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1. flux idea - in Feedback/Requests [original thread]
One Eyed King wrote: So you want to take a grenade that doesn't actually outright kill anything, and nerf it? How is it a nerf if anything it's a buff
- by Jacques Cayton II - at 2015.01.06 04:20:00
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2. flux idea - in Feedback/Requests [original thread]
ishtellian wrote: I think fluxes should do percentage damage versus shields, instapop any equipment ( for now ) and have increased ratios against vehicles. For example STD 40% of the infantry shields, increased to 55% against vehicles ADV...
- by Jacques Cayton II - at 2015.01.06 04:01:00
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3. Tactical Rail Rifle - in Feedback/Requests [original thread]
Talos Vagheitan wrote: Proposed a similar idea in the pasty, but have refined the idea since then. I'm not one to write out a wall of stats, but here's a description of what I have in mind. Tactical Rail Rifle Single shot variation of Ra...
- by Jacques Cayton II - at 2015.01.05 20:57:00
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4. flux idea - in Feedback/Requests [original thread]
Fizzer XCIV wrote: Jacques Cayton II wrote: Vitantur Nothus wrote: You typically only get one toss on a tank. Halving flux damage would half their effectiveness in AV applications. They aren't meant for tanks btw I'm gonna go ahead a...
- by Jacques Cayton II - at 2015.01.05 20:55:00
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5. flux idea - in Feedback/Requests [original thread]
Vitantur Nothus wrote: You typically only get one toss on a tank. Halving flux damage would half their effectiveness in AV applications. They aren't meant for tanks btw
- by Jacques Cayton II - at 2015.01.05 16:00:00
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6. flux idea - in Feedback/Requests [original thread]
Just had an idea threw it out there didn't expect much
- by Jacques Cayton II - at 2015.01.05 11:46:00
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7. flux idea - in Feedback/Requests [original thread]
Hey guys I've been thinking about how to balance fluxes and i think I've found it. Instead of 2 grenades with 2xxx total damage to shields how about 3 or 4 with 2xxx damage keep radius though. Its just a thought. I think this'll keep their av, eq...
- by Jacques Cayton II - at 2015.01.05 11:00:00
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8. Heavy Weapon Ideas - in Feedback/Requests [original thread]
Kato Ymmij wrote: Why not take the current small turrets and allow them to be used as new heavy weapons? I feel it would be pretty awesome to see heavies walking around with small blasters/rails and missile turrets as weapons (you could even ad...
- by Jacques Cayton II - at 2015.01.02 06:12:00
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9. HMG balance - in Feedback/Requests [original thread]
Ive been think8ng about making the reticle getting alot smaller the more its fired. Forcing aim. But meh whateves
- by Jacques Cayton II - at 2014.12.30 14:37:00
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10. To Rattati: small balancing on ScR. - in Feedback/Requests [original thread]
+1 i like
- by Jacques Cayton II - at 2014.12.29 23:31:00
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11. GOOD IDEA: NO REWARD FOR REDLINE COWARDS - in Feedback/Requests [original thread]
I killed a guy using a symbs yesterday. I rubbed my nipples afterwards it got me so hot
- by Jacques Cayton II - at 2014.12.29 04:59:00
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12. So I've been working on something... - in Feedback/Requests [original thread]
No cal sentinel officer booooooooooooo
- by Jacques Cayton II - at 2014.12.29 01:25:00
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13. Shield repair Tool. - in Feedback/Requests [original thread]
Fleen Costell'o wrote: sheld rep. + armor rep. = OP Also 3 players moving slowly susceptible to explosives and other things. Also that would be teamwork. Why my idea works best armor suits wont benefit due to their already terrible shield delays
- by Jacques Cayton II - at 2014.12.28 05:02:00
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14. Shield repair Tool. - in Feedback/Requests [original thread]
Atiim wrote: I think the Shield Transporter (if we're to remain consistent) should work like Shield Boosters. Basically, it would offer a fixed amount of HP in single bursts over a fixed period of time depending on the variant. I'll post some ...
- by Jacques Cayton II - at 2014.12.28 04:59:00
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15. We need more high slot mods. - in Feedback/Requests [original thread]
Pokey Dravon wrote: I know I've said this before but... Armor Pump High Slot Module Increases Armor Repair Rate by a % No unless its really really really low armor repping is ridiculous as is
- by Jacques Cayton II - at 2014.12.25 13:49:00
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16. We need more high slot mods. - in Feedback/Requests [original thread]
Zindorak wrote: Yea lol CalAss imitation: "hurr durr im stupid cal assault vixiem scrumblar rifla wif tree damege mods iz too op for my op rail rifla to handle hurr durr equip precision enhooncers cuz damege mod two op hurr durr" hahahahahah lo...
- by Jacques Cayton II - at 2014.12.25 13:47:00
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17. We need more high slot mods. - in Feedback/Requests [original thread]
Fizzer XCIV wrote: There are so many shield tankers whiners that complain about Gallente and Amarr suits using Damage Mods, and they are completely moronic to do so. But they are also completely moronic in general, soo... I mean, what else are ...
- by Jacques Cayton II - at 2014.12.25 13:42:00
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18. Shield Strafe Penalties - in Feedback/Requests [original thread]
Jadd Hatchen wrote: Petra 222 SoM wrote: So strafe penalties to armor plates have been added, great. But are the problems with strafing and shields going to be addressed as well? Currently I can mimic the hit detection issues that plague...
- by Jacques Cayton II - at 2014.12.22 23:24:00
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19. Shield Strafe Penalties - in Feedback/Requests [original thread]
Petra 222 SoM wrote: So strafe penalties to armor plates have been added, great. But are the problems with strafing and shields going to be addressed as well? Currently I can mimic the hit detection issues that plagues the Cal Scout with my...
- by Jacques Cayton II - at 2014.12.22 23:21:00
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20. an idea for resistance mods. - in Feedback/Requests [original thread]
True Adamance wrote: Jacques Cayton II wrote: jace silencerww wrote: does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per ...
- by Jacques Cayton II - at 2014.12.22 17:05:00
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