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221. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doc DDD wrote: Tesfa Alem wrote: Iron Wolf Saber wrote: I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation. IE shift them to turrets so we can ide...
- by Doc DDD - at 2015.02.18 00:00:00
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222. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Tesfa Alem wrote: Iron Wolf Saber wrote: I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation. IE shift them to turrets so we can ideally balance them there. However this may ...
- by Doc DDD - at 2015.02.17 23:36:00
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223. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doc DDD wrote: Breakin Stuff wrote: Doc DDD wrote: I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover. HAHAH...
- by Doc DDD - at 2015.02.17 23:33:00
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224. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doc DDD wrote: I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover. HAHAHAHAHAHA Like I ever do that. You poor nai...
- by Doc DDD - at 2015.02.17 22:59:00
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225. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Pokey Dravon] DarthJT5 wrote: Doc DDD wrote: Pokey Dravon wrote: Doc DDD wrote: 3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps...
- by Doc DDD - at 2015.02.17 22:36:00
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226. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: Doc DDD wrote: 3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption M...
- by Doc DDD - at 2015.02.17 22:09:00
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227. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doc DDD wrote: They will be no where near equal, EHP and damage profiles are not the only numbers that matter. 4 second shield recharge delay is nearly 1/6 th of the hardener duration, now the repair rate has also dro...
- by Doc DDD - at 2015.02.17 21:50:00
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228. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: that's probably because you're not doing what I do and playing showdown at high noon with said HAVs. Look. I'm AV, I'm infantry. I'm NOT going to advocate making it harder to hit or kill infantry. Bluntly this puts the C...
- by Doc DDD - at 2015.02.17 20:51:00
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229. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: shield tanks aren't going to become less hard to kill from what I'm seeing here. Shield tanks will be 100% easier to kill. Shield reps nerfed Shield damage unable to be mitigated by alternating hardeners or activati...
- by Doc DDD - at 2015.02.17 19:35:00
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230. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
Ratatti: Nerfing both shield regen and stacking hardners breaks shield tanks. Shield tanks will sit in the redline, as per this double nerf. Unless you plan on releasing a low slot module that nearly triples shield reps and reduces repair dela...
- by Doc DDD - at 2015.02.17 19:25:00
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231. Sticky:[Feedback] HAV and SHAV Progression - in Feedback/Requests [original thread]
I'll post some thoughts when I get home and can look at the numbers. However, * Hardeners Nerf - if only one can be used then go back to old 60%/40% shield/armor otherwise you see tanks for about 3 seconds as it drives past you to the redline,...
- by Doc DDD - at 2015.02.17 19:00:00
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232. Slow, constant shield recharge and active armor reps - in Feedback/Requests [original thread]
Spkr4theDead wrote: Breakin Stuff wrote: I don't know, I think Pokey did the baseline fits but tentatively it looks like the Cal UHAV will have up to roughly 11,749 EHP. current alpha if I recall that's 7.72 Forge gun shots, so 8 shots to so...
- by Doc DDD - at 2015.02.15 16:13:00
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233. Slow, constant shield recharge and active armor reps - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Tesfa Alem wrote: Alena Ventrallis wrote: CCP Rattati wrote: Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always ...
- by Doc DDD - at 2015.02.14 16:09:00
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234. Slow, constant shield recharge and active armor reps - in Feedback/Requests [original thread]
CCP Rattati wrote: Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always spawning in as AV when I see any vehicle and going after it. As an experim...
- by Doc DDD - at 2015.02.13 04:27:00
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235. [REQUEST] Shield Recharger Module: High-Slot Shield Regulation? - in Feedback/Requests [original thread]
Would have to be low slot and have no penalty to shields to use.. high slots means you are giving up extenders or hardeners, low slots you are giving up armor tank, needs to be worth the sacrifice. Would you really trade 1500 armor to have your sh...
- by Doc DDD - at 2015.02.11 04:40:00
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236. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Spkr4theDead wrote: Tesfa Alem wrote: If the biweekly spkr vs the world derail has gotten out of our system I'd like to focus back on the skill tree and the spreadsheet @ Rattati I believe the general player consensus is that HAV skill poin...
- by Doc DDD - at 2015.02.09 14:43:00
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237. Sticky:[Feedback] Full Balance of Large Turrets - in Feedback/Requests [original thread]
True Adamance wrote: Doc DDD wrote: why so mad though lol if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park ...
- by Doc DDD - at 2015.02.08 22:02:00
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238. Sticky:[Feedback] Full Balance of Large Turrets - in Feedback/Requests [original thread]
Harpyja wrote: Doc DDD wrote: why so mad though lol if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your mis...
- by Doc DDD - at 2015.02.08 22:00:00
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239. Sticky:[Feedback] Full Balance of Large Turrets - in Feedback/Requests [original thread]
The-Errorist wrote: Will you guys stop calling standard stuff basic!? Also you guys realize that proto hardeners give the same damage reduction as militia, so stop comparing stuff to specifically proto hardeners. That downtime though
- by Doc DDD - at 2015.02.08 21:45:00
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240. Sticky:[Feedback] Full Balance of Large Turrets - in Feedback/Requests [original thread]
Harpyja wrote: Doc DDD wrote: Harpyja wrote: Doc DDD wrote: Harpyja wrote: I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link -First graph: Dama...
- by Doc DDD - at 2015.02.08 21:33:00
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