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541. How would min sentinel be... - in Feedback/Requests [original thread]
Min Sent has a bit of strafe on it. Lots of running. It is designed for guerrilla warfare. So skirmisher style tanking (shields) are the way to go.
- by Imp Smash - at 2015.01.21 05:27:00
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542. Sticky:[Feedback] Planetary Conquest - Rewards - in Feedback/Requests [original thread]
Well, assuming you eliminated clones as a currency and instead made them simply a resource for offense/defense, you could theoretically still have a high 'winner' payout in isk. Assuming Corp A attacks Corp B, Corp A runs BPOs. Corp B runs BPOs....
- by Imp Smash - at 2015.01.21 04:22:00
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543. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
Wait - you are saying that AA lowers dispersion? I don't understand. Why do you assert that?
- by Imp Smash - at 2015.01.21 04:09:00
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544. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
Agreed. The AA is huge. I find it less so with HMgs tbh though. My CR on the other hand - omg AA /drool
- by Imp Smash - at 2015.01.20 10:46:00
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545. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
HDmg mods required to make hmgs viable? That's a bit of a nerf to shield heavies don't you think? Also, why remove AA when other guns get it? O.o
- by Imp Smash - at 2015.01.20 10:08:00
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546. Sticky:[Feedback] Planetary Conquest - Rewards - in Feedback/Requests [original thread]
Lol. Sounds good here.
- by Imp Smash - at 2015.01.20 10:03:00
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547. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
I'm not sure about that. I do equally well with m/MB which has no AA as I do with controller. With all the variants of the HMG. So I'm not sure rpm affects damage applied as far as hit detection goes. Of course higher rpm guns generally have less ...
- by Imp Smash - at 2015.01.20 09:46:00
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548. Sticky:[Feedback] Planetary Conquest - Rewards - in Feedback/Requests [original thread]
Question: could you really bleed a corp Isk wise? A fair number of PC corps have incredible wallets so I'm not sure you would actually weaken them. On the plus side- its a good way for corps to make money by raiding. Question 2: would there be...
- by Imp Smash - at 2015.01.20 09:39:00
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549. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
That is also a fair analogy - it functions a bit like a shotgun. Like a shotgun you have to hit -- if you miss you do no damage. Accuracy is required. Shotguns less so because people tend to put it right in your back where as Burst HMGs have some ...
- by Imp Smash - at 2015.01.20 04:34:00
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550. HMG Balance Proposal - No Direct nerfs. - in Feedback/Requests [original thread]
Because aiming down sights with an HMG doesn't work on a close target that is moving ANY direction except strait towards you or backwards. Since 99% of the time your target is moving at some angle, the ADS slowdown in aiming will make it so your B...
- by Imp Smash - at 2015.01.20 03:20:00
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551. Breach scrambler pistol vs Bolt pistol - in General Discussions [original thread]
Both good calls. The Breach is better in CQC, the bolt has a better range strike/1st strike. If you are going flaylock for close range I'd recommend the Bolt -- especially considering the better sight. It's harder to use than the BreachScP though ...
- by Imp Smash - at 2015.01.20 03:09:00
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552. Major Issues with Commandos. - in Feedback/Requests [original thread]
Sir Dukey wrote: Imp Smash wrote: Well, don't forget, while commandos have relatively low HP due to their low number of slots , they take the 2nd most damage from incoming fire due to their hitbox and low base strafe speed. So -- something t...
- by Imp Smash - at 2015.01.20 01:59:00
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553. Major Issues with Commandos. - in Feedback/Requests [original thread]
Well, don't forget, while commandos have relatively low HP due to their low number of slots , they take the 2nd most damage from incoming fire due to their hitbox and low base strafe speed. So -- something to consider about commando efficacy on th...
- by Imp Smash - at 2015.01.19 23:59:00
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554. quality of life fixes for cloaking device - in Feedback/Requests [original thread]
Jack McReady wrote: I can understand a delay when you decloak BUT when you are not cloaked at all? you cant switch to a weapon while running and running interrupts the longass switching animation . those soldiers from the future have serious...
- by Imp Smash - at 2015.01.19 23:52:00
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555. Why isn't the AR better than the ACR at CQC? - in General Discussions [original thread]
Blue tag posts. Conversation involving math and about 6-7 people interested in it devolves into post with tons of random posts with anecdotal evidence and complete lack of evidence + random suggestions and jumps to completely unrelated topics. (...
- by Imp Smash - at 2015.01.19 23:46:00
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556. Why isn't the AR better than the ACR at CQC? - in General Discussions [original thread]
DeadlyAztec11 wrote: Imp Smash wrote: DeadlyAztec11 wrote: Imp Smash wrote: And how many bullets are in an AR clip and how many are in an ACR clip? Or CR clip? Seriously, just boot up your PS3 and look at the stats. You are acting l...
- by Imp Smash - at 2015.01.19 06:26:00
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557. region lock - in General Discussions [original thread]
That's...actually a bit of a reasonable experiment.
- by Imp Smash - at 2015.01.19 04:04:00
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558. Why isn't the AR better than the ACR at CQC? - in General Discussions [original thread]
DeadlyAztec11 wrote: Imp Smash wrote: And how many bullets are in an AR clip and how many are in an ACR clip? Or CR clip? Seriously, just boot up your PS3 and look at the stats. You are acting like the stats aren't publicly available. ...
- by Imp Smash - at 2015.01.19 03:58:00
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559. Why isn't the AR better than the ACR at CQC? - in General Discussions [original thread]
Fizzer XCIV wrote: Imp Smash wrote: Fizzer XCIV wrote: Imp Smash wrote: Well, I'm not sure it is irrelevant. I mean, so Lets say: Gun X: Has 1500 damage in the clip. Gun Y: Has 1900 damage in the clip. Then you'd say that gun X isn't...
- by Imp Smash - at 2015.01.19 02:51:00
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560. Why all vehicles should be removed.. - in General Discussions [original thread]
To answer a bolded question from the OP: Well theoretically vehicles are the line breakers. Assume 2 squads of equal skill. One squad is defending an objective. One squad is assaulting. Due to the even match skill wise the assaulting squad may h...
- by Imp Smash - at 2015.01.19 02:39:00
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