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221. Flaylock pistols and mass drivers are OP. - in Feedback/Requests [original thread]
XxGhazbaranxX wrote: The only problem any explosive weapon does is that it hits shield for only 70% damage but blaps armor for 130% damage. Weaponry such as scrambler rifles do 120% to shield and 80% to armor having the damage feel more consist...
- by Galvan Nized - at 2013.07.21 20:12:00
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222. Request - CCP, y u hate Gallente? - in Feedback/Requests [original thread]
Gallente Logi and Cal Logi are VERY close. I think the disparity only really exists because of shields v armor. Assaults are a different story but I'm afraid balancing them will negatively affect all Cal and Gal Logi balance we did have.
- by Galvan Nized - at 2013.07.21 19:50:00
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223. gravity mines - in Feedback/Requests [original thread]
I think a better idea is EMP grenade/mine. It should mess with the neocom killing the minimap and aspects (like the chevrons) of the HUD. One would still have sights and could shoot but is lost to where they are and making it more difficult to dis...
- by Galvan Nized - at 2013.07.19 21:23:00
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224. [Suggestion] splash damage from explosives - in Feedback/Requests [original thread]
This is how grenades work. Now if you're talking the MD or Flaylock they have a small blast radius, not sure how you you employ this without giving them greater radius or nerfing them into oblivion.
- by Galvan Nized - at 2013.07.19 20:57:00
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225. Disable infantry friendly collision in pubblic matches - in Feedback/Requests [original thread]
Ya your topic is difficult to digest but essentially you want to float around friendlies vs hit the brick wall that is your teammate not allowing you to pass. What happens if you're taking damage and retreat into a teammate "floating " by them? ...
- by Galvan Nized - at 2013.07.18 11:05:00
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226. [Suggestion] Improving new player experience and SP - in Feedback/Requests [original thread]
Ok to this point on Boosters. People will see less value in using them when they are getting 1.33 or 1.25 proportionally. Eventually they will just say screw it, capping sp on boosters ruins value. Plus the whole marketing of getting 50% extra SP ...
- by Galvan Nized - at 2013.07.18 10:55:00
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227. [Suggestion] Improving new player experience and SP - in Feedback/Requests [original thread]
While a decent idea you have to think how these affect Booster sales. If you give them higher passive then sales of passive boosters will decrease. If you take their dbl passive and let them 1.5x that then you'll be getting a lot more SP for mu...
- by Galvan Nized - at 2013.07.18 08:25:00
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228. [Req] Points For Active Scanner - in Feedback/Requests [original thread]
I thought you were going to go too far and suggest giving points every time you reveal someone but you reeled it back in. A very nice idea. But should only work on targets the scanner reveals and for the time. If they are spotted and then you sc...
- by Galvan Nized - at 2013.07.18 08:15:00
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229. [REQ] Squad Linking to allow corporations to sync together - in Feedback/Requests [original thread]
Like it and get it but ideally I think Corp battles could be brought back eliminating the need for this.
- by Galvan Nized - at 2013.07.18 08:10:00
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230. [Request] introduce a module that increases jumping height at low CPU/PG cost - in Feedback/Requests [original thread]
While I kind of understand, in this game where one can bunny hop like mad this is just too much... let's just add jetpacks.
- by Galvan Nized - at 2013.07.18 08:06:00
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231. [request] auto aiming active module - only works with a sniper rifle while stati... - in Feedback/Requests [original thread]
Wow. No on every level. Why do snipers need help?
- by Galvan Nized - at 2013.07.18 08:04:00
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232. [Suggestion] Uncapped SP for the first 6-10 Million SP - in Feedback/Requests [original thread]
Nova Knife wrote: SponkSponkSponk wrote: How would that interact with boosters though? Business as usual. Boosters could easily mean the difference between catching up with a brand new character in weeks or months. Maybe some adjustments ...
- by Galvan Nized - at 2013.07.18 07:57:00
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233. [Request] Hacking tool - in Feedback/Requests [original thread]
Ya I don't think the deployable would be great on hacking equipment (unless it has like radius hack or something)...seems overkill . But Objs, supply depots, vehicles etc would be great. So on this hacking tool you're thinking hack at range with ...
- by Galvan Nized - at 2013.07.18 05:04:00
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234. [Request] Hacking tool - in Feedback/Requests [original thread]
So this is like a repair tool? I like the idea of hacking uplinks and nanohives I want to see a deployable equipment that hacks objs for you (at a slower rate) that way you can defend it rather than get shot in the back by a late spawner.
- by Galvan Nized - at 2013.07.18 04:11:00
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235. [Feedback/request] Logistics dropsuit comparison and analysis - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Galvan Nized wrote: The Amarr Logi gets totally screwed, they have such limited mod space for a sidearm and slower speed vs other logis. Plus they cannot fully take advantage of their racial bonus. I think some m...
- by Galvan Nized - at 2013.07.14 19:12:00
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236. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
TheGoebel wrote: So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most inf...
- by Galvan Nized - at 2013.07.14 07:55:00
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237. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
reydient wrote: Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as...
- by Galvan Nized - at 2013.07.14 06:59:00
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238. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
Mordecai Snake wrote: Kinetic Catalyzers and Shield Regulators should be moved to high slots. Catalyzers No. Biotics=DMG Mods. Moving them may give armor tankers an easy way to mitigate the speed penalty but does not deal with the real probl...
- by Galvan Nized - at 2013.07.14 06:51:00
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239. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what? By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's t...
- by Galvan Nized - at 2013.07.13 15:43:00
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240. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
Godin Thekiller wrote: Funny; if you take a look at this , You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor....... Thank you for this, really fills in the gaps....
- by Galvan Nized - at 2013.07.13 14:23:00
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