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701. Just spent all day writing about the Tactical AR... - in General Discussions [original thread]
Aeon Amadi wrote: Jathniel wrote: Here's what I've been putting together. Been trying to build some consensus on it. GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 RPM (compare with full auto Breach AR) down from 789.5 Acc...
- by Jathniel - at 2013.05.25 09:32:00
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702. Just spent all day writing about the Tactical AR... - in General Discussions [original thread]
Here's what I've been putting together. Been trying to build some consensus on it. GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 RPM (compare with full auto Breach AR) down from 789.5 Accuracy Rating: 42.9 (similar hip fire spr...
- by Jathniel - at 2013.05.25 09:19:00
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703. Proposed numbers for the Tactical AR. - in General Discussions [original thread]
Rei Shepard wrote: Jathniel wrote: Rei Shepard wrote: Jathniel wrote: (Getting involved with forums again, since CCP did some nice fixes yesterday... I'm happy that they were quick to fix things for a change.) Here are some proposals ...
- by Jathniel - at 2013.05.25 09:07:00
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704. Just spent all day writing about the Tactical AR... - in General Discussions [original thread]
Sontie wrote: What I would like would be; Base Damage @ Proto : 100ish ROF ~180 Clip size 10-15 Increase the Kick same spread. That's called a close-range sniper rifle. Nope.
- by Jathniel - at 2013.05.25 09:04:00
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705. Just spent all day writing about the Tactical AR... - in General Discussions [original thread]
Cass Barr wrote: I'm not sure I'd say the AR should be better in CQC by far . It should definitely be clearly better, but the TAR is still an AR, not a sniper, and it should be viable at shorter ranges, though at a disadvantage. My concern i...
- by Jathniel - at 2013.05.25 09:02:00
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706. "players were essentially forced into using this gun...and that makes the g... - in General Discussions [original thread]
Jen Gelfling wrote: If they fix it like they fixed "weapon damage mod displays", they can just remove all the other weapons in the game. Problem solved. Yeah. I liked that. They fixed the weapon damage mod display by removing it. How wonder...
- by Jathniel - at 2013.05.25 08:42:00
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707. CCP, nerf the sniper rifle damage, range and buff the ISK cost. - in General Discussions [original thread]
Bubba Brown wrote: big problem is player render distance going to infinity as you're scoped in, and the sniper rifle having no real maximum range. this means the only effect counter to a sniper is a counter sniper that knows EXACTLY where the e...
- by Jathniel - at 2013.05.25 08:33:00
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708. Dust Uni - If you are going to teach.... - in General Discussions [original thread]
Stupid Blueberry wrote: Kousuke Tsuda wrote: What makes me chuckle is watching someone try to get close by attempting to ride up the mountain with their LAV. 90% of the time they get stuck or flipped while I snipe their head off or toss one ...
- by Jathniel - at 2013.05.25 08:25:00
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709. Why are the characters so slow? Why do we have to jump off that dumb ship every ... - in General Discussions [original thread]
gbghg wrote: Mitachui wrote: Lance 2ballzStrong wrote: Go home CoD player, you're drunk Nope, Starwars battlefront had better mechanics than this game and that game was on PS2. Nothing can compare to the awesomeness that is Star War...
- by Jathniel - at 2013.05.25 08:19:00
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710. CCP, nerf the sniper rifle damage, range and buff the ISK cost. - in General Discussions [original thread]
Breakin Stuff wrote: Underlining the OP's points for ease of picking out which statements are stupid. 1) Playing with the red line since the first build. Redline snipers are useless nonfactors who waste their team's resources by being there...
- by Jathniel - at 2013.05.25 08:06:00
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711. CCP, nerf the sniper rifle damage, range and buff the ISK cost. - in General Discussions [original thread]
Snipers are almost totally no consequence this build. Targets don't even render for them past roughly 400+ meters anymore. A damage modded charge sniper is indeed very powerful, but the thing shoots so fkin slow, it's not like it would stop an e...
- by Jathniel - at 2013.05.25 08:03:00
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712. "players were essentially forced into using this gun...and that makes the g... - in General Discussions [original thread]
GLiMPSE X wrote: Zeylon Rho wrote: "And it's not super exciting when all players essentially have an instant death beam at their disposal." Quote: " The FAL was a particularly deadly combination. GÇ£When [manually firing one shot at a t...
- by Jathniel - at 2013.05.25 07:45:00
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713. Proposed numbers for the Tactical AR. - in General Discussions [original thread]
Please Jin, ignore the trolls. I don't want the thread to get derailed. >.< Would like more opinions on these numbers. GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 RPM (compare with full auto Breach AR) down from 789.5 A...
- by Jathniel - at 2013.05.24 13:51:00
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714. Roadmap to make Dust a AAA-title - in General Discussions [original thread]
Interesting post, but I take issue with some of the complaints. FPS - This is a game engine/PS3 issue. They chose Unreal. The PS3 is doing it's best given the scale, with the intended engine. It's not fair to compare with BF3's Frostbite engi...
- by Jathniel - at 2013.05.24 13:44:00
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715. Proposed numbers for the Tactical AR. - in General Discussions [original thread]
Would like more opinions on these numbers. GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 RPM (compare with full auto Breach AR) down from 789.5 Accuracy Rating: 42.9 (similar hip fire spread to the Burst Scrambler Pistol) down f...
- by Jathniel - at 2013.05.24 13:01:00
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716. Everybody always says that jets are going to be useless unless dropships get fixed - in General Discussions [original thread]
Well, I don't think current swarm launchers should be adjusted to catch jets... A forge gun should catch a jet depending on his angle of aim. That's probably more appropriate. Also, I'd go for "Swarm Installation Turrets". 1 lock, 1 set of swarms...
- by Jathniel - at 2013.05.22 05:08:00
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717. Coalition of Non-AR Light Weapons Players - in General Discussions [original thread]
I can honestly say the Plasma Cannon is the most useless piece of **** weapon in this game. You have a higher kill chance, and higher survival-by-use chance using a pair of nova knives. The puny blast yield combined with poor splash damage couldn...
- by Jathniel - at 2013.05.19 11:57:00
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718. WolfmanGÇÖs Wonderful World of Weapons - in General Discussions [original thread]
Also. EMP Tactical Strikes. That give electronic blackouts for a couple minutes or so.
- by Jathniel - at 2013.05.17 04:39:00
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719. WolfmanGÇÖs Wonderful World of Weapons - in General Discussions [original thread]
1. Pulse Laser Sniper Rifle (Amarr) - Slow. Charged. Powerful. Weaker against armor. Strong against shields. 300% Headshot damage. 2. Bolt-Action Sniper Rifle (Minmatar) - VERY SLOW. VERY Powerful (like Charge Sniper Rifle, maybe more) Single sho...
- by Jathniel - at 2013.05.17 03:58:00
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720. Played my first game of pc today and .... - in General Discussions [original thread]
Aesiron Kor-Azor wrote: How do I download on PC????!?!?!!!!! >_> ..... lol!
- by Jathniel - at 2013.05.17 02:39:00
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