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41. [Request] Caldari boltgun (a bigger bolt pistol) - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: After playing around with the bolt pistol and realizing how awesome it can be, I want a light weapon version of it; no, the rail rifle is not what I'm looking for because the rate of fire is too high, and the damage...
- by Evolution-7 - at 2014.04.15 11:22:00
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42. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
True Adamance wrote: Do tanks also get to make use of these utopia oases? If CCP makes them, then yes, why not? But the main point of this thread is that about current assets in-game.
- by Evolution-7 - at 2014.04.07 23:34:00
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43. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
Come on guys!
- by Evolution-7 - at 2014.04.07 21:55:00
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44. dropship ads turrets - in Feedback/Requests [original thread]
Xaviah Reaper wrote: as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being ca...
- by Evolution-7 - at 2014.04.07 18:18:00
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45. dropship ads turrets - in Feedback/Requests [original thread]
Mobius Wyvern wrote: Xaviah Reaper wrote: as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incub...
- by Evolution-7 - at 2014.04.07 18:13:00
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46. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
Mossellia Delt wrote: Was with you till the shield. I want a shielded area around a supply drop where no enemies can kill me so I can resupply and take my time as infantry! Its an idea, CCP doesn't have to make a shield. All I am asking is...
- by Evolution-7 - at 2014.04.07 17:24:00
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47. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
reserved
- by Evolution-7 - at 2014.04.07 16:00:00
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48. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
Landing pad attributes: - Objectives with landing pads automatically function for the team that owns the objective. - Neutral objectives with landing pads function for everyone - Red objectives with landing pads function only for hostiles - Blue ...
- by Evolution-7 - at 2014.04.07 15:59:00
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49. Vehicle resupplying using in-game assets! - in Feedback/Requests [original thread]
Lining up at a supply depot to resupply aerial craft is an unbelievably poor system. What makes it bad is we can be railed from over 650 metres away, rammed by idiotic blues in HAVs who think they are funny, hit by racing LAVs who are out of contr...
- by Evolution-7 - at 2014.04.07 15:58:00
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50. Proposed Ideas to Improve Planetary Conquest - in Feedback/Requests [original thread]
Sir Snugglz wrote: Instead of opening up another region why not unlock more planets??? only 1 out of 10 or so planets per system are being used... But snugglz, CCP will have to deliver the promise they made ages ago, real lava and ice/gas p...
- by Evolution-7 - at 2014.04.07 14:47:00
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51. [Request] Bring Aura (EVE "Announcer" AI) Back to Dust - in Feedback/Requests [original thread]
Mobius Wyvern wrote: I know there have been threads for this in the past, but I'm pretty sure they've all been locked for inactivity. I'm pretty sure I'm not the only one who was dissapointed to find that the new Skirmish 2.0 mode also feature...
- by Evolution-7 - at 2014.02.20 10:07:00
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52. Small Blaster Dispersion - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Needs more dispersion! 1.4 messed up blasters and they suck even now. Before 1.4 they was splash damage, 0.5 meter about. And there was the scattered version till 1.7 which had more dispersion. Increasing disper...
- by Evolution-7 - at 2014.02.20 01:01:00
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53. Hoverbikes - in Feedback/Requests [original thread]
Xaviah Reaper wrote: another thing.. they would need to negate the vehicle quota for this vehicle or else they're going to be a rage generator It would be insanely stupid to have an RDV drop this, I have a very very detailed thread upcoming...
- by Evolution-7 - at 2014.02.18 13:51:00
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54. New Vehicle Ideas and Thoughts - in Feedback/Requests [original thread]
Also, lock on turrets: https://forums.dust514.com/default.aspx?g=posts&m=1814009#post1814009 We need completely new vehicles, apcs (mav), scvs (havs). Guys need to remember that when you hear the word HAV, it does not imply a tank, a tank ...
- by Evolution-7 - at 2014.02.17 11:12:00
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55. New Vehicle Ideas and Thoughts - in Feedback/Requests [original thread]
Look at these awesome threads https://forums.dust514.com/default.aspx?g=posts&t=115185 https://forums.dust514.com/default.aspx?g=posts&m=677746#post677746
- by Evolution-7 - at 2014.02.17 11:01:00
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56. 2 seater aircraft - in Feedback/Requests [original thread]
Terry Webber wrote: Having two seats would be useless unless the second seat has a turret. Yes WITH the ability to switch out the turret view and look out the cockpit and the little turret on the rear of the pilots seat who sits in front. Ac...
- by Evolution-7 - at 2014.02.16 23:23:00
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57. 2 seater aircraft - in Feedback/Requests [original thread]
When you do introduce one, e.g a variation of the fighter with 2 seats very fast no fire output, imagine flying in the recon craft in the second seat in first person view, looking out the panels around you while doing barrel rolls would be so awes...
- by Evolution-7 - at 2014.02.16 19:51:00
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58. Make NKs deal 100% damage to vehicles - in Feedback/Requests [original thread]
Awry Barux wrote: You heard me. If a tanker sits still long enough, I want to be able to cut them out of that metal box. It would obviously be funny to see but I disagree . I think you should be that you can disable turrets with nove knifes...
- by Evolution-7 - at 2014.02.16 19:31:00
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59. The module activation colours are obtrusive for gunners and pilots - in Feedback/Requests [original thread]
Foundation Seldon wrote: I agree that the activation of hardeners does obscure the gunner and it can be seriously detrimental to their performance but I disagree with your solution of just outright removing the current effect and reverting it b...
- by Evolution-7 - at 2014.02.16 19:28:00
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60. The module activation colours are obtrusive for gunners and pilots - in Feedback/Requests [original thread]
The history of module colours Chromosome module colours when activated were cool and were pretty much perfect. Then came uprising, the chromosome colours still here just more vibrant but a little too bright. Then in uprising 1.2 they removed...
- by Evolution-7 - at 2014.02.16 16:43:00
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