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201. Basic Heavy Shield Booster. - in Technical Support/Bugs [original thread]
The issue with Shield boosters is that they do not initiate immediatly. They take up to one tick, or one second. Activate them when your shields are at half when fighting rail turrets/tanks/forges. When fighting missles, hit them when you here the...
- by Doshneil Antaro - at 2014.01.12 17:45:00
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202. CPM: Petition to CCP Regarding Cloaks - in General Discussions [original thread]
DeeJay One wrote: Vulcanus Lightbringer wrote: Heavies can't use equipment though, so cloaked forge gunners won't be a problem either way... Oops. my bad. But getting and MD or a Plasma Cannon in the back is equally bad. You forgot the ...
- by Doshneil Antaro - at 2014.01.11 20:19:00
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203. District locking is coming to an end, soon (TM) - in The War Room [original thread]
CHICAGOCUBS4EVER wrote: Doshneil Antaro wrote: I have a New Eden solution to this issue. When the Defending corp no shows but the attackers take all points, no problem. If both teams are no shows, a "pirate faction corp" swoops in and steals...
- by Doshneil Antaro - at 2014.01.11 04:00:00
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204. District locking is coming to an end, soon (TM) - in The War Room [original thread]
I have a New Eden solution to this issue. When the Defending corp no shows but the attackers take all points, no problem. If both teams are no shows, a "pirate faction corp" swoops in and steals all the clones from both sides. The system could s...
- by Doshneil Antaro - at 2014.01.10 20:10:00
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205. Gunnlogi with continuous hardners - in General Discussions [original thread]
Two big issues with both tanks continue to be speed and Time before passive reps kick in. Both of these issues nullifies infantry based AV in most circumstances. A gunnlogi with actives on cooldown is vunerable to av. Unless a madruger gets stuck ...
- by Doshneil Antaro - at 2013.12.17 16:39:00
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206. How to fix tanks... - in General Discussions [original thread]
A solo forge gunner is still excessively effective at area denial (ground and air) and are darn near uncounterable. I've had hardners up on my tank and 2 shots dawn near kills me. This is a decent balancing note, and makes complexes a bad spot for...
- by Doshneil Antaro - at 2013.12.15 00:47:00
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207. The Tank Problem - Ongoing Feedback 2 - in General Discussions [original thread]
IceShifter Childhaspawn wrote: The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weap...
- by Doshneil Antaro - at 2013.12.13 23:23:00
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208. The Tank Problem - Ongoing Feedback 2 - in General Discussions [original thread]
knight of 6 wrote: Tebu Gan wrote: InsertCoinHere wrote: daishi mk03 wrote: You have more uptime and less CD and you still manage to die vs the MLT tank. Sorry ... there is no help out there for you. dang, you told him........ D...
- by Doshneil Antaro - at 2013.12.13 21:39:00
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209. Militia Tanks Need Adjusted From A Dedicated Tankers Prospective - in General Discussions [original thread]
I think the only issue between mlt and std tanks is there is no incentive for dumping so to unlock std. There needs to be some bonus that goes along with unlocking them. I posted a few tank ideas in this thread. Doshneil Antaro wrote: Sorry b...
- by Doshneil Antaro - at 2013.12.13 21:23:00
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210. The Tank Problem - Ongoing Feedback 2 - in General Discussions [original thread]
Sorry but mlt vs std tanks is fine. My alt is a pure tanker, but with only mid sp. To fit a really good survivable tank, I dump it all into core tanking skills. I left out the mass sp waste of std tanks, do to the fact it is so much sp for just 1 ...
- by Doshneil Antaro - at 2013.12.13 21:05:00
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211. Poll! Chromosome vs. Uprising (DEV's! Your opinion?) - in General Discussions [original thread]
Chrome, I miss you. I could use either kb/m or ds3 and produce the same results. Even better, I could see those pesky snipers at the back of their redzones with my own eyes, and drop an orbital on them. No thales were harmed, as they were not used...
- by Doshneil Antaro - at 2013.11.12 18:05:00
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212. [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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213. 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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214. 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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215. [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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216. 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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217. Redline Snipers and Tighter Maps? - in General Discussions [original thread]
I can't believe this thread hasn't been locked for trolling yet. That being said......... inb4 locked for trolling.
- by Doshneil Antaro - at 2013.11.12 03:58:00
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218. true Dust514 players please rally behind me - in General Discussions [original thread]
Meeko Fent wrote: Doshneil Antaro wrote: The TTK is centered around two key issues. 1. Aim assist locks on. This is unacceptable. It should help pull the cross hairs towards an enemy player on line, and should be easily broken by moving bac...
- by Doshneil Antaro - at 2013.11.11 21:11:00
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219. true Dust514 players please rally behind me - in General Discussions [original thread]
The TTK is centered around two key issues. 1. Aim assist locks on. This is unacceptable. It should help pull the cross hairs towards an enemy player on line, and should be easily broken by moving back and forth. Hell, it even auto locks onto play...
- by Doshneil Antaro - at 2013.11.11 16:50:00
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220. Why are kb/m Users being ignored ? - in General Discussions [original thread]
Over my years of gaming, I have become adequate using both control schemes. When I came over to dust, after some time I switched over to the kb/m and was able to adjust to all the crap ccp has done to its settings patch after hot fix after patch. ...
- by Doshneil Antaro - at 2013.11.11 08:54:00
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