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1081. [Suggestion] How to Solve the Railgun Sniping Issue - in Feedback/Requests [original thread]
In EVE, the general rule of thumb is the greater the range, the smaller amount of damage. This is evident where longer range ammo has less DPS. Only exception are the notable missiles for their damage projection. My suggestion to the railgun sni...
- by Harpyja - at 2013.05.09 20:45:00
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1082. [Request] SP Respec for 5/14 - in Feedback/Requests [original thread]
Bump. Help keep this thread alive people. We need enough of these so that we do receive our respecs that CCP owes us now. Plus I've heard the CPM agrees on this issue strongly so just a little more could help tip the balance!
- by Harpyja - at 2013.05.09 20:32:00
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1083. [Request] SP Respec for 5/14 - in Feedback/Requests [original thread]
RedBleach LeSanglant wrote: Happy to throw in my vote here too. I need a light at the end of the tunnel. Some sort of hope. AND EVE players get a yearly respec? WTF For real? Automatic Use mine now. EVE players can only change skill attribu...
- by Harpyja - at 2013.05.09 00:06:00
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1084. [Feedback] Missile Turrets: Truly Area of Denial? - in Feedback/Requests [original thread]
Sometimes yes, sometimes no. I've had times where I successfully kill or at least make other people run away from my team in close quarters. But I've had other times where it seems like my blast radius doesn't count (4m with fragemented missiles)...
- by Harpyja - at 2013.05.08 21:35:00
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1085. [Request] SP Respec for 5/14 - in Feedback/Requests [original thread]
Vethosis wrote: I was thinking an option for allowing respecs before May 14th, the first one being free, and the rest 1k AURUM each. Yes, or something similar to EVE where players get to redistribute their skill attributes once a year. In DU...
- by Harpyja - at 2013.05.08 21:21:00
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1086. Tanks are to weak now - in Feedback/Requests [original thread]
+1 I agree. Not only have they nerfed vehicles by making them harder to fit them as well as less effectively, they are soon to introduce new weapons to hurt us! And we still don't even have any PROTO vehicles! Also is it just me or are a lot of ...
- by Harpyja - at 2013.05.08 21:06:00
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1087. [Request] SP Respec for 5/14 - in Feedback/Requests [original thread]
Mal-informing descriptions, skills not applying correctly, bait-and-switch tactics, incorrect pre-reqs, large turret angle of depression/elevation screwed up, etc. The list just goes on and on. Yes, I know people have made similar threads but he...
- by Harpyja - at 2013.05.08 21:01:00
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1088. Nerf Swarms and av grenades or buff armour on tanks - in Feedback/Requests [original thread]
Armor HAVs are fine. It maybe took me 5 railgun shots from my Gunnlogi to destroy a Madrugar. I even accidentally overheated on my fourth shot and it was my squad leader that I told to finish off the Madrugar with an orbital as he had maybe 1/5 ar...
- by Harpyja - at 2013.04.27 13:04:00
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1089. [DEMAND] Driver Seat Auto Lock - in Feedback/Requests [original thread]
Driver seat should always be locked for 15s after the driver jumps out. I had to jump out of my 800k HAV to repair armor burn after an orbital and a blueberry hopped in and purposely crashed it, destroying it.
- by Harpyja - at 2013.04.21 15:18:00
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1090. Why tanks are broken - in Feedback/Requests [original thread]
I'm heavily invested in HAVs myself and I see many things I don't like; but I'll never go as far as to say that they are broken. It took me a long time to find my optimal fit but now I lose tanks on rare occasions (last one due to a disconnect). ...
- by Harpyja - at 2013.04.21 02:13:00
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1091. [Suggestion] What Quitting a Battle Should Look Like - in Feedback/Requests [original thread]
Firstly I just want to say that I'm not 100% sure if the current mechanics work the way I assume them to work. When someone quits a battle, they simply disconnect with the operation of the clone they are currently using. When this happens, the cl...
- by Harpyja - at 2013.04.16 00:21:00
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1092. [Request] Keep vehicles when leaving a match. - in Feedback/Requests [original thread]
The problem with retrieving your vehicle from leaving battle will look something like this: You are about to destroy a 2mil HAV when the driver quits the battle, saving his vehicle. I say no to retrieving your vehicles from quitting battle. You ...
- by Harpyja - at 2013.04.16 00:14:00
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1093. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
The current mentality for CCP on armor vs shields is that armor can take a lot of damage at once and recover while shield vehicles can take sustained but smaller amounts of damage over a much longer time period. My opinion is that shield vehicles...
- by Harpyja - at 2013.04.15 04:25:00
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1094. [Request] Vehicle Docking Array - in Feedback/Requests [original thread]
Firstmost I want to apologize if this has been mentioned earlier, but I haven't found anything similar. The vehicle docking array will be a destructible facility but will have a lot of HP, similar to a CRU or better. There will be only one per te...
- by Harpyja - at 2013.04.15 03:12:00
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1095. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
That's what makes shield fleets stand out, they can recharge to full shields fairly quickly no matter how much shield they have. All they have to do is bounce around avoiding any combat until they are ready. So why not let shield vehicles in Dust ...
- by Harpyja - at 2013.04.14 18:10:00
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1096. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
Vermaak Doe wrote: Wouldn't the increased recharge time simply be offset by the larger buffer of shield extenders? That's too small of a penalty in my opinion, it should be something more prominent such as an increase to the overheat rate of al...
- by Harpyja - at 2013.04.14 17:46:00
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1097. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
Either that or have some penalty on shield extenders, just as armor slows down movement, shield extenders will increase recharge time, but overall hp/s will be increased as well. I also think that 19% boost to recharge on the best module in Dust i...
- by Harpyja - at 2013.04.14 12:41:00
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1098. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Your point? I thought we were talking about buffer tanks and passive tanks, not active tanks. Either way, it doesn't change what I'm trying to say: shield extension modules provide the best of both worlds, shield regenera...
- by Harpyja - at 2013.04.14 12:07:00
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1099. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Recharge times instead of recharge rates? Let me tell you why that is a bad idea. Do you know what flux coils are? They are the most useless modules there ever were. Let me explain. Take a Rokh from EVE, for example. Ful...
- by Harpyja - at 2013.04.14 04:36:00
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1100. [Request] Vehicle Shield Recharge Times - in Feedback/Requests [original thread]
Takahiro Kashuken wrote: I agree on the point that shield extenders increase the hp rate, DUST doesnt have this at all and really it should since it would help out shield tankers to an extent knowing that they could get 50hp/s passive or more w...
- by Harpyja - at 2013.04.14 02:44:00
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