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461. The problem with Shield tanks vs Armor tanks. - in Feedback/Requests [original thread]
Derpty Derp wrote: Lowering the cost of shield boosters would be quite nice, since the only thing that really makes the armour HAV stand out, is its ability to recover from damage. Really, map and turret type decide more than the tanks themsel...
- by DeathwindRising - at 2015.05.21 19:26:00
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462. The dyst0pian Corporation vs I.N.M.O.R.T.A.L.S. - in The War Room [original thread]
deezy dabest wrote: DeathwindRising wrote: DuBoi187 wrote: The title of this posting is very misleading.... " The dyst0pian Corporation vs I.N.M.O.R.T.A.L.S. " Should have been titled " The ringers hired by The dyst0pian Corporation becau...
- by DeathwindRising - at 2015.05.21 14:38:00
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463. The dyst0pian Corporation vs I.N.M.O.R.T.A.L.S. - in The War Room [original thread]
DuBoi187 wrote: The title of this posting is very misleading.... " The dyst0pian Corporation vs I.N.M.O.R.T.A.L.S. " Should have been titled " The ringers hired by The dyst0pian Corporation because their allaince is too weak to maintain ownersh...
- by DeathwindRising - at 2015.05.21 14:19:00
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464. Announcement:Trans-Dimensional Anomaly Testing Grounds - in General Discussions [original thread]
dzizur wrote: Buwaro Draemon wrote: DeathwindRising wrote: what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode? EDIT: put the exit spawns on timers that change the...
- by DeathwindRising - at 2015.05.21 14:09:00
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465. The dyst0pian Corporation vs I.N.M.O.R.T.A.L.S. - in The War Room [original thread]
https://www.youtube.com/watch?v=_DgFYJPbLf4&feature=youtu.be
- by DeathwindRising - at 2015.05.21 06:47:00
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466. Players you consider monsters. - in General Discussions [original thread]
Sgt Kirk wrote: If your mentioned "monsters" use FoTM they are not monsters in any sort. Good players don't have to rely on easy mode gear to be good. everything is easy mode when you know what youre doing
- by DeathwindRising - at 2015.05.21 06:39:00
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467. Announcement:Trans-Dimensional Anomaly Testing Grounds - in General Discussions [original thread]
what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode?
- by DeathwindRising - at 2015.05.21 06:04:00
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468. Pros and Cons of The Powercore Idea - in Feedback/Requests [original thread]
Breakin Stuff wrote: DeathwindRising wrote: Breakin Stuff wrote: This unplugs some of the memory problems. How much of the memory hole is the question. It could conceivably open up enough for new assets. It could open the option of act...
- by DeathwindRising - at 2015.05.20 08:00:00
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469. Pros and Cons of The Powercore Idea - in Feedback/Requests [original thread]
Breakin Stuff wrote: This unplugs some of the memory problems. How much of the memory hole is the question. It could conceivably open up enough for new assets. It could open the option of actual pirate suits. Maybe new weapons. Who knows? ...
- by DeathwindRising - at 2015.05.19 13:02:00
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470. Eliminating Redundant Assets: Power Core Slot - in General Discussions [original thread]
Im not sure if we should be going nuts with ideas of adding new content just yet. I'd rather see what improving can be made to the game as it is currently if it's possible to recover resources. Depending on how much we can get back in terms of r...
- by DeathwindRising - at 2015.05.16 14:36:00
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471. [IDEA] Active Looting - in Feedback/Requests [original thread]
the same way we hack installations or recall vehicles, can we "loot" downed players for their gear while they bleed out?
- by DeathwindRising - at 2015.05.15 14:37:00
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472. Increase Magsec SMG hip fire dispersion. - in Feedback/Requests [original thread]
Talos Vagheitan wrote: The problem is that it's less effective at very close range than it's long range equivalent weapon, the Rail Rifle. Out of these two weapons, the rail rifle should not be the better of the two at CQC. bigger clip, f...
- by DeathwindRising - at 2015.05.15 14:34:00
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473. Eliminating Redundant Assets: Power Core Slot - in General Discussions [original thread]
i assume that each role would need its own power cores? because logis and assault, for example, have different pg/cpu. I was hoping for simply one set of power cores that worked for all suits, so that there would only be three power cores total. ...
- by DeathwindRising - at 2015.05.15 13:43:00
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474. Eliminating Redundant Assets: Power Core Slot - in General Discussions [original thread]
Robert Conway wrote: MINA Longstrike wrote: Weapons might even be able to benefit from this type of system with their own SKINs and 'ammo' variants... though I'm not sure exactly how big of a performance save that would be. You would have ...
- by DeathwindRising - at 2015.05.15 08:00:00
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475. Eliminating Redundant Assets: Power Core Slot - in General Discussions [original thread]
CCP Rattati wrote: Aero Yassavi wrote: Taking an idea from Avallo Kantor and expanding it. Currently we have 120 unique base suits. 5 roles 4 races 3 tiers 3 variants aurum and ISK and LP Compounded together is 180. The SKIN system looks...
- by DeathwindRising - at 2015.05.15 05:32:00
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476. 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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477. 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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478. 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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479. 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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480. 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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