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121. pilot suits the right way - in Feedback/Requests [original thread]
OP
- by Fizzer XCIV - at 2015.02.25 17:02:00
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122. Tactical CR / RR - in Feedback/Requests [original thread]
DRT 99 wrote: Fizzer XCIV wrote: Snip I initially thought it sohuld be 18-20, but that would end up being 1170 - 1300 damage per magazine. I suppose thats in line though as all CR variants have lower damage per magazine than other weapon ...
- by Fizzer XCIV - at 2015.02.24 17:35:00
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123. Tactical CR / RR - in Feedback/Requests [original thread]
DRT 99 wrote: Pagl1u M wrote: that basic Tac RR looks more like an officer weapon. the numbers are just estimates - that probably is closer to a proto weapon than basic though. I thought 460 dps is above most assault variant rifles, but ...
- by Fizzer XCIV - at 2015.02.24 17:14:00
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124. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Atiim wrote: Adipem Nothi wrote: Edit: Is there any truth to this thread ? Does the ScR really out-range the RR? According to these tests performed in-game, the range is about the same (SCR is higher by 1m). That document is painfully...
- by Fizzer XCIV - at 2015.02.23 14:35:00
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125. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Adipem Nothi wrote: Fizzer XCIV wrote: The ScR hipfire is balanced as it is for the type of game Dust is. I was under the impression that the ScR's efficiency (kills/spawn) was higher than any other Fine Rifle. Yeah. So? Not all wea...
- by Fizzer XCIV - at 2015.02.22 15:29:00
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126. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Adipem Nothi wrote: Alena Ventrallis wrote: Adipem Nothi wrote: The longer range rifles I've used in other shooters were consistently unwieldy when fired from the hip. They still hit hard and could kill in CQC, but not without significan...
- by Fizzer XCIV - at 2015.02.22 09:09:00
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127. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Adipem Nothi wrote: Fizzer XCIV wrote: Nice exaggerations. 0.3s Lol. What, did he die in two shots? Unless he was a barebones Minscout and you landed double headshots, he didn't die that fast... Happens every day, huh? I don't make stuff...
- by Fizzer XCIV - at 2015.02.20 09:49:00
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128. Fun idea I had... - in Feedback/Requests [original thread]
Make shield flare racial. Caldari retain the current blue flare. Amarr get a light yellow flare. Minmatar get an orange flare. Gallente get a green flare.
- by Fizzer XCIV - at 2015.02.20 08:57:00
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129. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Adipem Nothi wrote: Breakin Stuff wrote: Adipem Nothi wrote: Breakin Stuff wrote: Forcing a single shot weapon to perform poorly in close is unnecessary. And if we do it because modded Control sh*tlords then we screw legit players har...
- by Fizzer XCIV - at 2015.02.19 19:53:00
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130. Improved Gal assault bonuses - in Feedback/Requests [original thread]
Adipem Nothi wrote: Fizzer XCIV wrote: ITT: Scout cry that they aren't the best killy-suits anymore and that the primary slayer role has been given to Assaults, which is working as intended. Here's a much more likely narrative: When Scou...
- by Fizzer XCIV - at 2015.02.18 22:44:00
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131. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Vesta Opalus wrote: CCP Rattati wrote: Jathniel wrote: You really really do NOT need to buff that TAR. It's literally my primary weapon. On it's own, it's already extremely effective. With triple-damage mods, it's essentially as power...
- by Fizzer XCIV - at 2015.02.18 22:38:00
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132. Improved Gal assault bonuses - in Feedback/Requests [original thread]
ITT: Scout cry that they aren't the best killy-suits anymore and that the primary slayer role has been given to Assaults, which is working as intended.
- by Fizzer XCIV - at 2015.02.18 22:21:00
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133. Sticky:[Data Insights] Rifle Balance Update - in Feedback/Requests [original thread]
Alex-ZX wrote: Breakin Stuff wrote: drop HMG to 2000 RPM, increase range to 40m. puts it at 650 DPS-ish. Please do not mess with the hmg. If ccp want to makes autocannons in that way go ahead, but the hmg is good as it is right now. I w...
- by Fizzer XCIV - at 2015.02.18 06:55:00
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134. Improved Gal assault bonuses - in Feedback/Requests [original thread]
The-Errorist wrote: DeadlyAztec11 wrote: I'm all for improving the current bonus. Oh, by the by, IT'S CALLED THE ASSAULT RIFLE! YOU DON'T HAVE TO YELL and it's an assault plasma rifle. Just saying assault rifles could mean one of many th...
- by Fizzer XCIV - at 2015.02.17 04:44:00
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135. Assault HMG Proposal - in Feedback/Requests [original thread]
Remove it. It's a pointless weapon. Regular HMG is by all right an Assault Variant weapon. Why have 2 Assault Variants? Replace it with Breach HMG. Assault SMG, Assault ScP and Tactical ScP should also be removed and replaced with real variants ...
- by Fizzer XCIV - at 2015.02.16 21:51:00
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136. Assault HMG Proposal - in Feedback/Requests [original thread]
-stupid double post-
- by Fizzer XCIV - at 2015.02.16 21:49:00
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137. Improved Gal assault bonuses - in Feedback/Requests [original thread]
Vrain Matari wrote: The-Errorist wrote: Adipem Nothi wrote: Assault Suits are already the best Suits. Dare we buff them further? http://dust.thang.dk/market_historycategory.php http://dust.thang.dk/market_tryhardinator.php Those g...
- by Fizzer XCIV - at 2015.02.16 18:15:00
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138. Infantry damage to start shield recharge delay threshold - in Feedback/Requests [original thread]
Jack McReady wrote: The-Errorist wrote: Basically a revival of this thread . Trello card to vote on . Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be...
- by Fizzer XCIV - at 2015.02.16 17:59:00
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139. Improved Gal assault bonuses - in Feedback/Requests [original thread]
Commander Noctus wrote: I don't see why not. If people don't want to give plasma weaponry a bonus that counters their weakness (like lasers and projectiles get...) then we might as well buff the hell out of the bonus we actually do have. The ...
- by Fizzer XCIV - at 2015.02.16 17:46:00
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140. Scouts should take 50% less fall damage. - in Feedback/Requests [original thread]
Remove fall damage altogether. It makes no sense that Dropsuits that can take 20-30 super space gun rounds would die from a 50m fall. The impact energy we absorb from a single SMG round is probably greater than the energy we would absorb from a 20...
- by Fizzer XCIV - at 2015.02.16 17:30:00
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