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141. [Request] Change the Redline for hisec/lowsec - in Feedback/Requests [original thread]
Also swarm and forge gunners use this tactic and hide behind the hill shooting at our tanks It goes both ways
- by EnglishSnake - at 2012.11.06 14:33:00
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142. Missiles OP? or is because of circumstance? - in Feedback/Requests [original thread]
I see not many actually read the thread to begin with If you dont see all the different factors to begin with and the outcome which is missiles are always being used then lol at you tbh Its a fact armor is much weaker than before and the armor...
- by EnglishSnake - at 2012.11.06 13:25:00
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143. Missiles OP? or is because of circumstance? - in Feedback/Requests [original thread]
Short answer: armor tanks got no love and explosive damage hurts armor more and hybrid turrets suck Long answer: OP because they have infinite range and splash damage and OHK kill my scout suit wah I dont buy it, splash damage is created from t...
- by EnglishSnake - at 2012.11.05 18:54:00
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144. Veichles controls - in Feedback/Requests [original thread]
As a driver its annoying I have to drive/activate mods and fire at the same time while trying to turn or worse im trying to reverse and blindly guessing where im going The controls are the worst ive come across
- by EnglishSnake - at 2012.11.05 13:16:00
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145. [REQUEST] All mods/skills alter the stats in fitting screen - in Feedback/Requests [original thread]
Whenever i change my dropsuit or vehicle mods the stats do not always change So for example you have the base damage output of a railgun for your tank but the stats on it do not change even if you have turret skills So it may cause 400DPS base ...
- by EnglishSnake - at 2012.11.05 13:04:00
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146. Tank + Redzone = invulnerable and needs fixed - in Feedback/Requests [original thread]
Meh I dont even care anymore, my tank my 4mil of SP put into it im not gonna let it get taken out by an AV guy with less than 200k of SP put into AV and for the majority of the time i dont even tho its made of paper I could always spec into a ...
- by EnglishSnake - at 2012.11.04 23:45:00
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147. Multi-part plan to balance AV, and vehicles - in Feedback/Requests [original thread]
LOWER MISSILE LAUNCHER SPLASH DAMAGE Currently, missile launchers are better AI weapons than blasters, and better AV weapons than railguns. This could make them more the "all-around" weapon they're meant to be. RAISE RAILGUN RANGE Railgun...
- by EnglishSnake - at 2012.11.04 19:44:00
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148. Unrefutable balancing: Dropships - in Feedback/Requests [original thread]
Paran Tadec wrote: EnglishSnake wrote: Also make dropships have the MCRU as standard which cannot be removed, most dropships are not fuffilling ther role and are flying tanks Then itll just fill up with bluedots who never leave. Add t...
- by EnglishSnake - at 2012.11.04 18:13:00
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149. Snipers Are Ruining The Game - in Feedback/Requests [original thread]
Yea but at least snipers have to shoot at moving targets mostly, its not fish n a barrel that much
- by EnglishSnake - at 2012.11.04 17:24:00
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150. Unrefutable balancing: Dropships - in Feedback/Requests [original thread]
Also make dropships have the MCRU as standard which cannot be removed, most dropships are not fuffilling ther role and are flying tanks
- by EnglishSnake - at 2012.11.04 15:19:00
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151. [Feedback & Requests] A list of feedback/request to help DUST get good - in Feedback/Requests [original thread]
Railguns and missiles have the same range Missiles draw back in comparision to railgun charge up time and overheat and blasters overheat is that missiles espc for the large turrets will not always hit the target, they are grouped but sometimes mi...
- by EnglishSnake - at 2012.11.03 16:01:00
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152. the best way to balance dropships is to... - in Feedback/Requests [original thread]
Skihids wrote: EnglishSnake wrote: Chankk Saotome wrote: Just restrict dropship turrets to blasters. They'll have to get closer to the ground and move slower to be effective anti-personnel vehicles which they aren't intended to be in the ...
- by EnglishSnake - at 2012.11.03 15:30:00
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153. the best way to balance dropships is to... - in Feedback/Requests [original thread]
Chankk Saotome wrote: Just restrict dropship turrets to blasters. They'll have to get closer to the ground and move slower to be effective anti-personnel vehicles which they aren't intended to be in the first place and swarms will start hitting...
- by EnglishSnake - at 2012.11.03 13:58:00
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154. Dropship = Transport ship - in Feedback/Requests [original thread]
Angrim Khan wrote: EnglishSnake wrote: Adeptus Ezekiel wrote: EnglishSnake wrote: Dropship = transport ship Rather than taking away all guns, let them have short range blasters for area suppression while dropping off troops, just ...
- by EnglishSnake - at 2012.11.02 18:01:00
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155. Dropship = Transport ship - in Feedback/Requests [original thread]
Adeptus Ezekiel wrote: EnglishSnake wrote: Dropship = transport ship Eazy fixes to it tbh 1. Take away all guns 2. Give it more tank 3. Mobile CRU cannot be removed at all 4. Pilot gets points for ppl spawning in, also i feel the transport...
- by EnglishSnake - at 2012.11.02 16:14:00
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156. Dropship = Transport ship - in Feedback/Requests [original thread]
Jason Pearson wrote: I'd be down for this, providing I get a massive CPU/PG boost aswell as raised base Shield/Armor. You want us without defenses? We better take a lot longer to kill off. Yup But you cant take the MCRU off either
- by EnglishSnake - at 2012.11.02 15:59:00
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157. Dropship = Transport ship - in Feedback/Requests [original thread]
Phantom Cheshire wrote: 2-3 decent forges can pin dropships with no problems. It just requires teamwork and decent aim. Pure BS, ive seen them try and do it rarely-never works even so it reps itself back up and restarts the circle
- by EnglishSnake - at 2012.11.02 15:58:00
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158. Dropship Natural Expansion: Co-Pilots - in Feedback/Requests [original thread]
Dropships no guns its a transport ship not a bomber
- by EnglishSnake - at 2012.11.02 15:42:00
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159. Dropship = Transport ship - in Feedback/Requests [original thread]
Dropship = transport ship Eazy fixes to it tbh 1. Take away all guns 2. Give it more tank 3. Mobile CRU cannot be removed at all 4. Pilot gets points for ppl spawning in, also i feel the transport ship should replenish armor and ammo so pilot ge...
- by EnglishSnake - at 2012.11.02 15:42:00
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160. Tanks.. - in Feedback/Requests [original thread]
DarkShadowFox wrote: They Seriously Need More Protection Their Turning Radius Is Junk! Why is is SO HARD TO TURN this is the future! Because your activating mods while firing the turret and trying to figure out where the AV guys are hiding ...
- by EnglishSnake - at 2012.11.01 19:10:00
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