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441. Reduce maximum squad size to 3-4 players - in Feedback/Requests [original thread]
Absolutely not. We used to have 4 man squads. We all hated 4 man squads. Eventually CCP listened to us and upped the numbers We were all grateful. You were obviously not here during those days so you know nothing (John Snow) I understand your ...
- by Imp Smash - at 2014.10.18 02:14:00
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442. SCRAMBLER RIFLE HEAT REDUCTION? - in Feedback/Requests [original thread]
CCP Rattati wrote: If someone just bothers to calculate the old heat build up vs shots fired before and after, and reverse engineer a new heat buildup proposal this should be an easy fix That would be easier if we knew exactly how the mechan...
- by Imp Smash - at 2014.10.11 02:51:00
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443. SCRAMBLER RIFLE HEAT REDUCTION? - in Feedback/Requests [original thread]
I can't agree with every point Fizzer, but I can agree with quite a few. ScR is in a bad spot right now. Although to be honest -- I'm happier now than before delta. The autofire controller spam ruined everyone's day...
- by Imp Smash - at 2014.10.10 23:45:00
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444. scrambler rifle got nerfed to hard. - in Feedback/Requests [original thread]
Cruor Abominare wrote: This is pretty typical of most posts about the gun. But to continue to beat the dead horse. Myth 1 You could only hit the max dps with a rapid fire controller There were plenty of videos of people achieving the max...
- by Imp Smash - at 2014.10.10 07:53:00
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445. CPM input request: Commandos - in Feedback/Requests [original thread]
Edit note: The first (short) paragraph may be a bit abrasive. I ask you read the whole thing and take it as a whole. The commando role makes no sense. CCP hasn't said specifically what purpose they see the commando filling. They have only made ...
- by Imp Smash - at 2014.10.09 02:48:00
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446. scrambler rifle got nerfed to hard. - in Feedback/Requests [original thread]
My 2 isk. The gun was fine before any of the nerfs. The problem was that autofire controllers allowed it to put out the highest DPS in the game. Nerfing the RoF was, therefore, a great idea. That would have fixed the gun right there. The heat n...
- by Imp Smash - at 2014.10.07 02:40:00
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447. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
Go opposite with some of the proposed changes. So uplink spam and bad placement is entirely a matter of being able to place so many so easily. And even good logis drop 2 or 3 per spot simply because the number of spawns is actually limited. So w...
- by Imp Smash - at 2014.10.06 00:17:00
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448. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
Cross Atu wrote: First +1 OP for creative thinking and attempting to constructively solve a problem that you see. Second, I hate to rain on your parade but many of the aspects of what you are proposing would require fundamental game system reb...
- by Imp Smash - at 2014.10.05 23:55:00
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449. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
I also thought about the limit of spawn links in a given area and felt that would definitely help with link spamming but it creates two problems for me. 1: We get one spot to link in a given area which means you are limited depth wise. Might be w...
- by Imp Smash - at 2014.10.04 00:32:00
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450. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
I dug that idea by CPM too to be honest. But it still leaves 2 gaping holes. 1: Uplink spam (even more!) and 2:) complete battle line insolvency. I'd honestly like area and territory controlled to matter more.
- by Imp Smash - at 2014.10.02 07:56:00
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451. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
Well, redlining is redlining. Even the current dynamic doesn't allow you out of that too much more. But the network is set from any CRU. That includes mobile. So one sneaky scout getting a CRU in the back would allow a new network to form. A veh...
- by Imp Smash - at 2014.10.02 02:00:00
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452. Feedback: Uplink Mechanics - in Feedback/Requests [original thread]
I like the idea of droppable spawn points. However I also like the concept of battle lines, territory taken meaning something tactically, pushing people back, etc... And I honestly feel like the current drop uplink mechanic hurts this. The curr...
- by Imp Smash - at 2014.10.02 01:43:00
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453. How Much EHP Is A Smaller Hitbox Worth? - in Feedback/Requests [original thread]
I disagree. Hitbox is a pretty big deal I think. It plays into the combo of speed, lag and hit detection. I see, on a surprisingly regular basis actually, a scout run strait at a heavy unloading his HMG and kill said heavy with a combat rifle. ...
- by Imp Smash - at 2014.09.08 06:57:00
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454. How to balance AV vs ADS - in Feedback/Requests [original thread]
bogeyman m wrote: This sounds like the airborne equivalent of what caused logis to get nerfed - slayers abusing the suits by maxing out offense and defence and not using the equipment slots. I'd propose the same solution for each - nerf th...
- by Imp Smash - at 2014.09.08 06:36:00
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455. Hotfix Delta, sniper suggestions - in Feedback/Requests [original thread]
I'd like to point out that the reasoning behind CCP wanting to end redline sniping is that a playstyle's counter should not be only itself. In other games, in real life, in a perfect world, something else besides snipers can kill snipers. Allowing...
- by Imp Smash - at 2014.09.06 00:56:00
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456. [information dissemination] Heavy CQC dominance and why. - in Feedback/Requests [original thread]
Even when a heavy is running a RR i find them a joke at range. Giant head hit box + **** strafe speed = super easy headshots. If you cant take a heavy head to head at 40 or more you are doing something wrong. Besides -- the heavy spam is entirely...
- by Imp Smash - at 2014.09.06 00:36:00
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457. [Rattati please glance] Laser damage profile to +15%/-15% - in Feedback/Requests [original thread]
I don't see the point of changing the Laser Rifle damage profile. It performs extremely well vs shields, extremely poor against armor. It has a fairly limited effective range forcing the user to position carefully to make it powerful. It's the bes...
- by Imp Smash - at 2014.09.06 00:28:00
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458. Sticky:[Update] Hotfix Delta - Minmatar eHP - in Feedback/Requests [original thread]
Well honestly even though Im MinHeavy, I personally see no problem with Caldari keeping both the shield buffer advantage and the shield recharge advantages. It's moot because until the shield depleted recharge issue is fixed that sexy 1second Depl...
- by Imp Smash - at 2014.09.05 23:59:00
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459. Rattati: You're overlooking your best tool for balancing. - in Feedback/Requests [original thread]
I like the idea of every skill book providing some bonus of some type...liked.
- by Imp Smash - at 2014.09.05 07:48:00
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460. Reduce Heavy Turning Speed. - in Feedback/Requests [original thread]
I would like to point out that heavies already have multiple handicaps vs assaults and scouts. 1:Significantly slower speed. Even a speed heavy (which is squishie -- has to sacrifice that HP bonus for said speed) is slower or at best similar spee...
- by Imp Smash - at 2014.09.05 07:45:00
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