Pages: 1 2 3 4 5 6 7 8 9 10 20 30 |
321. [Request] Better dropsuit specialization skill bonuses - in Feedback/Requests [original thread]
Cosgar wrote: Commando should've been a light frame... Too late for that. Wait for an Assassin light frame. Two light weapons, stealth, speed and bugger all tank. Perhaps a damage bonus and no equipment? In that vein an Insurgent light f...
- by Garth Mandra - at 2013.10.10 04:31:00
|
322. [Request] Better dropsuit specialization skill bonuses - in Feedback/Requests [original thread]
Sam Toucan wrote: I have a different viewpoint on the commando suits. Perhaps they could add a percent movement speed on commando suits to compensate for there considerably low health. Not to make them as fast as medium suits, but at least make...
- by Garth Mandra - at 2013.10.10 04:17:00
|
323. scanners have rendered dampenners essentially useless? correct me if i'm wro... - in Feedback/Requests [original thread]
I use profile dampeners on my logi suit. With two low slots on any medium frame you can be invisible to all but one of the proto scanners (the one that nobody uses). It would be nice to have more graduated results from scanners though so it's st...
- by Garth Mandra - at 2013.10.10 01:57:00
|
324. [Request] Better dropsuit specialization skill bonuses - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Stile451 wrote: Maybe change the skill to speed increase for equipment. Hives would pulse faster(same amount of clusters with the same amount of ammo replenished but simply faster), uplinks would spawn quicker, s...
- by Garth Mandra - at 2013.10.09 23:40:00
|
325. RDV yo-yoing vehicle deployments - in Technical Support/Bugs [original thread]
I saw this the other day. It did eventually drop for me although it took a few minutes.
- by Garth Mandra - at 2013.10.09 05:19:00
|
326. MCC to MCC damage should be removed - in Skirmish Gamemode [original thread]
Isn't the main point of MCC/MCC damage to prevent 23.5 hour long skirmishes? This seems especially important for PC matches since it is not that difficult to set up a match and organise to AFK until just before DT.
- by Garth Mandra - at 2013.10.09 02:00:00
|
327. A Future Vision: Skilltree Revamp [Dropsuit Command Tree] - in Feedback/Requests [original thread]
As for the race, specialisation, frame size stuff I like racial stuff coming first (I'd like something similar in the weapons tree too) because it lets you specialise into a particular races technology and overall play style. You can also explain...
- by Garth Mandra - at 2013.10.09 00:32:00
|
328. A Future Vision: Skilltree Revamp [Dropsuit Command Tree] - in Feedback/Requests [original thread]
I couldn't find the dev post (it was quite a while ago...) but it was along the lines of opponents being unable to tell if they're against a heavy with zero resistance or 15%. We can currently tell how much HP an enemy has. It's a bit clumsy but ...
- by Garth Mandra - at 2013.10.09 00:28:00
|
329. Light Weapon Damage Modules - in General Discussions [original thread]
Don't even bother with damage mods unless their complex. There are better things you can do with high slots. Don't bother with more than 3 damage mods. I personally don't use more than two but if you really want more damage use the third.
- by Garth Mandra - at 2013.10.08 07:03:00
|
330. A Future Vision: Skilltree Revamp [Dropsuit Command Tree] - in Feedback/Requests [original thread]
I'd actually prefer to see it nested the other way around. Racial > Frames > Specialisations Some other comments: -As Oswald said there are some technical reasons for not letting scouts go too fast unfortunately. -I hate passive resistance...
- by Garth Mandra - at 2013.10.08 06:13:00
|
331. will i ever be able to fully armor tank - in General Discussions [original thread]
Yeah you're not going to be able to run proto gear in every slot. Unless proto fitting modules count....
- by Garth Mandra - at 2013.10.08 06:02:00
|
332. Light Weapon Damage Modules - in General Discussions [original thread]
If you mix damage mods you still get a stacking penalty. The penalty is applied to mods in order from best to worst so say you had one of each damage mod: 10% - no stacking penalty 5% - 1st stacking penalty 3% - 2nd stacking penalty For this exa...
- by Garth Mandra - at 2013.10.08 05:58:00
|
333. Swarm Launcher Lock On Alterations - in Feedback/Requests [original thread]
That's a lot of dev work for a little bit of immersion and some balance when they could (if necessary) just reduce the damage. Or range, or lock-on time or speed or.... One thing that really annoys me is that you need to lock on the centre of the...
- by Garth Mandra - at 2013.10.08 04:52:00
|
334. Kb/m allows for ridiculous strafe speeds - in Technical Support/Bugs [original thread]
Ah sweet sweet chromosome aiming. How I miss thee.
- by Garth Mandra - at 2013.10.08 03:10:00
|
335. reactive plates make me faster - in Technical Support/Bugs [original thread]
KalOfTheRathi wrote: It is an insignificant amount and is not worth fixing (IMHO). This is most likely tied to their floating point issues. Of which there are several. The display is in integers but the values are floats. Which means you can ta...
- by Garth Mandra - at 2013.10.08 03:09:00
|
336. Oceania Server has gone again. - in Technical Support/Bugs [original thread]
I often find Asia is worse than the US. It does tend to vary a lot though.
- by Garth Mandra - at 2013.10.08 02:48:00
|
337. Matchmaking (Analytical and programming perspective, all nerds report in!) - in General Discussions [original thread]
I'm tempted to say something along the lines of Elo rankings. This system was intended for 1v1 games like chess but it may be extendible (I know League of Legends uses it). Quote: After every game, the winning player takes points from the l...
- by Garth Mandra - at 2013.10.08 02:38:00
|
338. Request: grenade spam fix. - in Feedback/Requests [original thread]
Splash weapons in general don't seem to be in a very good place at the moment. I would like to see what happens if we add simple falloff to splash weapons. So you do direct hit damage at 0m and decreased damage down to zero at the maximum radius....
- by Garth Mandra - at 2013.10.08 02:26:00
|
339. How to improve the plasma cannon - in Feedback/Requests [original thread]
I think it needs increased direct hit damage so that it can be more of a threat to vehicles.
- by Garth Mandra - at 2013.10.08 02:21:00
|
340. [Suggestion] Simulating Mentality - in Feedback/Requests [original thread]
If I was going to design short-lifespan clones I make it so that don't feel much pain. Whether with genetic engineering or drugs or whatever. I'd aim for something like "Oh look I've just been shot in the right pectoral. How inconvinient." as opp...
- by Garth Mandra - at 2013.10.08 02:19:00
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 |
First page | Previous page | Next page | Last page |