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301. Get Ready to Troll... - in Feedback/Requests [original thread]
I have an alt heavy hmg less than 1mill sp. I can easily go 18-3 with a std non racial heavy suit and std HMG. 18-0 with a miltia forge. The difference between me and most heavy forges is I am on the ground pushing objectives, and am actually in h...
- by Doshneil Antaro - at 2013.08.29 17:27:00
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302. Logisics - in Feedback/Requests [original thread]
My thought was that all classes should have +s and -s to every weapon. Scout: + to sniper, nova knives No change to shotgun or smg - to everything else, with biggest - to av Logi: + av, smg No change to MD (once minimum arming distance is ...
- by Doshneil Antaro - at 2013.08.29 04:12:00
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303. I wouldn't QQ about AV - in General Discussions [original thread]
Yup, forge guns don't more damage, and have a better rendering distance than large railgun tanks. All for 1/3 of the cost. CCP doesn't math much.
- by Doshneil Antaro - at 2013.08.29 03:53:00
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304. Vehicles in 1.5 and beyond! - in General Discussions [original thread]
@Dust Fiend: It is the job of the aver to hunt vehicles out. If your using swarm/forge on top of a building waiting for the tank to pull up, you hit him, he runs away, he effectively countered your high ground. Now get off your ass and go follow h...
- by Doshneil Antaro - at 2013.08.27 17:44:00
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305. Vehicles in 1.5 and beyond! - in General Discussions [original thread]
What I got from this is vehicles are only viable for a short time, and must get to supply depots to restock. So now the enemy will know exactly were a tanker will be going to at some point in the game. Expect RE/proximity mines (easily to switch o...
- by Doshneil Antaro - at 2013.08.27 17:28:00
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306. What do we want AV nade changes to be like in 1.5? - in General Discussions [original thread]
Arkena Wyrnspire wrote: Not much less damage, but being able to carry only 2 instead of 3 and less homing would help. EDIT: I also wish grenades weren't restockable by nanohives and only came back at supply depots. Homing is fine, they still...
- by Doshneil Antaro - at 2013.08.26 18:12:00
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307. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: Canaan Knute wrote: Doshneil Antaro wrote: I am not advocating to make it easier to get up high, rather trying to make a reason to not just massively team camp them and actually play the objs for change....
- by Doshneil Antaro - at 2013.08.14 06:06:00
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308. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: Doshneil Antaro wrote: I am disappointed in everyone that has posted on this topic so far. I brought constructively to the table, and you all went "waaaaa! Use derp ship! Spec into forge/sniper!". I even po...
- by Doshneil Antaro - at 2013.08.14 02:45:00
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309. Rooftop combat balancing - in Feedback/Requests [original thread]
I am disappointed in everyone that has posted on this topic so far. I brought constructively to the table, and you all went "waaaaa! Use derp ship! Spec into forge/sniper!". I even posted several times that high ground is a great tactic and should...
- by Doshneil Antaro - at 2013.08.14 02:21:00
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310. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: The tactic is totally better than redline sniping. The spots are accessible to anyone who wants to buy a DS. I have 0 SP into dropships and I manage to get to high ground almost all the time. I'm a dedicated h...
- by Doshneil Antaro - at 2013.08.13 22:48:00
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311. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: Doshneil Antaro wrote: Interplanetary Insanitarium wrote: It's no problem calling a MLT dropship when the match starts and getting up high first to lock down the air. I usually end up getting to a roof...
- by Doshneil Antaro - at 2013.08.13 22:30:00
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312. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: And stopping the camping of rooftops pretty much ruins the purpose of the Heavy and snipers. They're two builds that pretty much rely on camping to be effective.. and as a heavy I have no problems shooting peo...
- by Doshneil Antaro - at 2013.08.13 22:21:00
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313. Rooftop combat balancing - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: It's no problem calling a MLT dropship when the match starts and getting up high first to lock down the air. I usually end up getting to a roof top at around the same time as the enemy team, but since I'm on...
- by Doshneil Antaro - at 2013.08.13 22:13:00
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314. Rooftop combat balancing - in Feedback/Requests [original thread]
Mobius Wyvern wrote: There is no imbalance. Moving on. Please do "move on" as simply posting your very short, nonfactual opinion is discarded. Two sentences comprised of five words is an invalid argument.
- by Doshneil Antaro - at 2013.08.13 22:05:00
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315. The "invisible man" glitch is still around & exploitable. - in Technical Support/Bugs [original thread]
Tiffany NE Shephard wrote: Have you checked the invisible player's fittings to see if there's a pattern? I suspect a few things here - scout suits alone are very quick movers, next up are profile dampeners that remove or lower the profile on t...
- by Doshneil Antaro - at 2013.08.13 22:02:00
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316. The "invisible man" glitch is still around & exploitable. - in Technical Support/Bugs [original thread]
Tiffany NE Shephard wrote: THEAMAZING POTHEAD wrote: A few people are still invisible in matches to this day. There are even people like SmokeyNutz from the Infamous(or however they spell it) corp who are abusing this glitch and running arou...
- by Doshneil Antaro - at 2013.08.13 21:46:00
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317. Rooftop combat balancing - in Feedback/Requests [original thread]
General Erick wrote: All I heard was nerf rooftops Didn't know balancing terrain to encourage team play on objectives was a nerf. Obviously your ones of those players to scared to attack an object, so you sit somewhere safe to pad kdr. It's O...
- by Doshneil Antaro - at 2013.08.13 20:09:00
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318. How about a weapon that ignores shields? - in Feedback/Requests [original thread]
Overall, I'd say that this idea is bad, but on the right track to balance shield vs armor weaponry. Their needs to be a MD that decimates shields and still be able to damage armor. Basically just flip the stats on the damage/bonus. Also Flaylock t...
- by Doshneil Antaro - at 2013.08.13 20:02:00
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319. Rooftop combat balancing - in Feedback/Requests [original thread]
Tiffany NE Shephard wrote: Sorry - here's my tactic works Use dropship to get onto the roof as quickly as possible, don't land though - bail out a few feet on top. You gain an extra second to toss flux grenades onto the spawn beacons. Flux gre...
- by Doshneil Antaro - at 2013.08.13 19:49:00
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320. drop uplink hacks - in Technical Support/Bugs [original thread]
Ive noticed this happening over the last few days. After destroying uplinks and taking out enemy players in the area, sometimes players will still spawn in the spot the uplink was for a few minutes after. Found this on ambush, skirmish, and dom. I...
- by Doshneil Antaro - at 2013.08.13 19:33:00
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