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81. moving modules to have a more well rounded game - in Feedback/Requests [original thread]
Armor repair high damage mods low cpu/pg split up one high one low (opposite of tank side for the suits that need them the most) biotics universal (can go into either high or low, but cannot put them in both on the same fit) Most others seem fin...
- by Doshneil Antaro - at 2014.03.11 06:08:00
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82. [Feedback] Proposals for new slot allotments on Logistic suits - in Feedback/Requests [original thread]
Slots are not all created equal. With the TTK adjustment, sidearms are going to be a huge advantage to players. Fitting a great combo that plays with the other weaknesses is going to matter. Not having a sidearm, means you will be a sitting duck a...
- by Doshneil Antaro - at 2014.03.09 18:51:00
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83. New Sniper AKA LR Revamp - in Feedback/Requests [original thread]
sniper rifles don't even OHK. Only an amar scrub prays for OP weapons.
- by Doshneil Antaro - at 2014.02.12 00:17:00
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84. [request] new dropsuit skill tree - in Feedback/Requests [original thread]
What's up with all of this racism?
- by Doshneil Antaro - at 2014.02.07 10:23:00
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85. The vehicle shield physics are wrong - in Feedback/Requests [original thread]
Jihad jeeps are not possible by these accounts. The remotes are placed on the armor aka mass of the vehicle, not the shields. The lav rams the tank, but the shields of both interact with each other causing no damage to the shields, as well as no d...
- by Doshneil Antaro - at 2014.02.06 22:42:00
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86. Reduce speed while backpeddling - in Feedback/Requests [original thread]
CCP must have thought about this for some time. The proof is in the warbarge. Backpetaling is slow as hell, but forward and strafing is quick. Movement speed on the barge is also dictated by speed of favorited suit, even takes kincats into conside...
- by Doshneil Antaro - at 2014.01.27 21:51:00
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87. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
@emtbraincase: Equipment spam isn't going to be more, but I do agree it will happen more often. That is a good thing. This means a logi will have to be proactive and have battlefield awareness as his equipment is depleted. Instead of having infi...
- by Doshneil Antaro - at 2014.01.25 20:09:00
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88. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
Meee One wrote: It's funny everyone is saying "loltactics" "these changes are good" and "nerf eq more". When all they are really saying in battle is "What there's no uplink? Now i have to run all the way there" "Need ammo"and "Need reps". You c...
- by Doshneil Antaro - at 2014.01.22 10:22:00
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89. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
Take into consideration that it can take a minute or so to run across the map from your ground/mcc spawn, after waiting for your 10 seconds to spawn in. Doesnt 10-15 secs and spawning in exactly were you want seem like a luxary? We have just been ...
- by Doshneil Antaro - at 2014.01.22 10:03:00
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90. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
XxGhazbaranxX wrote: Otrera Goddess wrote: Why CCP would you increase the spawn time for uplinks? How is this a good thing? Explain the reasoning behind it because it already takes to long to spawn in and rejoin the fight. All I am seeing is...
- by Doshneil Antaro - at 2014.01.22 09:39:00
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91. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
XxGhazbaranxX wrote: think you have no idea what being a logi is. The equipment spam will happen whether the equipment is crap or not simply because its spam. Your logic is flawed because worse equipment will requires more spam to make up fo...
- by Doshneil Antaro - at 2014.01.22 09:30:00
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92. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
McFurious wrote: Dat nanohive nerf... My MD is sad Please add a skill bonus nanites. Seriously MD is even more ****** by these changes, but it is a neccesary evil. The MD should have 3-4 times the ammo capacity to make it a sustained comba...
- by Doshneil Antaro - at 2014.01.22 09:13:00
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93. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
So far Im liking what Im seeing with the equipment changes. These changes will go a long way to the equipment spam nonsense that is going on. Placing equipment (beyond supply depots) will have to take thought, which in turn makes it more tacticaly...
- by Doshneil Antaro - at 2014.01.22 09:11:00
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94. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
Im glad the sentinal, scout, and commando are getting some much needed love, but one of those get bonuses I cant get behind. The commando getting extra damage in a game where TTK it sad as is seems like a big mistake to me. I could get behind it i...
- by Doshneil Antaro - at 2014.01.17 09:27:00
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95. [Request] 2 New Skills - in Feedback/Requests [original thread]
Meee One wrote: No. Vehicles scan for a significantly longer time than hand scanners. Hand scanners temporarily disable you from defending yourself so you could potentially die,in vehicles they do not. Vehicles scan in a 360 degree radius,hand ...
- by Doshneil Antaro - at 2014.01.16 08:44:00
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96. repair tool - if they remove logistics passive repair - in Feedback/Requests [original thread]
Draco Cerberus wrote: Well said. I have been a Logi since Open Beta and see how little difference having 5HP/s reps makes. It is a far better option than having additional equipment bonuses (specific equipment) on each logi suit because that re...
- by Doshneil Antaro - at 2014.01.16 03:09:00
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97. repair tool - if they remove logistics passive repair - in Feedback/Requests [original thread]
A logi's with built in repps assisted in making the slayer logi overly popular. Removing this puts us back into our support role. The reason we shouldn't rep ourselves with our beam is because of balance. We rep the front line, and in turn the f...
- by Doshneil Antaro - at 2014.01.15 19:01:00
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98. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
Another thing blaster tankers are not taking into account is that they are taking damage from multiple sources at the same time. It is not uncommon to see a parked blaster killing infantry with tunnel vision not realizing that there are 2-4 smart ...
- by Doshneil Antaro - at 2014.01.13 18:26:00
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99. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
[quote=Anoko Destrolock][quote=Doshneil Antaro][quote=Anoko Destrolock] Being killed in 1.3 seconds is far from a fair fight. You obviously have not played a blaster tank lately. A madrugar can die in 2 hits (1.3 secs). It takes 2-3x that long to ...
- by Doshneil Antaro - at 2014.01.13 18:05:00
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100. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
Anoko Destrolock wrote: So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see a junky rail? Sorry to...
- by Doshneil Antaro - at 2014.01.12 22:04:00
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