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261. Can you please fix scouts for 1.4? - in Feedback/Requests [original thread]
We need one slot extra at advanced and at least one at proto, maybe 2. Then like 50 more cpu and 15 pg. The low HP thing is fine as long as we have ways to compensate. With these buffs we still wouldn't be able to have the same eHP as assaults, so...
- by Django Quik - at 2013.07.27 04:46:00
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262. [Request] AV Sidearms - in Feedback/Requests [original thread]
No. AV should not be something everyone can have just as a back up to their AR or HMG. Vehicles would never stand a chance. To be of any use against vehicles it would have to deal at least 500 damage per shot and unless you add some mechanic to ma...
- by Django Quik - at 2013.07.27 04:22:00
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263. Wykromi Swarms.. - in Feedback/Requests [original thread]
Could you explain your maths please because that number seems high.
- by Django Quik - at 2013.07.26 20:41:00
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264. [Request] Option to change our name... - in Feedback/Requests [original thread]
Soraya Xel wrote: Canari Elphus wrote: Simple Solutions 1 - (already in place) - We can see the PSN name of the person no matter their DUST name so its easy enough to go by that. You can't see this in EVE. Also, DUST players have to hav...
- by Django Quik - at 2013.07.26 18:04:00
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265. The Skill Tree Think Tank: Also a core mechanic. - in Feedback/Requests [original thread]
J-Lewis wrote: [quote=Django Quik]My opinion that the removal of sharpshooter and the bonus on weaponry was a huge mistake from a game design point of view will probably never change. The problems could have been solved differently, without cut...
- by Django Quik - at 2013.07.26 17:09:00
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266. [Request] Option to change our name... - in Feedback/Requests [original thread]
The problem of people trying to hide their identities could be alleviated by giving us player histories, which would show any change of corp and change of name.
- by Django Quik - at 2013.07.26 14:04:00
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267. The Skill Tree Think Tank: Also a core mechanic. - in Feedback/Requests [original thread]
There are some skills that should not be considered including (or re-including), like the sharpshooter range increase skill. This was removed because it simply became a skill that everyone had to have. Same as skilling weaponary to level 5 was a m...
- by Django Quik - at 2013.07.26 10:35:00
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268. Defining Races and Roles : The first step to proper balancing - in Feedback/Requests [original thread]
It's a good idea in principle but in reality is something very difficult to manage. Not all stats are easy to compare - for instance, how do you balance changes in ehp to changes in speed? And other less obvious stats like profile signature? You c...
- by Django Quik - at 2013.07.26 09:09:00
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269. Bunny Hopping FIX CCP READ - in Feedback/Requests [original thread]
If you removed jumping you wouldn't be able to get past little steep bits of terrain, even if they're only 1 foot high. You'd also be completely unable to get inside some null cannons and over other tiny steps or jumpable gaps. Bunny hopping is so...
- by Django Quik - at 2013.07.26 08:00:00
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270. The Skill Tree Think Tank: Also a core mechanic. - in Feedback/Requests [original thread]
You're a smart cookie - I agree with everything you said about my idea that I hadn't really considered before. Your tech idea makes a lot of sense.
- by Django Quik - at 2013.07.25 14:05:00
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271. [Feedback] Some Commando vs. Assault math - in Feedback/Requests [original thread]
Interesting analysis but you should really be comparing within the same race - the caldari commando might be a lot more sturdy than the amarr one. How does the amarr assault compare to the amarr commando?
- by Django Quik - at 2013.07.25 12:27:00
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272. The Skill Tree Think Tank: Also a core mechanic. - in Feedback/Requests [original thread]
I did a thread a while back about Generalising the Skill Trees at the Lower End and still believe it to be a good potential revamp. Basically you would have the first nodes of the skill trees be the most basic categories - i.e. Dropsuit Command &...
- by Django Quik - at 2013.07.25 12:17:00
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273. A series of radical thoughts : Making Installations matter - in Feedback/Requests [original thread]
I like it - although also not sure about the supply depots but the CRUs are a great idea. We could make it a slightly separate game mode to skirmish though, just so there are plain and simple ones and other more interesting ones to join if you und...
- by Django Quik - at 2013.07.25 09:49:00
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274. Sticky Fluxes - in Feedback/Requests [original thread]
After revelation recently that contact grenades are planned to become 'sticky' skillshot nades, it occurred to me that we need flux variants like this. Especially for attacking shield vehicles, it's next to impossible to get a hit with a flux gren...
- by Django Quik - at 2013.07.25 09:44:00
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275. Contact grenade nerf- you're doing it wrong. - in Feedback/Requests [original thread]
Awry Barux wrote: I agree they probably shouldn't exist, but they do so I'll use them. My point is, this nerf is not going to help anything. If I want to f--k your day with contact nades, I'll just stand on a nanohive. A proto logi can carry 6+...
- by Django Quik - at 2013.07.24 21:18:00
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276. Contact grenade nerf- you're doing it wrong. - in Feedback/Requests [original thread]
Awry Barux wrote: @Django- FFS read what I write, I want CCP to nerf in a more intelligent way, i.e. by tuning the damage and blast radius of contact nades, instead of just herp-derp-halving the ammo capacity. Did read what you wrote and wha...
- by Django Quik - at 2013.07.24 18:14:00
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277. Request: In Game Voting System - in Feedback/Requests [original thread]
There's no need for this and CCP certainly don't need to ask our permission before they change anything. Most players have no understanding of the complexities of game design and even fewer are objective enough to support things that are good for ...
- by Django Quik - at 2013.07.24 17:44:00
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278. Contact grenade nerf- you're doing it wrong. - in Feedback/Requests [original thread]
You might (very small might) be able to get them refunded if you make a petition to have your remaining contact nades removed for their aurum value. In these sorts of cases, this is a reasonable solution. But yeah, stockpiling anything to that ex...
- by Django Quik - at 2013.07.24 17:38:00
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279. CCP: Very Important you Read this - in Feedback/Requests [original thread]
Bendtner92 wrote: Django Quik wrote: I'm not sure what your 3rd bracketed value in those calculations is but it should work as follows: Base speed x skill buff x kincat x kincat buff x kincat x kincat buff (7.6 x 1.05) x (1+ 0.12 x 1.05) x (...
- by Django Quik - at 2013.07.21 18:53:00
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280. CCP: Very Important you Read this - in Feedback/Requests [original thread]
Cass Caul wrote: Here's a fun one. Gallente Scout with 2 complex Kinetic Catalyzers has a sprint speed of 10.01 Gallente Scout base speed: 7.6 Biotic Upgrades V Bonus: +5% to sprint speed Complex Kinetic Catalyzer: +12% Sprint Speed Kinetic...
- by Django Quik - at 2013.07.21 18:42:00
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