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221. Correcting Mistakes of Old CCP: Base HP versus Movement Speed - in Feedback/Requests [original thread]
Aeon Amadi wrote: DeathwindRising wrote: CCP Rattati wrote: No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. three different suits to represent player progression yes? then there's another wa...
- by DeathwindRising - at 2015.05.14 11:47:00
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222. Correcting Mistakes of Old CCP: Base HP versus Movement Speed - in Feedback/Requests [original thread]
Breakin Stuff wrote: CCP Rattati wrote: No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. Why not fold the PG/CPU capacity into the dropsuit skills rather than tiering the suits? IE divide the di...
- by DeathwindRising - at 2015.05.14 11:21:00
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223. Correcting Mistakes of Old CCP: Base HP versus Movement Speed - in Feedback/Requests [original thread]
CCP Rattati wrote: No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. three different suits to represent player progression yes? then there's another way of handling the pg/cpu. use the prototype s...
- by DeathwindRising - at 2015.05.14 11:15:00
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224. Correcting Mistakes of Old CCP: Base HP versus Movement Speed - in Feedback/Requests [original thread]
CCP Rattati wrote: shaman oga wrote: CCP Rattati wrote: This simply isn't happening. https://forums.dust514.com/default.aspx?g=posts&t=172200&find=unread CCP Rattati wrote: I think I have thread about this somewhere or, at...
- by DeathwindRising - at 2015.05.14 09:33:00
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225. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
Adipem Nothi wrote: DeathwindRising wrote: Not just sniper kills but all kills over 70m. That would a number of weapons ... Forge Guns, Scrambler Rifles, Laser Rifles, Rail Rifles, etc. Why 70m? Exactly. All the long range weapons. And...
- by DeathwindRising - at 2015.05.14 02:32:00
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226. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
CommanderBolt wrote: Breakin Stuff wrote: Calassaults have the most high slots for sniper ririfle damage mods plus an extender or recharger. You can get higher damage values than a calmando and be more mobile. Most calassaults die like chu...
- by DeathwindRising - at 2015.05.13 23:45:00
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227. Why Do Very Few People use Team Chat - in Feedback/Requests [original thread]
first off... why not automatically place everyone into the team chat by default? If a squad doesnt want to be in the team chat they should have a squad settings option that makes them exempt. this way everyone ends up on comms TOGETHER by default....
- by DeathwindRising - at 2015.05.13 12:09:00
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228. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
STYLIE77 wrote: Starlight Burner wrote: I don't believe these statistics. Agreed. Cal Scout, Min Assault, Cal Assault When they are doing the strafing trick to break up hit detection many of them are just invincible. Wait until Ratatt...
- by DeathwindRising - at 2015.05.13 11:52:00
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229. Known issues of the Hotfix that "Fixed" Hotfix Echo. - in Feedback/Requests [original thread]
CCP Rattati wrote: Many of these are fixed today. shield energizers are still bugged
- by DeathwindRising - at 2015.05.12 11:36:00
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230. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
Knightshade Belladonna wrote: so what exactly is these cal logis doing out there to get such a greater kdr over other logis? I always hear it's a crap logi..apparently the best slayer though heh idk. im lost on that one myself. nade spam may...
- by DeathwindRising - at 2015.05.12 11:22:00
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231. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
CCP Rattati wrote: DeathwindRising wrote: cal assault has the highest rating of all suits... interesting. what the hell fit is on that caldari logi!? that rating is double that of the other racial suits. EDIT: this data is inconclusive. t...
- by DeathwindRising - at 2015.05.12 10:43:00
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232. Sticky:[Data Insights] Dropsuit KDR - in Feedback/Requests [original thread]
cal assault has the highest rating of all suits... interesting.
- by DeathwindRising - at 2015.05.12 10:28:00
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233. A Caldari bonus [REQUEST] - in Feedback/Requests [original thread]
Pokey Dravon wrote: DeathwindRising wrote: Pokey Dravon wrote: Don't get me wrong, I personally feel the Caldari Assault needs a different bonus, but I don't think it should be a defensive one. My question is why Rattati is so opposed ...
- by DeathwindRising - at 2015.05.12 07:47:00
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234. A Caldari bonus [REQUEST] - in Feedback/Requests [original thread]
Pokey Dravon wrote: Don't get me wrong, I personally feel the Caldari Assault needs a different bonus, but I don't think it should be a defensive one. My question is why Rattati is so opposed to changing the bonus. and IMO, the reload bonus ...
- by DeathwindRising - at 2015.05.12 03:03:00
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235. Need to be able to set a marker on individual squad mates - in Feedback/Requests [original thread]
Here's the scenario: squad leader puts defend order on logi. We have 6 members in our squad. Squad leader tells us to pair up with a buddy. I need a way to mark my buddy similar to how a squad leader can mark someone with a defend order, so that ...
- by DeathwindRising - at 2015.05.04 07:39:00
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236. Minimum Damage Threshold to Break Shield Regen - in Feedback/Requests [original thread]
Kaeru Nayiri wrote: I certainly cannot claim to know how the game is coded, however I would like to point out that the check of efficiency rating between attacker and defender is already done after collision, and used for damage application. It...
- by DeathwindRising - at 2015.05.03 01:35:00
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237. [Idea] New Installation That Spawns Vehicles - in Feedback/Requests [original thread]
Alaika Arbosa wrote: Spkr4theDead wrote: Terry Webber wrote: This new installation would make getting vehicles on the battlefield easier than before and avoids the frustrations caused by RDVs. Players can spawn in any vehicle they choose ...
- by DeathwindRising - at 2015.05.02 11:35:00
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238. Minimum Damage Threshold to Break Shield Regen - in Feedback/Requests [original thread]
Vyuru wrote: This might have been brought up already, but what if shield mechanics were changed to be like EVE? Example: In Eve, shields regen constantly, but at low amounts (EX 1, 2, 3, 4, 5) the speed of which can be varied by modules, and ...
- by DeathwindRising - at 2015.05.02 08:03:00
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239. Minimum Damage Threshold to Break Shield Regen - in Feedback/Requests [original thread]
DJINN Jecture wrote: Aeon Amadi wrote: And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'. If the reason is to make it "like eve" and you want the regen to continue whi...
- by DeathwindRising - at 2015.05.02 07:55:00
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240. Minimum Damage Threshold to Break Shield Regen - in Feedback/Requests [original thread]
Breakin Stuff wrote: The hilarious thing you all forget is that damage mods negate the disadvantage of regen not breaking outside optimal. Skills also would affect this. Shield regen should break when the shields hace lost more than 20-25% cap...
- by DeathwindRising - at 2015.05.01 15:37:00
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