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121. [Request] Better Shield Scaling - in Feedback/Requests [original thread]
I really want shields to be able to compete as a viable tank, it's just not even right now. Overall, pure shield tankers regen LESS hp than pure armor tankers with 2 complex reppers for AT LEAST 9 secs and up to 21 on Assaults. For Logi it is muc...
- by Galvan Nized - at 2013.11.12 11:56:00
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122. Mobile Indirect Fire Platform (Field Artillery) - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: What is preventing you from spamming artillery shots on a hack point and making it completely impossible to take? I really hope we get shield bubbles sometime soon. Would be a great counter to orbitals. Plus it would...
- by Galvan Nized - at 2013.11.12 05:02:00
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123. [Suggestion] Vehicles on fire - in Feedback/Requests [original thread]
shaman oga wrote: If are at 0 shield and 0 armor with infantry you are not dead and you can still control your character. It should be the same with ALL the vehicles. While this is true, Dships should blow up in midair more than they do. S...
- by Galvan Nized - at 2013.11.11 00:01:00
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124. [Request] Rollover SP - in Feedback/Requests [original thread]
Who is not in favor of this? But CCP can't figure out how to make boosters work with it so it probably will never happen.
- by Galvan Nized - at 2013.11.10 23:54:00
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125. (Request) Improve Matchmaking - in Feedback/Requests [original thread]
Matchmaking does need to be better but let's not kid ourselves it's NEVER going to be great...Dust just has too small of a playerbase to support anything of value. You get kicked out of the Academy because there is such a small pool of new player...
- by Galvan Nized - at 2013.11.10 15:58:00
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126. Remove message of "Some margin of error" - in Feedback/Requests [original thread]
It is a bit silly, right now scanners spin in 360 and light up everything in their path. If there is margin of error then they know to be cautious. Scanners in general are WAY out of hand...right up there with ARs. It's becoming to much of a requ...
- by Galvan Nized - at 2013.11.10 15:43:00
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127. [Request] Remove invulnerability when switching suits at a Depot - in Feedback/Requests [original thread]
Ghermard-ol Dizeriois wrote: In that case there should be no protection when you initially respawn either. 10/10 spawn kill We had this once, it wasn't fun either. Spawn and wait 3 secs until you actually had control and get immediately mow...
- by Galvan Nized - at 2013.11.09 15:22:00
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128. CCP you NEED to balance this game out in MOST areas and S T O P procrastinating ... - in Feedback/Requests [original thread]
Cmon shotguns have nothing besides the ability to OHK at it's optimal. ROF is so slow they cannot get a second shot before an AR mows them down.
- by Galvan Nized - at 2013.11.08 16:59:00
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129. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Sinboto Simmons wrote: Galvan Nized wrote: Sinboto Simmons wrote: Don't know why so much hate, armor tankers need love. Why do you feel that they need love? They are better than shields in nearly all ways. Now I can honestly say this...
- by Galvan Nized - at 2013.11.07 13:47:00
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130. [Request] Grenade slot should be explosives slot - in Feedback/Requests [original thread]
WASTED MERC wrote: What If I have 2 equipment slots and want to carry an uplink and a rep tool and also use remote explosives More functionality for all -> good Then you run a logi with at least 3 equipment slots, simple. So you want...
- by Galvan Nized - at 2013.11.07 10:06:00
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131. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Cody Sietz wrote: Yes, but while a shield tanker needs to only go one level in armour mods to use a basic armour plate(ans only need 10/1 to fit it) the armour tanker would need to max out his shield extender skill to simply try to fit a extend...
- by Galvan Nized - at 2013.11.07 09:49:00
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132. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Cody Sietz wrote: People can use shield mods and armour mods and get a better result then armour tankers. Usually when this is mentioned they are comparing 1 mod to 1 mod (not true dual tanking ie filing both sides with shields / armor.) A...
- by Galvan Nized - at 2013.11.07 07:26:00
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133. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Cody Sietz wrote: Well, shields will regain on their own, they do not slow you down. People can use shield mods and armour mods and get a better result then armour tankers. Okay I'll start with regen, usually the biggest problem people hav...
- by Galvan Nized - at 2013.11.07 07:07:00
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134. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Cody Sietz wrote: Except they aren't. I'll assume you took my response as inflammatory, I didn't mean it this way. I am curious as to why you feel this way. Is it regen? Mobility? Mods in opposite slots?
- by Galvan Nized - at 2013.11.07 05:32:00
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135. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Sinboto Simmons wrote: Don't know why so much hate, armor tankers need love. Why do you feel that they need love? They are better than shields in nearly all ways.
- by Galvan Nized - at 2013.11.07 05:09:00
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136. [Feedback] Grenade indicators need improvements - in Feedback/Requests [original thread]
Wow this has got to be one of the best ideas yet, tie grenades to passive scans. Actually will give a reason for passive scans outside beefed up scouts. Plus you could do some cool things with this like make flux grenades have less signature. Or ...
- by Galvan Nized - at 2013.11.07 03:11:00
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137. Can we make Reactive Plates fit in both high and low slots? - in Feedback/Requests [original thread]
Armor doesn't need it for tanking ability, but it could use some mods in the highs. Just dear God no more tanking ability or anything that adds reps or dmg. Anything else I feel is fair game.
- by Galvan Nized - at 2013.11.07 02:27:00
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138. Shield and armor - in Feedback/Requests [original thread]
Cat Merc wrote: Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than adv...
- by Galvan Nized - at 2013.11.07 01:07:00
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139. Buff Armor Reppers - in Feedback/Requests [original thread]
Why? Armor seriously crushes shields right now in terms of tankability, does extremely high damage, and has alternate ways to rep (reaching 250 hp/s is achievable now, 300 hp/s is achievable as a logi). Also armor tankers have a regen advantage ...
- by Galvan Nized - at 2013.11.05 15:09:00
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140. Shield and armor - in Feedback/Requests [original thread]
Ralden Caster wrote: Shields purposely have low hp ceilings because they are meant to hit-and-run. Increasing the shield cap would make shields and armor the same. This would give less options to players on what type of mercenary they want to...
- by Galvan Nized - at 2013.11.04 23:59:00
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