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241. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
BL4CKST4R wrote: Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repai...
- by Galvan Nized - at 2013.07.13 13:32:00
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242. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
reydient wrote: I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we ...
- by Galvan Nized - at 2013.07.13 13:16:00
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243. [Feedback] Shields > Armour GÇô A continued imbalance - in Feedback/Requests [original thread]
BL4CKST4R wrote: TheGoebel wrote: SponkSponkSponk wrote: Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be re...
- by Galvan Nized - at 2013.07.13 13:06:00
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244. [Feedback/request] Logistics dropsuit comparison and analysis - in Feedback/Requests [original thread]
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 more PG and one more high slot (maybe a equipment instea...
- by Galvan Nized - at 2013.07.13 10:00:00
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245. [FEEDBACK] Complex Shield Reg. UP - in Feedback/Requests [original thread]
This is how some pro skills work... look at dmg mods. They only get a +5% at Pro (only 2%from basic to enhanced!). These too suffer from stacking penalties. Without stacking penalties regulators would be WAY too strong since you can stack with Rec...
- by Galvan Nized - at 2013.07.13 09:35:00
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246. Shield-Armor Balance Proposal - in Feedback/Requests [original thread]
BL4CKST4R wrote: Where is the other grenade coming from if a flux was thrown? If thats the case even a flux grenade + grenade combo will two shot any suit but thats not the point, the point was shield suits can survive almost twice the amount...
- by Galvan Nized - at 2013.07.10 19:15:00
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247. Shield-Armor Balance Proposal - in Feedback/Requests [original thread]
BL4CKST4R wrote: Nope, you need 560 shields to survive two grenades (Easily obtainable by Minmatar and Caldari assault suits) and then whatever armor HP you want for the last grenade shot, therefore 3 shots. I could also use flaylocks, 3-4 sh...
- by Galvan Nized - at 2013.07.10 15:04:00
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248. Shield-Armor Balance Proposal - in Feedback/Requests [original thread]
BL4CKST4R wrote: No it doesn't, the shield penalty only affects you when your shields are up, armor is always affected by speed, and we have the worst penalty of all, explosives since armor is the last line of defence tanking with it is very ...
- by Galvan Nized - at 2013.07.10 13:17:00
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249. combining ideas that seem good for armor tanking. - in Feedback/Requests [original thread]
Breakin Stuff wrote: shield tanking is actually viable, and shields recover without modules. armor does not. shields recharge rapidly. armor does not. in fact armor has absolutely no benefit right now that shields do not do better. Armor COULD...
- by Galvan Nized - at 2013.07.10 07:48:00
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250. (Request) Getting Remote Explosives back to former glory (also Proxi mines) - in Feedback/Requests [original thread]
You won't get a reply from CCP, Explosives are far down their list and they don't normally respond to threads in this section. But I agree with many things, I think RE dmg should stay the same through levels but get a bigger splash. Proxies need...
- by Galvan Nized - at 2013.07.10 07:33:00
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251. Request: Drag teammates that are bleeding out - in Feedback/Requests [original thread]
Good idea but I think the animations and all the technical limitations would mean this would be well beyond SOON. For now I think the repair tool could act like a tractor beam for the dying, it pulls them toward you. No need for speed deductions...
- by Galvan Nized - at 2013.07.10 07:14:00
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252. Shield-Armor Balance Proposal - in Feedback/Requests [original thread]
Mobius Wyvern wrote: That's far from what's being suggested here. These changes are designed to make the two options equivalent, but different. These suggestions (from the op) are far from making them equivalent...they make armor top dog. I...
- by Galvan Nized - at 2013.07.10 06:42:00
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253. Shield-Armor Balance Proposal - in Feedback/Requests [original thread]
Man this takes armor tanking from slightly weaker to FAR stronger than shields. I mean, wow, this is too major of a buff. Have you guys considered that armor is the only one capable of active regen? One nanohive, repair tool, and these reppers a...
- by Galvan Nized - at 2013.07.10 05:52:00
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254. Shot through driver seat in LAV - in Feedback/Requests [original thread]
I can agree with this. Why they do not have tops is odd, but really this is the only thing preventing people from just running LAVs to run people over. However, I wish every map wasn't one flat land where LAVs could drive anywhere nearly unhinder...
- by Galvan Nized - at 2013.07.09 10:02:00
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255. Are you guys going to fix the back-peddling speed? - in Feedback/Requests [original thread]
Asher Night wrote: This is probably one of the most gamebreaking things when it comes to any melee. It makes no sense. I understand future technology and all that, but seriously, the character movement in this game is laughable. Why can peopl...
- by Galvan Nized - at 2013.07.06 03:58:00
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256. [Suggestion] A module to resist explosive damage - in Feedback/Requests [original thread]
Mobius Wyvern wrote: No, no damage-type specific resistance modules. This isn't EVE. We already have dmg resistance for vehicles I don't see how this would break the game. Adding this lends itself to greater variety and useful mods.
- by Galvan Nized - at 2013.07.05 03:33:00
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257. [Request] Gunners need more information in HAVs - in Feedback/Requests [original thread]
KalOfTheRathi wrote: Another item that would make life a little easier for a Gunner is a tank position icon. From the top turret it is nearly impossible to find the front of the tank in battle and the turret direction is nearly as bad. We lost...
- by Galvan Nized - at 2013.07.05 02:01:00
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258. [Suggestion] A module to resist explosive damage - in Feedback/Requests [original thread]
DRDEEZENUTSZ TWOpointo wrote: Your right I think it should only go in effect if you have on at least one plate but it will be like 25% reduction to explosives. Really I think it depends if you are talking resisting splash or all explosive ...
- by Galvan Nized - at 2013.07.05 01:48:00
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259. [Suggestion] A module to resist explosive damage - in Feedback/Requests [original thread]
Very nice idea, put it in low slots so Armor tankers have to choose to trade out hp or a repper for it. Only make it work for armor getting the actual resistance so shield tankers don't completely stack it. Perhaps it should only work on spla...
- by Galvan Nized - at 2013.07.05 01:25:00
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260. [Feedback] Uplink Spam vs Needle spam - in Feedback/Requests [original thread]
Spawn uplinks seem pretty fine to me, they add a lot of strategy to the game. I hate spawning on objs more than uplinks. However, I understand the OP feelings and I want there to be a spawn scrambler that is the opposite of an uplink. It should ...
- by Galvan Nized - at 2013.07.05 01:15:00
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