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1. Utility "Sidearms" and equip slot for heavy. - in Feedback/Requests [original thread]
Just because you do not fill a slot, it does not mean you wasted it. Actually the '0 ISK militia empty slot item' is very powerful, you save PG/CPU and ISK with. Seeing a full Squad of heavies carrying injectors, repair kits, nano hives and drop...
- by IV 7T - at 2013.02.20 20:46:00
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2. Removing the majority of starter fits. - in Feedback/Requests [original thread]
Already now, this game is very rough to new players. More tutorials etc will solve some of, but stil... I started the game 0-28, not because i lost 28 straight gun fights, nope, i prolly just lost 4 or 5. The rest of my lost clones came to gettin...
- by IV 7T - at 2013.02.20 16:21:00
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3. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Y0UR NAME HERE wrote: You make no sense, your telling me by making this manual fire, As fast as a forge shot, more damage, more splash, that you don't have a reliable weapon to deal with enemy soldiers with too? again let me state, Forge gu...
- by IV 7T - at 2013.02.19 15:29:00
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4. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Y0UR NAME HERE wrote: Why does everyone take this as a tank thread? -_- just wow. there has been threads about the aim assist being on, however it has been stated this feature is broken. When it works, will you QQ? and no, they shouldn't ...
- by IV 7T - at 2013.02.19 00:25:00
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5. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Y0UR NAME HERE wrote: Have you tried proto swarms? Or even the cbr swarms? These make my 84% resist tank hurt every hit. It also just does 300 HP damage, as far as i know. All you can do with is shoot at two different targets at same mom...
- by IV 7T - at 2013.02.18 23:24:00
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6. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Y0UR NAME HERE wrote: Soldiersaint wrote: Hey OP I just thought of the smartest thing instead of asking ccp to turn the swarms into dumbfire rockest why not ask them to add a rocket launcher instead. Doesnt that make more sense? Because ...
- by IV 7T - at 2013.02.18 23:19:00
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7. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Y0UR NAME HERE wrote: [ This was my alts tank, it runs 800k with 84% resistance, plus 6600 buffer and heavy rep I think it was a SVER TB one, might be similar build, but neverless, this thing should have been down, after i spammed it for FIV...
- by IV 7T - at 2013.02.18 22:40:00
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8. Swarm Launchers, Back to manual fire. - in Feedback/Requests [original thread]
Heimdallr69 wrote: Wrong..my militia swarms smash tanks all the time..lock on hide behind something shoot up auto lock does the work swarms take no skill at all Mabye i'm doing something severly wrong but my militia Swarms do almost noth...
- by IV 7T - at 2013.02.18 21:45:00
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9. Nanite Injectors, Death - in Feedback/Requests [original thread]
Eris Ernaga wrote: Saying that KDR is pointless is a complete egotistic way to look at things and an opinion not a fact so don't go blaring your horns like your are the masters of KDR and you command it. Revives should take the death away I thi...
- by IV 7T - at 2013.02.16 22:29:00
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10. R2 wheel for equiment - in Feedback/Requests [original thread]
Playing as an logi, i hate the way i have to select my equiment items ingame. Already when just having 2 equiment slots, those 2 items show up on the R2 wheel on 4 and 5 o'clock, making it very though for me to hit the uplink slot instead of the ...
- by IV 7T - at 2013.02.15 16:44:00
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11. [Request] Time stamp in chat - in Feedback/Requests [original thread]
absolutly +1
- by IV 7T - at 2013.02.15 16:29:00
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12. Nanite Injectors, Death - in Feedback/Requests [original thread]
Eris Ernaga wrote: Please change it so if you are revived with a nanite injector the kill on the score board is removed. If you are shot down the kill should go up but if you are revived that kill should be removed. It is frustrating to me and ...
- by IV 7T - at 2013.02.15 16:27:00
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