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1561. Tanking and why it sucks (in depth bring discussion) - in General Discussions [original thread]
The legend345 wrote: Harpyja wrote: Missiles are perfectly balanced! They are doing what they are meant to do: be king of AV at CQC. But railguns are stealing that title because they are iWin buttons at every range. They are good but are o...
- by Harpyja - at 2014.01.16 23:40:00
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1562. Dual Complex Armor Reppers are OP. - in General Discussions [original thread]
I one-volley those kinds of tanks
- by Harpyja - at 2014.01.16 23:35:00
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1563. Tanking and why it sucks (in depth bring discussion) - in General Discussions [original thread]
Missiles are perfectly balanced! They are doing what they are meant to do: be king of AV at CQC. But railguns are stealing that title because they are iWin buttons at every range.
- by Harpyja - at 2014.01.16 23:26:00
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1564. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Meeko Fent wrote: Good god Harpja! Jesus, relax. Sorry you got hard countered, by the AT Hard Counter. Why don't, go and get a rail tank of your own and pop him? Blasters aren't the only way anymore. Blasters are for ruining infantry, and...
- by Harpyja - at 2014.01.16 22:00:00
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1565. Possible Fix for the CQC Rail Tank - in Feedback/Requests [original thread]
Killar-12 wrote: Why not lower turret rotation speed? Because you can still turn your tank to keep your aim on someone, unless they are almost on top of you.
- by Harpyja - at 2014.01.16 21:54:00
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1566. [Feedback] Large Missile Installations Have 2,000m Range - in Feedback/Requests [original thread]
I honestly think that all missiles should have such range. I mean, there's quite a bit of travel time to factor in, even when you're just at a couple hundred meters. I still remember the days when I can sit on one side of Manus Peak and barrage i...
- by Harpyja - at 2014.01.16 20:26:00
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1567. Possible Fix for the CQC Rail Tank - in Feedback/Requests [original thread]
Dustbunny Durrr wrote: Harpyja wrote: Railguns are meant to be ranged weapons. Currently, they are deadly at any range. The missile tank which is specialized in CQC AV abilities is shrugged off to the side when it meets a CQC rail tank. Wha...
- by Harpyja - at 2014.01.16 20:20:00
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1568. Current tank speeds (1.7) - in Feedback/Requests [original thread]
bogeyman m wrote: Harpyja wrote: bogeyman m wrote: Sev Alcatraz wrote: you do realize at 303.75 km/h they would be completely uncontrollable and at 1,020.00 KM/H the tank would cross the map and be 77 k into the red line Please go bac...
- by Harpyja - at 2014.01.16 20:17:00
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1569. Possible Fix for the CQC Rail Tank - in Feedback/Requests [original thread]
Railguns are meant to be ranged weapons. Currently, they are deadly at any range. The missile tank which is specialized in CQC AV abilities is shrugged off to the side when it meets a CQC rail tank. What I propose won't affect those who stay at r...
- by Harpyja - at 2014.01.16 20:11:00
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1570. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Leonid Tybalt wrote: Pokey Dravon wrote: Leonid Tybalt wrote: Pokey Dravon wrote: Leonid Tybalt wrote: Erm, you must be a seriously bad tanker if you can't kill militia railtanks in a gunnlogi worth half a ******* million. -.- My t...
- by Harpyja - at 2014.01.16 20:00:00
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1571. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Happy Jack SD wrote: Marad''er wrote: How else do I counter OP Tanks? Nothing's better than my 80k isk rail sica that's for sure Pretty much. If my 120k AV suit was half as good as my 77k Sica, I'd use it instead. As is, my proto suit ...
- by Harpyja - at 2014.01.16 18:34:00
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1572. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
pagl1u M wrote: Harpyja wrote: CCP, you tried to make vehicles "fun." Please tell me, where's the fun in losing your 529k ISK Gunnlogi to ******* rail tanks that cost 100k ISK almost every single ******* match? Where's the fun in seeing yo...
- by Harpyja - at 2014.01.16 18:33:00
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1573. Giving turret installations more HP: solution to OP tanks? - in General Discussions [original thread]
Erobthedude wrote: Harpyja wrote: No that's not solution. Why is almost everyone blind to the solution? Nerf militia tanks and bring back tiered modules! There! Problem solved! You're not even going to consider it? Turret installations se...
- by Harpyja - at 2014.01.16 18:27:00
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1574. Giving turret installations more HP: solution to OP tanks? - in General Discussions [original thread]
No that's not solution. Why is almost everyone blind to the solution? Nerf militia tanks and bring back tiered modules! There! Problem solved!
- by Harpyja - at 2014.01.16 18:07:00
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1575. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Oh, I wish my militia dropsuit can charge head on at a proto suit and win almost every time
- by Harpyja - at 2014.01.16 18:05:00
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1576. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Blaze Ashra wrote: Oh, I almost forgot. And it's cheap. Not really. Tanks actually had more survivability in 1.6 than they do now in 1.7. You lose more tanks now at a faster rate, so you can still go negative easily. ESPECIALLY when it take...
- by Harpyja - at 2014.01.16 18:02:00
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1577. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
Takahiro Kashuken wrote: Im having fun most days Sure it sucks that a militia tank got the drop and popped you in 2 shots or whatever but it is the same when i do it to a proto suit with my BPO scout dren shotgun suit I have to rail in some...
- by Harpyja - at 2014.01.16 17:58:00
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1578. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
CCP, you tried to make vehicles "fun." Please tell me, where's the fun in losing your 529k ISK Gunnlogi to ******* rail tanks that cost 100k ISK almost every single ******* match? Where's the fun in seeing your 529k ISK Gunnlogi being hopelessly...
- by Harpyja - at 2014.01.16 17:06:00
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1579. [Feedback] Remote Explosives need to be rebalanced. - in Feedback/Requests [original thread]
I think REs and proxies need to have a faint blinking light to show that they are activated. Nothing too bright to scream RE or proxy, but enough such that someone with careful awareness can spot them before it's too late. Especially in night time...
- by Harpyja - at 2014.01.16 15:40:00
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1580. Current tank speeds (1.7) - in Feedback/Requests [original thread]
bogeyman m wrote: Sev Alcatraz wrote: you do realize at 303.75 km/h they would be completely uncontrollable and at 1,020.00 KM/H the tank would cross the map and be 77 k into the red line Please go back and check your numbers Read them...
- by Harpyja - at 2014.01.16 15:36:00
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