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261. Replace nanite injector with a revive tool! - in Feedback/Requests [original thread]
i think the needle should be removed.... and built into all suits. its a quality of life thing. why should something like a needle take up an equipment slot? it fits in a pocket lol
- by DeathwindRising - at 2015.07.11 04:25:00
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262. Profile Dampening Nanohive - in Feedback/Requests [original thread]
being inside its radius lowers you scan profile to 1 dB radius increases at adv and proto levels. useful?
- by DeathwindRising - at 2015.07.11 04:23:00
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263. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
Breakin Stuff wrote: DeathwindRising wrote: 3 energizers 2 flux extenders 3 shield regulators 381 shield HP 123.37 HP/s 1.6 delay depleted delay would be under 1.92 seconds squishy as hell, but that regen would be too funny that'...
- by DeathwindRising - at 2015.07.10 22:51:00
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264. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
3 energizers 2 flux extenders 3 shield regulators 381 shield HP 123.37 HP/s 1.6 delay depleted delay would be under 1.92 seconds squishy as hell, but that regen would be too funny
- by DeathwindRising - at 2015.07.10 22:30:00
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265. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
Breakin Stuff wrote: 3 regs, 2 flux is 48.68% 3 regs, 5 flux is 37.14% After 5 modules on the same attribute, you literally start accruing penalties for each additional mod. are you sure? those mods have different bonus values. are those p...
- by DeathwindRising - at 2015.07.10 22:10:00
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266. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
Breakin Stuff wrote: DeathwindRising wrote: i cant find stacking penalties for 8 mods... past 5, you're damn near going negative if not going negative can you even go negative? or does it cap at zero? im guessing... but i think yo...
- by DeathwindRising - at 2015.07.10 22:02:00
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267. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
Breakin Stuff wrote: DeathwindRising wrote: Breakin Stuff wrote: DeathwindRising wrote: but how would they work? the flux one does what exactly compared to a shield regulator? the heavy extender is interesting. how much of a nerf to ...
- by DeathwindRising - at 2015.07.10 21:59:00
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268. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
Breakin Stuff wrote: DeathwindRising wrote: but how would they work? the flux one does what exactly compared to a shield regulator? the heavy extender is interesting. how much of a nerf to shield recharge and delays would it give? does it ...
- by DeathwindRising - at 2015.07.10 21:50:00
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269. [Proposal] New Shield Modules - in Feedback/Requests [original thread]
but how would they work? the flux one does what exactly compared to a shield regulator? the heavy extender is interesting.
- by DeathwindRising - at 2015.07.10 21:45:00
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270. TACNET Update - Identification With Icons - in General Discussions [original thread]
Adipem Nothi wrote: DeathwindRising wrote: CCP Rattati wrote: This is cool. During the scanning overhaul, we talked about having signature profile being demonstrated as bigger circles, so a 8 dB scout would be a tiny dot, and a sentinel, ...
- by DeathwindRising - at 2015.07.10 21:37:00
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271. Buff Commando Cpu/Pg - in General Discussions [original thread]
hails8n wrote: DeathwindRising wrote: Dzago Sevatarion wrote: Breakin Stuff wrote: RoF if applied at a 1:1value ups DPS more than straight damage. 10% RoF brings up the DPS more on average than 10% alpha. Putting RoF on highs would a...
- by DeathwindRising - at 2015.07.10 19:18:00
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272. The bubble shield and officer equipment - in Feedback/Requests [original thread]
if it reduces damage then we end up duplicating the tank hardener issue on dropsuits. heavies being repped for example. if damage is reduced, then its possible to repair damage faster than youre receiving it. you wouldnt die. let the shield bloc...
- by DeathwindRising - at 2015.07.10 19:08:00
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273. FW Suggestion - in Feedback/Requests [original thread]
Mikel Arias wrote: Try playing for the Gallente... lately I havent been in a good team, one that keeps fighting or that at least knows how to shoot. The Caldari are doing whatever they want with us... well to be fair, the gallente dont compl...
- by DeathwindRising - at 2015.07.10 19:02:00
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274. Buff Commando Cpu/Pg - in General Discussions [original thread]
Dzago Sevatarion wrote: Breakin Stuff wrote: RoF if applied at a 1:1value ups DPS more than straight damage. 10% RoF brings up the DPS more on average than 10% alpha. Putting RoF on highs would actually ENHANCE armor suit ability to sh*t D...
- by DeathwindRising - at 2015.07.10 19:00:00
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275. TACNET Update - Identification With Icons - in General Discussions [original thread]
CCP Rattati wrote: This is cool. During the scanning overhaul, we talked about having signature profile being demonstrated as bigger circles, so a 8 dB scout would be a tiny dot, and a sentinel, much bigger. Effectively allowing damped heavies ...
- by DeathwindRising - at 2015.07.10 18:43:00
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276. Buff Commando Cpu/Pg - in General Discussions [original thread]
hails8n wrote: Genral69 death wrote: CCP Rattati wrote: Again, I am seriously thinking about dmg mods to lows and new ROF mods to high I'm not a fan of this idea. It would make the caldari commando worse off when sniping. Where's as if ...
- by DeathwindRising - at 2015.07.10 10:23:00
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277. On RoF mods: - in General Discussions [original thread]
Arkena Wyrnspire wrote: On most automatic weapons the effect of the second two factors would be negligible. On the base assault rifle, for instance, there is no/negligible refire delay because it is possible to successfully use a modded contro...
- by DeathwindRising - at 2015.07.10 10:18:00
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278. On RoF mods: - in General Discussions [original thread]
for simplicity, the user should notice a appreciable increase in their ability to put more rounds out. so a RoF mod shoud speed up all aspects. shorter charge times, more rounds per minute, and decreased time spent in animations between shots (f...
- by DeathwindRising - at 2015.07.10 10:16:00
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279. Shields are still broken - in General Discussions [original thread]
Piercing Serenity wrote: To further emphasize what was said above, the fitting requirements for shield mods are insane . I was doing some quick comparisons, and here what I found: Complex Shield Extenders: 55CPU / 11PG / 66HP / -7.00% Re...
- by DeathwindRising - at 2015.07.10 04:44:00
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280. Shields are still broken - in General Discussions [original thread]
Squagga wrote: DeathwindRising wrote: Squagga wrote: Also, while making this thread. I don't want to make it so shields are OP to armor, or that armor is useless. The point of the thread is to make HP balance. The OPness of the ScR and th...
- by DeathwindRising - at 2015.07.10 04:35:00
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