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101. Considering the Railgun Rate of Fire - in Feedback/Requests [original thread]
Doshneil Antaro wrote: I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the ga...
- by Doshneil Antaro - at 2014.01.12 19:58:00
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102. Considering the Railgun Rate of Fire - in Feedback/Requests [original thread]
Missle tank 2 shot a hardned shield tank or madruger without damage mods. Id imagine with they could easily one shot. The reason we are not seeing as many missle tankers is due to having to sink extra sp into a turret that nobody is used to using ...
- by Doshneil Antaro - at 2014.01.12 19:51:00
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103. Considering the Railgun Rate of Fire - in Feedback/Requests [original thread]
So many QQ posts about railguns lately. Railguns are designed to destroy other vehicles with great prejudice. The blasters do the same to infantry. Why are all of you complaining that your apple does not taste like my banana? Seems that everything...
- by Doshneil Antaro - at 2014.01.12 19:36:00
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104. Tanks: Blaster vs. Rail Balance - in Feedback/Requests [original thread]
Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended. I do agree that tanks nee...
- by Doshneil Antaro - at 2014.01.12 19:29:00
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105. Considering the Railgun Rate of Fire - in Feedback/Requests [original thread]
It is true my mlt/std blaster has a hard time vs a well fit tank, but they have just as much of an issue taking my tank down as my tank is heavy survivability in lue of alpha damage. Most of these engagements vs a decent tank/tanker, ends in a sta...
- by Doshneil Antaro - at 2014.01.12 18:24:00
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106. Considering the Railgun Rate of Fire - in Feedback/Requests [original thread]
Rail gun is fine. Railgun w/damage mods is OP, but that is a discusion for another thread. I can destroy them with mlt blasters in CQC at least 70% of the time. The slow turning of the Rail turret is slow. 25% of my deaths to them in CQC is due to...
- by Doshneil Antaro - at 2014.01.12 17:53:00
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107. [Feedback/Hypothesis]A hypothesis on how equipment effects lag - in Feedback/Requests [original thread]
small expansion on my previous post: individual equipment should also be capped at 6 across all tiers. Equipment should not be used to litter the entire battlefield and forget about them. Rather, be used more sparingly as needed during engagements...
- by Doshneil Antaro - at 2013.11.12 17:46:00
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108. What if... Logis couldn't use light weapons? - in Feedback/Requests [original thread]
What if we swapped the damage on both the AR and HMG? It actually makes sense, AR is pinpoint accurate, the hmg is cone fire.
- by Doshneil Antaro - at 2013.11.12 16:21:00
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109. BUFF the laser. - in Feedback/Requests [original thread]
MINA Longstrike wrote: Buff the damage a little bit (from 17 to about 19 or 20), extend the range from 65-85 to about 55-90, with damage dropoff not hitting really hard until about 110m. Imo my biggest issues with the laser are the rate of amm...
- by Doshneil Antaro - at 2013.11.12 16:18:00
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110. [Feedback/Hypothesis]A hypothesis on how equipment effects lag - in Feedback/Requests [original thread]
All of those pulsing light effects from those nanohives and the beams from the uplinks are A) unnecessary waste of from a rendering perspective,, B) do add to frame rate drop. Anything that has to render takes up graphic engine resources and compu...
- by Doshneil Antaro - at 2013.11.12 15:55:00
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111. Feedback: Maps need to be balanced so all plays types and weapons are viable too... - in Feedback/Requests [original thread]
bump
- by Doshneil Antaro - at 2013.11.12 15:24:00
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112. Feedback: Maps need to be balanced so all plays types and weapons are viable too... - in Feedback/Requests [original thread]
Bump
- by Doshneil Antaro - at 2013.11.11 08:23:00
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113. Feedback: Maps need to be balanced so all plays types and weapons are viable too... - in Feedback/Requests [original thread]
Captain Crutches wrote: Disagree. While all maps should have at least some spots for each play style to shine, I like the variety presented by different maps having layouts that might make one style more effective than another. For example, if...
- by Doshneil Antaro - at 2013.11.10 21:39:00
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114. [Request] Store setting of voice - in Feedback/Requests [original thread]
The way it is set up, new players benefit from this being auto voiced. Disabling it should be an option, but I'll give you a work around. Create a new password protected chat. Invite nobody, and activate your voice there. I understand that at time...
- by Doshneil Antaro - at 2013.11.10 18:50:00
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115. Feedback: Maps need to be balanced so all plays types and weapons are viable too... - in Feedback/Requests [original thread]
reserved.
- by Doshneil Antaro - at 2013.11.10 18:39:00
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116. Feedback: Maps need to be balanced so all plays types and weapons are viable too... - in Feedback/Requests [original thread]
New maps need to be better thought out and allow easier use for all weapon types. The idea of some weapons having no role on a battlefield is a poor excuse to force limited play styles. Every weapon should have a chance on any map. If you think ab...
- by Doshneil Antaro - at 2013.11.10 18:33:00
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117. So... - in Feedback/Requests [original thread]
I have a low end sniper alt. Sniping is easy mode as is with relatively low risk. The first this was implemented, every sniper with a thale would be red line sniping, virtually making it a no risk high reward bullshit gameplay style.
- by Doshneil Antaro - at 2013.11.08 18:30:00
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118. Shooting into capture point - in Feedback/Requests [original thread]
This has been an issue since I started playing back in closed beta. The blue/red shields need to be removed from them completely, we should never get hitmarkers for shooting something that takes no damage. It's funny the total crap we get used to ...
- by Doshneil Antaro - at 2013.11.08 07:45:00
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119. [Request] Rebalance CQC - in Feedback/Requests [original thread]
First off, this is well thought out post moving toward true weapon balance now that we have good hit detection. I only saw a few minor issues. The plasma cannon is I'll conceived garbage CCP threw at us to try to distract us from at the time a cra...
- by Doshneil Antaro - at 2013.11.08 07:38:00
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120. (request...again) warpoints, sp and kills in the redline - in Feedback/Requests [original thread]
I can't believe you all are still on this. Easy fix : remove the red line from good sniper locations. Many spots in the red line that a sniper uses cover multiple letters. They will still use them, now you have a chance to flank them with some Nov...
- by Doshneil Antaro - at 2013.11.08 06:10:00
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