Pages: 1 2 3 4 5 6 7 8 9 [10] 20 30 |
181. 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
|
182. 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
|
183. I don't want to use the word nerf but...... - in General Discussions [original thread]
what exactly got nerfed?
- by Doshneil Antaro - at 2014.01.22 08:19:00
|
184. [FEEDBACK:] Analysis on 1.7 tank functionality, militia tanks, CCPs vision + idea - in General Discussions [original thread]
Possible fixes for MLT 0 sp tanking: 1. Increase cpu/pg of mlt modules and turrets 2. Add passive gains for investing into some tanking skills that give an edge to investing sp into them. 3. Make mlt tanks like the state versions. Force them to h...
- by Doshneil Antaro - at 2014.01.18 20:15:00
|
185. Announcement:Interview With CCP Remnant: Questions From The Community - in Announcement and Events [original thread]
This interview upsets me as it shows that ccp is disconecting from the players. This stance on TTK just proves our discussions in the forums as well as lack of blue posts proves as much. Add into account that the commando and probally assault bonu...
- by Doshneil Antaro - at 2014.01.17 22:03:00
|
186. Active damage mods don't have stacking penalties - in General Discussions [original thread]
The issue here is that since the stats across tiers does not increase, stacking and using multiple of the same items becomes overly powerful. In my tests I have found that just stacking 2 or more damage mods is more effective than the hp lose fro...
- by Doshneil Antaro - at 2014.01.17 21:34:00
|
187. 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
|
188. [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
|
189. 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
|
190. 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
|
191. 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
|
192. 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
|
193. 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
|
194. 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
|
195. 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
|
196. 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
|
197. 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
|
198. CPM: Petition to CCP Regarding Cloaks - in General Discussions [original thread]
On the issue of alpha damge weapons, there are differences between the ranged and the cqc knives and shotguns. No matter if you believe it or not, a sniper getting headshots takes real skill, and should imho should OHK all med suits of the same ...
- by Doshneil Antaro - at 2014.01.12 18:46:00
|
199. 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
|
200. 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
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 20 30 |
First page | Previous page | Next page | Last page |