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1841. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
Jerry Beans Man wrote: I don't think it's a good idea personally, I've never played as a Heavy but I think they need LAVs for mobility to be honest. Especially if playing solo as it's probably hard to hitch a ride from Blueberries. when we ...
- by DeathwindRising - at 2013.09.21 22:00:00
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1842. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
deepfried salad gilliam wrote: I use sicas, because they don't need sp proto av costs a lot of sp it depends. i use sicas because theyre cheap. doesnt mean theyre weak though. with my sp, i survive orbitals. i kill maddys and gunnlogis with ...
- by DeathwindRising - at 2013.09.21 19:40:00
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1843. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
Meeko Fent wrote: How will heavies get places in a actually reasonable amount of time? Again, it's a issue with the fact tanks are sheer paper. Any ass wipe with proto AV can rip you a new *******. Removing the capability to use vehicles m...
- by DeathwindRising - at 2013.09.21 18:03:00
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1844. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
Sgt Buttscratch wrote: So stop the slowest and fatest from travel, because they can drive around and ue their big ass AV weapon versus a vehicle...seems thoroughly thought through. they can also use a big ass hmg vs some infantry. surely you...
- by DeathwindRising - at 2013.09.21 17:55:00
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1845. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
Thurak1 wrote: With how slow heavies move there is no way i would support making it impossible for them to drive a lav. Besides most lav's are a 1 shot kill for tanks. Sorry you cant hit a moving target but thats your problem. read what i w...
- by DeathwindRising - at 2013.09.21 17:44:00
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1846. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
621311251521 3316 wrote: https://www.youtube.com/watch?v=oNvFPKujc5w soo sad story hahaha look im not really crying about it as much as im looking at improving the balance of av vs vehicles. forge guns arent meant to be that mobile, and...
- by DeathwindRising - at 2013.09.21 17:40:00
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1847. Madruger RR fits. (Spider tanking) Thoughts on viability - in General Discussions [original thread]
DootDoot wrote: DeathwindRising wrote: Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though. the easiest way to use this fit is to "stand and deliver" meaning you go ...
- by DeathwindRising - at 2013.09.21 17:32:00
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1848. Make Heavy dropsuit unable to drive/pilot vehicles - in Feedback/Requests [original thread]
Just got out of a match. driving around in a sica again. was nervous about calling it because a blueberry lost two gunnlogis to that proto assault forge. when i saw that he stopped using it, i called in my sica. heres my issue, when he saw me doi...
- by DeathwindRising - at 2013.09.21 17:21:00
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1849. Madruger RR fits. (Spider tanking) Thoughts on viability - in General Discussions [original thread]
Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though. the easiest way to use this fit is to "stand and deliver" meaning you go to the thickest and heaviest fighting and par...
- by DeathwindRising - at 2013.09.21 15:01:00
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1850. Enforcer skill not working? - in Technical Support/Bugs [original thread]
KalOfTheRathi wrote: DeathwindRising wrote: to clarify, the turret does not disappear at 250m. the tactical info that appears while aiming at a target disappears at 250m, which if i understood its function, means that i am outside my weapons...
- by DeathwindRising - at 2013.09.21 00:13:00
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1851. Enforcer skill not working? - in Technical Support/Bugs [original thread]
to clarify, the turret does not disappear at 250m. the tactical info that appears while aiming at a target disappears at 250m, which if i understood its function, means that i am outside my weapons maximum range. i can see and hit targets with a ...
- by DeathwindRising - at 2013.09.20 22:38:00
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1852. Enforcer skill not working? - in Technical Support/Bugs [original thread]
Forlorn Destrier wrote: This is a rendering issue, not a problem with the vehicles. im not saying anything is wrong with the tank, but that possibly the skill doesnt work as intended. even if the turret doesnt render i should still be able ...
- by DeathwindRising - at 2013.09.20 22:30:00
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1853. Enforcer skill not working? - in Technical Support/Bugs [original thread]
i just took a sica and a falchion and parked them next to each other. i had both of them facing a friendly missile turret. i got into the sica and drove it in reverse while aiming at the missile turret until the stats showing its range from me dis...
- by DeathwindRising - at 2013.09.20 21:44:00
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1854. Don't bother with vehicle balancing CCP... - in General Discussions [original thread]
i just played a match where I use a Sica with a large standard rail gun turret. Explain to me why when as soon as I shoot something, it disappears from my view and I cant see it again unless i get out of my tank Explain to me why, objects behin...
- by DeathwindRising - at 2013.09.19 20:38:00
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1855. Since Vehicle Rebalance was deplayed past 1.5, I SURE hope 1.6 will have - in General Discussions [original thread]
Mortedeamor wrote: CCP FoxFour wrote: [quote=Nguruthos IX]~Racial variants of all vehicles. ~New turret types ~A respec for vehicle users ~Dropship cloaking ~A new vehicle type ~The promise that with each introduction of new racial variants...
- by DeathwindRising - at 2013.09.19 14:40:00
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1856. Since Vehicle Rebalance was deplayed past 1.5, I SURE hope 1.6 will have - in General Discussions [original thread]
DUST Fiend wrote: CCP FoxFour wrote: Nguruthos IX wrote: ~Racial variants of all vehicles. ~New turret types ~A respec for vehicle users ~Dropship cloaking ~A new vehicle type ~The promise that with each introduction of new racial varian...
- by DeathwindRising - at 2013.09.18 15:51:00
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1857. Since Vehicle Rebalance was deplayed past 1.5, I SURE hope 1.6 will have - in General Discussions [original thread]
CCP FoxFour wrote: Nguruthos IX wrote: ~Racial variants of all vehicles. ~New turret types ~A respec for vehicle users ~Dropship cloaking ~A new vehicle type ~The promise that with each introduction of new racial variants, partial respecs w...
- by DeathwindRising - at 2013.09.18 15:47:00
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1858. Permanent Dropsuits - in Feedback/Requests [original thread]
Prenihility wrote: @Mobius Kaethis 1) I've been playing EVE for quite some time now, and honestly... every time someone mentions the whole "risk/reward" thing... it sounds extremely pretentious. Especially now that i've heard it in regards to ...
- by DeathwindRising - at 2013.09.17 21:14:00
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1859. [Request] Grenade type: temporal grenade - in Feedback/Requests [original thread]
singularity grenade? works off of wormhole tech (wormholes are black holes afterall) so it would just pull targets towards itself and damage them. give it an area of effect and duration. also, target mass should affect the grenades ability to pu...
- by DeathwindRising - at 2013.09.16 22:02:00
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1860. So now that the Murder Taxi problem is fixed, - in General Discussions [original thread]
we need blue sprints of all militia vehicles
- by DeathwindRising - at 2013.09.16 21:50:00
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