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961. New JudgeRhadamanthus Video - Redline Rails - in General Discussions [original thread]
Judge Rhadamanthus wrote: Sir Snugglz wrote: but but... no nerf/buffs to anything... Just increase the battlefield like 200-400m and push the redline similarly. it works The most solid solution for sure, but the dev team is pushed as it ...
- by Harpyja - at 2014.02.08 18:48:00
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962. New JudgeRhadamanthus Video - Redline Rails - in General Discussions [original thread]
Completely remove the redline while adding indestructible large turret installations on the MCC capable of only looking down to the current redzone. The terminals should be inside and these turrets should have no AI. Also while on the topic of ra...
- by Harpyja - at 2014.02.08 15:38:00
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963. Stop complaining about Aim Assist - in General Discussions [original thread]
I honestly don't see why AA is such a huge deal. I even turned it on/off and I didn't notice any difference in my aim; these so called "auto-aim" and "locking-on" mechanics never show up for me as I can't stay on target on someone at range without...
- by Harpyja - at 2014.02.05 19:37:00
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964. HAV vs AV balance, or, why it should take two AVers to kill a tank. - in General Discussions [original thread]
Jebus McKing wrote: +1 Personally, I've never understood why Blaster Tanks are so effective against other tanks. (I'm not a tanker) Why not make Blaster Tanks the ultimate infantry killers but very weak against other tanks? Maybe you could ha...
- by Harpyja - at 2014.02.03 17:28:00
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965. Caldari FactIon Warfare - in General Discussions [original thread]
CFW: tried it for about a week, then gave up. Even with two squads q-syncing or joining a tank squad, we'd still barely lose at best. Even if we had total vehicle dominance (4+ friendly tanks and 0 enemy vehicles), we'd still lose. Then I just ga...
- by Harpyja - at 2014.02.02 20:36:00
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966. I Now See the Light in the Dropship/Railgun imbalance - in General Discussions [original thread]
Operative 1171 Aajli wrote: Charlotte O'Dell wrote: Atiim wrote: 9/10 Would Eat Again, but a bit too much salt. Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they ...
- by Harpyja - at 2014.02.01 18:13:00
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967. I Now See the Light in the Dropship/Railgun imbalance - in General Discussions [original thread]
Charlotte O'Dell wrote: Atiim wrote: 9/10 Would Eat Again, but a bit too much salt. Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how el...
- by Harpyja - at 2014.02.01 18:04:00
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968. Touched by a Bolas - in General Discussions [original thread]
Iron Wolf Saber wrote: Collision killers are as follows RDV Kills All HAV Kills LAV Kills DS and yes an LAV will instantly one shot a dropship A friend of mine rammed a Bolas that ended up upside-down and stuck on the ground with his Madru...
- by Harpyja - at 2014.01.30 19:09:00
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969. Touched by a Bolas - in General Discussions [original thread]
I remember the first time I took off with my Python. Rammed myself straight into my own Bolas and fell back down, a burning wreck.
- by Harpyja - at 2014.01.30 19:06:00
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970. Remember Chromosome Tank Balance? Want it again? - in General Discussions [original thread]
trollface dot jpg wrote: And one last time, with GUSTO Step 1. Increase the strength AND duration of STD hardners by 3%, ADV hardners by 5% & PRO hardners by 10% Step 2. Stop hardner stacking. Step 3. Make hardners have drawback effects...
- by Harpyja - at 2014.01.30 19:01:00
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971. Fix for rail rifle CQC - without nerfing DPS - in General Discussions [original thread]
Why not make it so that firing the rail rifle imposes a huge speed penalty, say -90% movement. It's intended use is for long range so movement is at a bare minimal, while strafing is key in CQC.
- by Harpyja - at 2014.01.29 22:47:00
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972. The fix for MLT tanks, as said by a tanker - in General Discussions [original thread]
Vitharr Foebane wrote: Spkr4theDead wrote: Monkey MAC wrote: Spkr4theDead wrote: Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more hea...
- by Harpyja - at 2014.01.29 15:07:00
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973. Tried 20gj blasters yesterday - in General Discussions [original thread]
Bojo The Mighty wrote: Please drop the "they should be Anti Infantry" considering they are the only gallente turret. They should primarily excel in anti infantry maybe but they shouldn't be so hindered against vehicles as to be as efficient as...
- by Harpyja - at 2014.01.26 23:32:00
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974. If tankers insist that it should take 2+ ppl to kill them.... - in General Discussions [original thread]
Kierkegaard Soren wrote: All I'm going to add is this observation for you all to consider: If it takes a minimum of two infantrymen to run an AV fit to kill one tank of any description, and you run into an ambush game that has six tanks deploy...
- by Harpyja - at 2014.01.26 16:12:00
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975. If tankers insist that it should take 2+ ppl to kill them.... - in General Discussions [original thread]
Monkey MAC wrote: Harpyja wrote: R F Gyro wrote: All the comparisons with Eve are essentially irrelevant from a gameplay perspective for one very simple reason. Eve doesn't have a cap of 16 players per side. Dust has an artificial cap ...
- by Harpyja - at 2014.01.26 15:57:00
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976. Scrambler Nerf????? - in General Discussions [original thread]
Lorhak Gannarsein wrote: Scheneighnay McBob wrote: Never heard of any form of nerf to it. Nerfs have never made a weapon useless, save swarm launchers. Even laser rifles are just overshadowed by rail rifles. *even swarm launchers. The ra...
- by Harpyja - at 2014.01.26 15:45:00
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977. Cheap all MLT Anti-Tank Tank that works. - in General Discussions [original thread]
Yoma Carrim wrote: Obodiah Garro wrote: Kinda hilarious that a MLT HAV with 3 militia mods and a milita rail which costs around 60k isk is a viable anti tank weapon than say, proto swarm launchers and the millions of SP put into it, which ef...
- by Harpyja - at 2014.01.26 15:11:00
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978. Myth? - You can turn a profit more easily by running proto instead of ADV - in General Discussions [original thread]
Cat Merc wrote: Well... Prototype gear really is cheap as ****. Back in Chromo a proto suit was a costly deal. I remember fully outfitted suits costing around 300k. I remember back when suits barely surpassed 400 EHP. And the TTK was very lo...
- by Harpyja - at 2014.01.26 15:07:00
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979. Optional AI controlled Tank turrets - in General Discussions [original thread]
Bethhy wrote: I still think tank balance is due to one person getting into one and being 300% more effective. Tank drivers should only get the forward small turret and driving ability of the tank. They would need an ACTUAL gunner to man the m...
- by Harpyja - at 2014.01.26 15:01:00
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980. If tankers insist that it should take 2+ ppl to kill them.... - in General Discussions [original thread]
R F Gyro wrote: All the comparisons with Eve are essentially irrelevant from a gameplay perspective for one very simple reason. Eve doesn't have a cap of 16 players per side. Dust has an artificial cap on team side. EVE has a real cap on fle...
- by Harpyja - at 2014.01.26 14:57:00
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