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1. Factional Warfare 2.0: Strategic Outposts - in Feedback/Requests [original thread]
Dauth Jenkins wrote: Fanfest 2020 lol Trey Hardin wrote: Love this but just so you know that would be faction warfare 3.0 we are currently on 2.0 Did not know that. What was the first iteration like?
- by Fish'o'war Turinna - at 2014.04.10 03:28:00
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2. Factional Warfare 2.0: Strategic Outposts - in Feedback/Requests [original thread]
I was thinking about the requests that us Dust players have voiced about being able to pick the systems we fight in, and the requests for new maps/game modes. It occurred to me that we could fight in the strategic outposts floating in space that E...
- by Fish'o'war Turinna - at 2014.04.09 02:15:00
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3. Vehicle Question: TTK? - in Feedback/Requests [original thread]
Personally, I would agree that 15-20s is a good number for shooting a heavy tank that isn't reacting.
- by Fish'o'war Turinna - at 2014.03.09 20:36:00
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4. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
Sole Fenychs wrote: This sounds nice, but: What is a tank good for, then? Serious question. The baseline gameplay here is infantry. Infantry does everything. Tanks can't do many of the things that infantry can (like hacking). If you make the...
- by Fish'o'war Turinna - at 2014.03.07 23:17:00
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5. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
KalOfTheRathi wrote: You don't have a Push To Win button that works on tanks. Get a tank. That works, very well. Don't like that. Use a squad. Worst thing for a tanker is a squad of AVs with mics and knowing what they are doing. Luckily for us,...
- by Fish'o'war Turinna - at 2014.03.07 12:48:00
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6. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
echo47 wrote: Webbifiers would be terible in this game. You have to think about what counter would you have. Webs plus scanners would make the game impossible to play. I think a better solution for tanks would be a slow down effect based on th...
- by Fish'o'war Turinna - at 2014.03.06 22:19:00
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7. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't ...
- by Fish'o'war Turinna - at 2014.03.06 21:06:00
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8. Stuff for shield tanked low slots - in Feedback/Requests [original thread]
Galvan Nized wrote: Properly balanced I think it's intriguing idea. We already have DMG mods, at least a weapon range enhancer would compete and would be a viable mod. I don't know if a percent increase would be the way to go though, because...
- by Fish'o'war Turinna - at 2014.02.26 04:47:00
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9. Stuff for shield tanked low slots - in Feedback/Requests [original thread]
Awry Barux wrote: Texs Red wrote: So you are somehow dissatisfied with the range enhancer that is already in the low slot? I would guess that he means weapon range enhancers. The answer to that is no. True. The range enhancer currentl...
- by Fish'o'war Turinna - at 2014.02.24 13:27:00
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10. Stuff for shield tanked low slots - in Feedback/Requests [original thread]
Since we can put range+tracking enhancers on either our low slot or medium slots in EVE, could we have a low slot range enhancer in Dust? Thoughts?
- by Fish'o'war Turinna - at 2014.02.19 20:22:00
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11. Gas Giant - in Map Ideas [original thread]
What if we had a map based on a floating Gas Giant resource harvester? If I recall correctly, the description for the Planetary Interaction Gas Giant harvester says that it uses a complicated system of ballasts to maintain altitude in the atmosphe...
- by Fish'o'war Turinna - at 2014.02.13 18:17:00
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