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1481. should we remove handheld scanners? - in Feedback/Requests [original thread]
My only quarrel with active scanners (other than the 360 spin scan which is being fixed) is that they don't put the user at risk while giving them easy kills. Anyone using an active scanner should light up to the enemy, with the duration based on ...
- by Harpyja - at 2014.02.09 16:48:00
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1482. Blaster cannons are over powered - in Feedback/Requests [original thread]
The way that you have it put as "missiles are middle ground," I think you're wrong and they shouldn't be middle ground. I see missiles as the CQC challenger of the railgun. I think both turrets kill infantry just as easily once you know how to use...
- by Harpyja - at 2014.02.09 15:51:00
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1483. Vehicles & AV in general - in Feedback/Requests [original thread]
Large missiles are fine and perfectly balanced. They'd become useless like before if they became 4 round bursts. Only reason I'm able to barely survive against rail armor tanks at CQC is because I can destroy them in the 2 seconds it takes to fire...
- by Harpyja - at 2014.02.09 15:41:00
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1484. 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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1485. 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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1486. 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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1487. I'd like to see Missile Turrets on Tanks only have lock-on - in Feedback/Requests [original thread]
No, missiles don't need any nerf, as they are perfectly balanced (and UP when compared to the railgun)
- by Harpyja - at 2014.02.05 19:32:00
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1488. 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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1489. 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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1490. 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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1491. 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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1492. Aim Assist Bug (Please fix) - in Technical Support/Bugs [original thread]
I call that video crap. My AA is nowhere near as effective; aiming feels the same with and without it. I can only recount a few cases where I distinctly noticed my aim being pulled a tiny amount.
- by Harpyja - at 2014.01.31 15:30:00
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1493. 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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1494. 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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1495. 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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1496. {REQUEST} - BOMBs for Dropships - in Feedback/Requests [original thread]
I came in here thinking that I was going to say "Bomber dropships were proposed a long time ago and made someone lose their job, or simply quit," but then I saw your bias against tanks. Nice attempt at trolling.
- by Harpyja - at 2014.01.30 18:53:00
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1497. Tanks - Balancing Turrets - in Feedback/Requests [original thread]
To be honest, I'm slightly against having different base turret variations. Any variation should come from ammo types, like in EVE. Hybrid Ammo (railguns and blasters): deals about equal kinetic and thermal damage Standard ammo gets no bonus to d...
- by Harpyja - at 2014.01.30 18:17:00
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1498. Tanks - A real balance thread (Long Posting) - in Feedback/Requests [original thread]
I think railguns need to stay long ranged, not decrease their range, while making them ineffective at CQC. The problem I have with rails at CQC is that it takes only some decency from the rail tank to prevent you from out maneuvering them: either...
- by Harpyja - at 2014.01.30 14:24:00
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1499. 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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1500. 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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