just reduce the WP from destroying a neutral turret from 100 to 25, so it's more effective to hack it.
- by Dauth Jenkins - at 2014.03.18 15:55:00
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595. Letting new guys catch up. - in Feedback/Requests [original thread]
KalOfTheRathi wrote: How are you calculating that? I have a test character that did mostly okay with 1.3M SP spent. Generated 20M ISK and saved passive SP for months. When 1.7 dropped I started using it to see if I really wanted tanks, before ...
- by Dauth Jenkins - at 2014.03.18 15:46:00
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596. [Request] Changes to the revive system - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Some people complain about being unable to decline revives, and understandably so; you could be just about to select your respawn location, and then suddenly get injected back to life right in the middle of a fire...
- by Dauth Jenkins - at 2014.03.18 15:44:00
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597. Amarr Scout -30hp with same speed as Gallente is better scout. - in Feedback/Requests [original thread]
Awry Barux wrote: Zeylon Rho wrote: Scouts are more about speed, and the Amarr advantage of "hp" is pointless in the scout class of suits. Sacrificing speed to get 30hp on a non-tanking suit is utterly pointless, like putting thick layers of...
- by Dauth Jenkins - at 2014.03.18 15:41:00
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598. Change large railgun damage profile to -10%/+10% shield/armor - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Would make hunting those somas everyone is spamming so much easier. Try missile turrets... +1 to the original topic, by the way. Would also make sense due to the fact that armour tanks have more armour than shield ta...
- by Dauth Jenkins - at 2014.03.18 15:28:00
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599. HMGs unable to use sidearm for balance and realism - in General Discussions [original thread]
rpastry wrote: hmg is strapped to heavy frame, its not carried by the players arms; let go and it wont fall off . makes perfect sense to be able to switch quickly to a handheld weapon. light weapons are a different thing; a shoulder mounted h...
- by Dauth Jenkins - at 2014.03.18 15:17:00
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600. Vehicle Modules - in General Discussions [original thread]
Takahiro Kashuken wrote: - Reduction in effectiveness That already happens when 2 are on at the same time Dont see how a 2nd mod would increase fitting costs or even make the active shorter and cooldown longer Yea, also, some modules ar...
- by Dauth Jenkins - at 2014.03.18 15:16:00
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