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561. [Request] EM Missiles Turrets - in Feedback/Requests [original thread]
I think once we get ammo types to choose from, we will be able to choose which damage type of missile we would like to load. I'm hoping that it's done like in EVE. We get a set amount of ammo space and we choose however many of each ammo type we ...
- by Harpyja - at 2014.01.01 02:27:00
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562. shield hardners are too strong. - in Feedback/Requests [original thread]
First I'd like to point out that blaster turrets are useful against infantry, not against vehicles. Second, missiles are best against vehicles. Combined with a damage mod, only a hardened Sica/Gunnlogi can survive a full proto missile volley. T...
- by Harpyja - at 2013.12.31 02:37:00
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563. Blind fire for Swarm Launchers - in Feedback/Requests [original thread]
Bojo The Mighty wrote: Maken Tosch wrote: Bojo The Mighty wrote: Maken Tosch wrote: We did have dumb-fire swarms back in the Replication build. This was in Closed Beta of course. But that got removed because apparently it made it all t...
- by Harpyja - at 2013.12.31 02:29:00
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564. I want a STD - in Feedback/Requests [original thread]
I think large missile launchers already serve the role of tank destroyer. Except of course if it's a CQC railgun Gunnlogi, because that thing is OP and broken as hell and can only be taken out by another CQC railgun Gunnlogi.
- by Harpyja - at 2013.12.31 02:23:00
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565. [Request] Fix Railgun Damage Profiles - in Feedback/Requests [original thread]
They are still bonused against shield instead of armor. It should be the other way around.
- by Harpyja - at 2013.12.29 16:08:00
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566. [Suggestion] Improving the Module/Weapon/Equipment Selection Wheel - in Feedback/Requests [original thread]
I'm sure many of you were in the heat of battle, be it on foot or inside a vehicle, when you needed to select something fast but you accidentally selected something else, be it a piece of equipment instead of a weapon or de-activating a hardener. ...
- by Harpyja - at 2013.12.28 03:50:00
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567. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
Rodd of Nor wrote: You've braved fire, pain, humiliation, and death you've sacrificed time, effort, resources, and yes even your life. All in the name of the (insert Faction name here) You fight for our people even though the battle is a lost c...
- by Harpyja - at 2013.12.27 05:55:00
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568. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
SponkSponkSponk wrote: -1, no thanks. It's harsh, but the alternative is 23/7 AFK leeching in FW. I must say though, that AFK'ing is the best option right now. I'm almost guaranteed a loss every match just by looking at who's on my team. I wa...
- by Harpyja - at 2013.12.27 05:51:00
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569. Swap Large Missiles and Rails in the Skill Tree and Militia Market - in Feedback/Requests [original thread]
I believe blasters and missiles are well balanced, and railguns break the balance. Railguns are just simply too powerful for CQC, acting as the AV variant of blaster turrets. Blasters should be and currently are strong at anti-infantry and weak ...
- by Harpyja - at 2013.12.25 22:17:00
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570. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
Talos Vagheitan wrote: I only play Cal FW and it's an absolute joke. I feel like smashing a hole in my TV half the time when I see the blue's on my team. But despite this, I wouldn't want to see the incentive to win disappear. Your incentive ...
- by Harpyja - at 2013.12.25 22:03:00
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571. Request: Small but effective vehicle changes MUST READ - in Feedback/Requests [original thread]
Railguns need to overheat fast (I say three shots, same as compressed before 1.7), slightly reduced rate of fire, and decrease damage by 100-200. Railguns should be long ranged support, and not anti-vehicle blasters at close range. That's the mis...
- by Harpyja - at 2013.12.25 13:22:00
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572. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
Kilo Shells wrote: You can see how this could be seen as biased right? The only bias I see here is that I'm in full support for something like this to be implemented.
- by Harpyja - at 2013.12.25 13:18:00
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573. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
Jadek Menaheim wrote: Then again, Suicide and Sabotage squads are going to enjoy this buff for doing their job and losing a match. I don't understand how this will benefit them more, as the LP and standings rewards will be increased for winn...
- by Harpyja - at 2013.12.25 05:13:00
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574. [Feedback] Large Railguns - in Feedback/Requests [original thread]
They are supposed to be long ranged support, not close ranged blap all. I see railgun tanks killing infantry more easily than my missile turret can. Facing armor railgun tanks brings my shield to low levels while shield railgun tanks just pop me ...
- by Harpyja - at 2013.12.24 05:57:00
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575. [Feedback] We need a barrier of entry for Tanks - in Feedback/Requests [original thread]
Fox Gaden wrote: A Skill Point investment should be required to make a player successful in a tank. Currently players can be successful tankers without investing any points in vehicles. This is causing tank spam where there will often be 5 tan...
- by Harpyja - at 2013.12.23 19:04:00
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576. [Suggestion] Increase LP and Standings Payouts for Losing Factions - in Feedback/Requests [original thread]
The Gallente right now are enjoying victories rather effortlessly, allowing them to stockpile LPs and earn standings easy and fast. The Caldari, however, are lucky to have a few standing levels. I was just recently kicked for "friendly-fire" when...
- by Harpyja - at 2013.12.23 19:00:00
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577. Plz DO NOT Really Touch thr tanks CCP - in Feedback/Requests [original thread]
Timothy Reaper wrote: I've got nothing against Militia vehicles being cheap. After all, that's the part of the idea behind Miltia gear: something cheap with no prerequisite skills required for use. But when a Militia tank with no SP investment ...
- by Harpyja - at 2013.12.19 14:01:00
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578. [Feedback] Vehicles & Modules of 1.7 - in Feedback/Requests [original thread]
Yes, modules need to increase in effectiveness as they increase in tier, but what you are proposing is too steep. Also, we need skills to apply to attributes as well. I say nerf every module and vehicle attribute to some degree, then have the rel...
- by Harpyja - at 2013.12.17 23:41:00
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579. [Feedback] Assault Dropship Racial Bonuses - in Feedback/Requests [original thread]
Do the bonuses apply to the passenger turrets as well? If so, I don't see why a RoF bonus to hybrid turrets is bad. I've had gunners that prefer blasters for anti-infantry and missiles for anti-vehicle/installation. You should keep in mind that ...
- by Harpyja - at 2013.12.16 17:10:00
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580. The Vehicle Revamp, Pt.1 - Capacitor - in Feedback/Requests [original thread]
I'd like to suggest capacitor power relays as a low slot module. Increases capacitor recharge rate passively, more so than a capacitor recharger, but the drawback is that it reduces the speed of shield regeneration slightly. Also, power diagnosti...
- by Harpyja - at 2013.12.14 23:32:00
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