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1. [Suggestion] Change Swarm launcher operation - in Feedback/Requests [original thread]
Great idea, but I cannot condone a range increase. 400m would cover about 70% of most Dom maps. This would cause players to just pre spam the air with missiles regardless of vehicles, and would effectively keep dropships from entering into the pla...
- by Doshneil Antaro - at 2015.04.03 16:19:00
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2. because of no render swarms. - in Feedback/Requests [original thread]
Simple fixes: 1. Reduce the knock back effect of AV vs Dropships by at least half. Half the time AV kills dropship momentum, giving the AV player easy targets for a second and third hit. 2. Give dropships resistances against swarms and forge. ...
- by Doshneil Antaro - at 2015.03.29 17:19:00
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3. An Idea to make Small Blasters Viable on a DropShip. - in Feedback/Requests [original thread]
The problem that arises from this is that tanks would be able to mount these and we would have more QQ about tanks kill infantry too gud. I'm not saying that this wouldn't help dropships, just that they would be too powerful on a tank.
- by Doshneil Antaro - at 2015.03.24 05:54:00
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4. Lock on Message for Swarms - in Feedback/Requests [original thread]
the problem with swarms vs dropships comes from non-rendering swarms as mentioned. When they fail to render, they also fail to make any noise. If I hear swarms fired, I know to gtfo. When there is no sound, The SL user usually can fire all of thei...
- by Doshneil Antaro - at 2015.03.22 17:14:00
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5. Missile Turret range - in Feedback/Requests [original thread]
lol, Large missle turrets already hit derpships from almost 3/4 of the map away as is. Any extra range and they would never be able to get away. It is already hard to get away as is. Than again, the maps have shrunk.
- by Doshneil Antaro - at 2015.03.21 15:39:00
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6. Dropship proposition (with numbers) - in Feedback/Requests [original thread]
I like how AVers always seem to forget that SL users can usually fire to times before they even render. FG users you may never get close enough to render. Another thing is if a ADS is pitched forward going straight at a FG, and the FG aims high a...
- by Doshneil Antaro - at 2015.03.20 19:17:00
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7. Mass Drivers & Ammunition - in Feedback/Requests [original thread]
Adding more ammo seems like a great idea especially with the amount of rounds it takes to drop heavies with their over the top resistances to explosive weapons. I'd like to see it with a slightly faster travel time. Not at the old levels mind yo...
- by Doshneil Antaro - at 2015.01.04 17:14:00
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8. Sticky:[Announcement] Balance Hotfix 1.10.2 - in Feedback/Requests [original thread]
voidfaction wrote: Raedon Vo-Graza wrote: CCP Rattati wrote: Jaysyn Larrisen wrote: Are the armor penalties to strafing across the board or different by weight class of suit? I'm a little concerned for my Gallente Logi builds...they ...
- by Doshneil Antaro - at 2014.12.29 06:17:00
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9. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
Meee One wrote: Rescuing from obscurity. How about logistics grenades? Or logibombs. Other suits have flux and locus. Why not give logistics nanite grenades? They function just like regular grenades but with a twist. They repair/refill ins...
- by Doshneil Antaro - at 2014.12.29 01:22:00
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10. To Rattati: HMG balance. - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doshneil Antaro wrote: Words Words Words Words The HMG is overperforming. You don't have time under normal circumstances to worry about the resists because you get mulched. And no one cares how much of a no-lifer you...
- by Doshneil Antaro - at 2014.12.24 21:00:00
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11. To Rattati: HMG balance. - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doshneil Antaro wrote: HMG is fine, it is the suits that wields it resistances that are the problem. Within 30m the HMG should murder face. The problem is that at light weapon ranges even the heavy suit can waddle away b...
- by Doshneil Antaro - at 2014.12.24 20:48:00
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12. To Rattati: Reimagining the RR; Take 2 - in Feedback/Requests [original thread]
Feedback: 1. The kick does need to be reduced some but not drastically. This would allow skilled players to score kills in cqc if not painfully. The AR cannot perform in long ranges, the RR should not perform ideally in cqc. 2. Agreed, The old c...
- by Doshneil Antaro - at 2014.12.24 20:45:00
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13. To Rattati: HMG balance. - in Feedback/Requests [original thread]
HMG is fine, it is the suits that wields it resistances that are the problem. Within 30m the HMG should murder face. The problem is that at light weapon ranges even the heavy suit can waddle away because dps can not be applied fast enough to drop ...
- by Doshneil Antaro - at 2014.12.24 20:28:00
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14. Shield Strafe Penalties - in Feedback/Requests [original thread]
Breakin Stuff wrote: Doshneil Antaro wrote: Breakin Stuff wrote: Cavani1EE7 wrote: Petra 222 SoM wrote: So strafe penalties to armor plates have been added, great. But are the problems with strafing and shields going to be address...
- by Doshneil Antaro - at 2014.12.22 19:37:00
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15. Shield Strafe Penalties - in Feedback/Requests [original thread]
Breakin Stuff wrote: Cavani1EE7 wrote: Petra 222 SoM wrote: So strafe penalties to armor plates have been added, great. But are the problems with strafing and shields going to be addressed as well? Currently I can mimic the hit detect...
- by Doshneil Antaro - at 2014.12.22 19:30:00
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16. Shield Strafe Penalties - in Feedback/Requests [original thread]
There is nothing wrong with shields and making them useless like they did plates should not be considered.. The issue is that speed can be abused easier on shield suits, but is not the fault of the players that choose to use them, but rather CCP's...
- by Doshneil Antaro - at 2014.12.22 19:22:00
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17. Sticky:[Announcement] Balance Hotfix 1.10.2 - in Feedback/Requests [original thread]
Vicious Minotaur wrote: Kain Spero wrote: CCP Rattati wrote: Kain Spero wrote: If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with...
- by Doshneil Antaro - at 2014.12.22 17:24:00
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18. an idea for resistance mods. - in Feedback/Requests [original thread]
Jacques Cayton II wrote: Doshneil Antaro wrote: Fizzer XCIV wrote: Regnier Feros wrote: If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist proj...
- by Doshneil Antaro - at 2014.12.21 19:06:00
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19. an idea for resistance mods. - in Feedback/Requests [original thread]
Fizzer XCIV wrote: Regnier Feros wrote: If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosi...
- by Doshneil Antaro - at 2014.12.21 18:41:00
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20. an idea for resistance mods. - in Feedback/Requests [original thread]
Lol, take a mass driver w/prof 5 against any heavy 1 vs 1. Then you will see why resistance mods would be the single most OP thing ever. Ever! No other mod would ever be used except for some tryhard scouts.
- by Doshneil Antaro - at 2014.12.21 18:37:00
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