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101. CLOAKS SHOULD DECLOAK WHEN... - in Feedback/Requests [original thread]
Baby steps guys... Let's start with fluxes disabling them. This gives them a hard counter. Something as potentially powerful as a cloak needs a hard counter. Secondly, there should definitely be a delay between decloaking and firing a weapon. 1-...
- by Fizzer94 - at 2014.03.28 12:36:00
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102. Scout HP Balance - in Feedback/Requests [original thread]
BL4CKST4R wrote: 8213 wrote: BL4CKST4R wrote: Or you leave them alone, fix the module balance and buff the Medium suits... you might be nerfing the high HP brick scouts with this but what about the squishy ewar scouts? you know those scou...
- by Fizzer94 - at 2014.03.28 11:48:00
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103. [Feedback] Tanking scout noobs getting out of hand - in Feedback/Requests [original thread]
General12912 wrote: Fizzer94 wrote: Over 300 EHP is too much? My scout has 287 EHP without equipping any modules. A basic shield extender will bring it over 300... Should I not equip any HP modules? thats impossible! what kind of scout ...
- by Fizzer94 - at 2014.03.28 02:11:00
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104. [Feedback] Tanking scout noobs getting out of hand - in Feedback/Requests [original thread]
Over 300 EHP is too much? My scout has 287 EHP without equipping any modules. A basic shield extender will bring it over 300... Should I not equip any HP modules?
- by Fizzer94 - at 2014.03.28 00:31:00
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105. please chill with the nerfs - in Feedback/Requests [original thread]
Oh, run-on sentences. We meet again. I did read your entire post though... I can understand your frustrations about there always being a FotM because CCP overdoes needs and buffs, too.
- by Fizzer94 - at 2014.03.27 23:20:00
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106. CF : better known as cloak fields.... - in Feedback/Requests [original thread]
Ummm... even with the 75% fitting reduction, Cloaks are far harder to fit than any other module/weapon/equipment in the game.
- by Fizzer94 - at 2014.03.27 12:28:00
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107. Bald Maps & Ecosystem at Large - in Feedback/Requests [original thread]
I would like to see trees. They need to be destructable though, if a larger weapon hits them they should knock over of burn away.
- by Fizzer94 - at 2014.03.27 03:08:00
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108. Elevators. - in Feedback/Requests [original thread]
I would like to see elevators and stairwells be a thing. Elevators because it could be one a tactical advantage to hold them and keep them for your team. Stairwells because they make for some of the best firefights. Specifically, I would like to...
- by Fizzer94 - at 2014.03.25 00:02:00
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109. Assault Rifle - in Feedback/Requests [original thread]
Korvin Lomont wrote: RemingtonBeaver wrote: Were there any range adjustments? Because it doesn't look like the Kali RR is going anywhere with the blanket nerf. I was hoping to see that thing Flaylocked. Nope no changes to inter rifle ba...
- by Fizzer94 - at 2014.03.24 12:48:00
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110. Assault Rifle - in Feedback/Requests [original thread]
Oh. So? This will be the case with all of the rifles. I don't see the issue here. Current AR Damage: 34 1.8 Duvolle Damage: 33 Current CR Damage: 32 1.8 Boundless Damage: 29.7 Current RR Damage: 55 1.8 Kaalakiota: 51.7 Current ScR Damage: 72 ...
- by Fizzer94 - at 2014.03.24 01:32:00
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111. Assault Rifle - in Feedback/Requests [original thread]
How is it going to be worse than the standard? Edit: Also, everyone will use shields. Extenders don't have to compete with damage mods anymore for peoples high slots.
- by Fizzer94 - at 2014.03.23 19:56:00
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112. Best idea/suggestion ever - in Feedback/Requests [original thread]
We've discussed this... It wouldn't work and it isn't the best idea ever. A better solution would be to remove the team based redlines altogether and make the spawn areas and the areas under the MCCs super easy to defend. This could be done with...
- by Fizzer94 - at 2014.03.22 21:01:00
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113. Increase Turret Hp decrease wp reward - in Feedback/Requests [original thread]
It should reward more WP for hacking a neutral turret than it does to blow it up. Blowing up a hostile turret should reward the same amount of WP as hacking one. Turrets should be a threat to more than Dropships and LAVS, their health should be i...
- by Fizzer94 - at 2014.03.21 00:49:00
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114. Reduce shield extender pg use. - in Feedback/Requests [original thread]
Exodeon Salviej wrote: Eh, no, he's not wrong there. It's just the way it is. CPU is considered as high power as it's the transfer of electricity, or rather; DC and AC currents. PG is Powergrid, and they have nicknamed it as engineering, so tha...
- by Fizzer94 - at 2014.03.20 07:53:00
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115. [Request] 1.8 Skill Point Refund - in Feedback/Requests [original thread]
Dustbunny Durrr wrote: Accidentally trained rail rifle proficiency 5 before you read on the forums that they are nerfing it eh? Lol. No. I hate Fail Rifles. In fact, its well known that my Laser Rifle is getting a buff, so it isn't about som...
- by Fizzer94 - at 2014.02.17 17:44:00
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116. [Request] 1.8 Skill Point Refund - in Feedback/Requests [original thread]
Do it CCP. You will only hurt yourself if you don't.
- by Fizzer94 - at 2014.02.17 16:03:00
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117. [Request] Change Gallente Assault Suit Bonus for 1.8 - in Feedback/Requests [original thread]
Hmm. An extra 2.25-4.5m of optimal range for the AR, or a much better hipfire? A range bonus would be truly useless, and doesn't make sense to be on a Gallente suit. CCP is also not going to do the damage bonus. They are clearly trying to stay aw...
- by Fizzer94 - at 2014.02.17 01:04:00
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118. Feedback:Factors that contribute to RR/CR OPness - in Feedback/Requests [original thread]
Guys. Its quite simple. They provide too much performance output for how much skill input they require from the player. This is the case with all FotM things. Either make them harder to use, or nerf their performance. Either one will balance the i...
- by Fizzer94 - at 2014.02.16 13:19:00
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119. Weapon Roles - in Feedback/Requests [original thread]
AmlSeb wrote: Dexter307 wrote: AmlSeb wrote: Dexter307 wrote: AmlSeb wrote: One reason why the Rail Rifle is so OP is that the weapon variants we have are quite the same as we had in Closed BETA and before. There was only the Assaul...
- by Fizzer94 - at 2014.02.13 16:41:00
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120. Weapon Roles - in Feedback/Requests [original thread]
Read this. Perfect Imbalance/Balancing for Skill is the way forward for Dust. I will summarize each main point of imperfect balance and balancing for skill in the bold sections below. JOAT(Jack of all trades) Weapons (thanks for this acronym) ...
- by Fizzer94 - at 2014.02.13 16:31:00
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