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581. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
Clockwork Jester wrote: If you look at it only from the battle/market environments then I think the classes proposed should change. Move away from the pure combat boost because the consultant is not actually going into combat with you. Make the...
- by Jadek Menaheim - at 2013.09.26 00:40:00
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582. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
Clockwork Jester wrote: Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. How about Squad Leader Skills being a path progression of the c...
- by Jadek Menaheim - at 2013.09.25 21:08:00
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583. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
Clockwork Jester wrote: ItGÇÖs an interesting idea, but there would need to be a limit to the number of consultants to prevent people from abusing the proposed system. Also the skill trees you have suggested could easily be switched over to a s...
- by Jadek Menaheim - at 2013.09.25 20:53:00
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584. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
Jadek Menaheim wrote: Consultation would be a skill attribute found within the Corporations skill tree which allows you to share your corporation skills completely, even the current (and only) corp building skill, with another corp while remain...
- by Jadek Menaheim - at 2013.09.25 20:12:00
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585. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
Jaysyn Larrisen wrote: Novel idea...i like the approach to deepend corporate interaction. Lots of potential for skill trees here that could tie into the upcoming patch. Example...CFO skill tree might give you a small passive interest accrual t...
- by Jadek Menaheim - at 2013.09.25 19:54:00
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586. Corp Roles: Call in a "Consultation" Today! - in Feedback/Requests [original thread]
(Recompiling ideas from a topic found here ) I am tremendously happy to see the new changes coming to corporation roles with 1.5. It is a great step in adding complexity and quality of life adjustments to a great game. What if we could take the ...
- by Jadek Menaheim - at 2013.09.25 16:44:00
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587. weather conditions plz with effects on ground play - in Feedback/Requests [original thread]
ADAM-OF-EVE wrote: KAGEHOSHI Horned Wolf wrote: I love these. Snow maps should have reduced heat buildup for heat buildup weapons (laser rifle, scrambler rifle, HMG). When we get ice planets, it should have the same effect, but to a greate...
- by Jadek Menaheim - at 2013.09.12 01:26:00
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588. [Request] Can we get legs? - in Feedback/Requests [original thread]
Sana Rayya wrote: If we get legs then female toons should also get boobs! And just like Jurrassic Park Trespasser, you can look down at those boobies to see your health. Genius. Boobies!!!
- by Jadek Menaheim - at 2013.09.10 21:18:00
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589. [request] Display Map in lobby while waiting for game to start - in Feedback/Requests [original thread]
CCP LogicLoop wrote: This is something we want to do. I however do not know when it will be done or by what means specifically. The map on the table was originally meant to display the terrain / game mode. We may or may not do that in the futur...
- by Jadek Menaheim - at 2013.09.02 03:12:00
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590. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
CLONE117 wrote: make this come with a gear restriction and gameplay would become nearly perfect and fun.. It seems only spawn pads should be limited from use in the MCC (on-board signal scrambler). Would you suggest anything else?
- by Jadek Menaheim - at 2013.09.02 02:59:00
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591. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
Yun Hee Ryeon wrote: Neat idea. It seems like both this and the MCC boarding mechanic are very interesting, doable possibilities ... ... when we get to the point where both the MCC and the NULL cannons are tools on a much larger battlefield. ...
- by Jadek Menaheim - at 2013.09.02 02:39:00
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592. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
Interplanetary Insanitarium wrote: Wyoming! That's the damaged null cannon state! 3500 shields 2000 armor means no null cannons. I'd blast them in a clip with my FG... and I'm not the only person that uses them. And if people were running aro...
- by Jadek Menaheim - at 2013.09.02 00:01:00
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593. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: You can edit your original post to add any more details instead of making more posts. Yes, you're right on that point. I just like to 'bump' my forums with content.
- by Jadek Menaheim - at 2013.09.01 23:41:00
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594. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
Thinking with initial figures, a null canon should have 3500 shields and 2000 armor. The canon becomes operational again once its armor is fully repaired. Basic Equipment Figures for Damage and Repair to Canon: Damage/ -Std Flux Grenade 1200 Hp ...
- by Jadek Menaheim - at 2013.09.01 22:57:00
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595. REs are OP - in Feedback/Requests [original thread]
ladwar wrote: Jadek Menaheim wrote: Jadek Menaheim wrote: Ferindar wrote: I like to put RE's on top of my uplinks, and hide my uplinks in tricky places you gotta get close to, to shoot. You'd be surprised how effective this is. T...
- by Jadek Menaheim - at 2013.09.01 22:17:00
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596. REs are OP - in Feedback/Requests [original thread]
Jadek Menaheim wrote: Ferindar wrote: I like to put RE's on top of my uplinks, and hide my uplinks in tricky places you gotta get close to, to shoot. You'd be surprised how effective this is. This becomes especially effective when you ...
- by Jadek Menaheim - at 2013.09.01 22:10:00
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597. REs are OP - in Feedback/Requests [original thread]
Ferindar wrote: I like to put RE's on top of my uplinks, and hide my uplinks in tricky places you gotta get close to, to shoot. You'd be surprised how effective this is. This becomes especially effective when you start to deal with darker...
- by Jadek Menaheim - at 2013.09.01 22:06:00
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598. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
Damaged null canon controls and their respective fuse box terminal could only be fixed with repair tools.
- by Jadek Menaheim - at 2013.09.01 21:54:00
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599. [Request] Damaged Null Canon State - in Feedback/Requests [original thread]
From the start, I'm not proposing that mercs or vehicles would have the ability to eliminate objective based Null Canons; rather hinder their operational systems and damage output while in a 'broken' state. A canon's control panel/outer structure ...
- by Jadek Menaheim - at 2013.09.01 20:46:00
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600. [REQUEST] Null cannon & MCC destruction - in Feedback/Requests [original thread]
I'm not too keen on the idea of destroying the cannons entirely, but I would be fine with the possibility of damaging a null cannon control panel with several explosives or heavy artillery. A damaged canon would fire 30% less as its fire solution ...
- by Jadek Menaheim - at 2013.09.01 20:30:00
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