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61. Skill Tree Update Compilation - in Feedback/Requests [original thread]
Lazer Fo Cused wrote: 1. https://docs.google.com/spreadsheet/ccc?key=0ApXBj3IzrWnydE5iSWo5MTFMN3NlSjJZTUpFZXlvaGc#gid=0 2. The vehicle skills got gutted but CCP had a picture of what they did in 1.7, got to find it 1st - http://web.ccpgames...
- by Jaysyn Larrisen - at 2015.01.10 16:42:00
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62. Skill Tree Update Compilation - in Feedback/Requests [original thread]
Addressing the actual SP required per level is a solid idea, Banjo. I think they can keep the EVE-esque progression but tone down how steep the increase is of key skills. Good feedback, thanks.
- by Jaysyn Larrisen - at 2015.01.10 14:42:00
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63. Skill Tree Update Compilation - in Feedback/Requests [original thread]
I'll start us off... 1. Provide small racial bonus per level to Frame suits that are also applied to advanced variety of suits. Example: Cal Medium Frame provides 2% resist to Hybrid: Thermal damage and 2% Efficacy to Shield Regulators per lev...
- by Jaysyn Larrisen - at 2015.01.10 11:44:00
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64. Skill Tree Update Compilation - in Feedback/Requests [original thread]
Folks, I'm starting this thread to get a fresh look what we can bring to CCP to update the skill tree in Dust. This is a bit open form but some basic guidelines I'm asking you to you help me with: 1) Identify all the skills that offer no bonus, ...
- by Jaysyn Larrisen - at 2015.01.10 11:30:00
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65. Bloodline brainstorming - in Feedback/Requests [original thread]
Terry Webber wrote: In EVE Online, I think characters with a certain bloodline would have skill points alreay allocated into a skill. However, I don't believe there are enough skills to justify this. On the contrary, I actually think you cou...
- by Jaysyn Larrisen - at 2015.01.10 11:25:00
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66. Thread under Construction (Second attempt) - in Feedback/Requests [original thread]
CCP Rattati wrote: Mobius Wyvern wrote: Aeon Amadi wrote: IMO, corporation rank shouldn't be so artificial as to have some sort of numerical value based gimmick in-game. A player's loyalty to a corporation and the corporation's loyalty to...
- by Jaysyn Larrisen - at 2015.01.10 11:14:00
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67. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
Meee One wrote: As a sidenote. Rattati did say they were going to try to make a mass based inertia system. Which means logistics should be second only to scouts in terms of speed and stamina/stamina regen. But that also means any eHP mods ar...
- by Jaysyn Larrisen - at 2015.01.04 02:32:00
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68. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
SirManBoy wrote: I hear you guys LOUD and CLEAR. Cross and I are focused on improving the plight of the logi. We get it. On a side note, I'd really like to get the two of you in a squad and speak to you on coms. Let me know if we can work th...
- by Jaysyn Larrisen - at 2015.01.03 13:35:00
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69. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
SirManBoy wrote: Jaysyn Larrisen wrote: Meee One wrote: About 'cooldowns' on rep tools. I hope they'll be getting a boost in performance to accomidate the downtime. EG. Six kin works for 15 seconds,but is down 15,it reps 176hp/s instead...
- by Jaysyn Larrisen - at 2015.01.03 05:39:00
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70. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
Meee One wrote: About 'cooldowns' on rep tools. I hope they'll be getting a boost in performance to accomidate the downtime. EG. Six kin works for 15 seconds,but is down 15,it reps 176hp/s instead of 88 to maximize performance. But as i've s...
- by Jaysyn Larrisen - at 2015.01.03 04:00:00
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71. CPM input request: Logistics & Support. - in Feedback/Requests [original thread]
Talos Vagheitan wrote: I would like the Cal - Logi equipment bonus be applied to the Injector instead of Nanohives. When a call picks you up, have it give you ammo and temporary damage resistance I think having the bonus to both needles and...
- by Jaysyn Larrisen - at 2015.01.02 07:04:00
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72. Type I and II Logistics - in Feedback/Requests [original thread]
What would be the purpose of this change? The only Logi suit that needs this topic applied to it is the Caldari; it needs either a sidearm or a 4th equipment slot.
- by Jaysyn Larrisen - at 2015.01.02 02:51:00
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73. [REQUEST] Damage Mods In The Low Slots - in Feedback/Requests [original thread]
Jathniel wrote: Low slot RoF mods for the low, and High slot damage mods for the high. I see some interesting glass cannon scout builds coming out of this. I see Scrambler Rifle lethality going through the roof. This would actually make A...
- by Jaysyn Larrisen - at 2015.01.01 01:04:00
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74. [Idea] 32vs32 - in Feedback/Requests [original thread]
I have to say that i'm growing pretty curious as to why we can't slowly up the player count in match to find a sweet spot. I would be open to pulling the Gallente Research Facility or other maps that generate serious lag issues for a game mode t...
- by Jaysyn Larrisen - at 2015.01.01 01:00:00
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75. [Ideas] Turrets defend other installations that are under attack - in Feedback/Requests [original thread]
I'm all on board with this. I'll go a step further and say I think the aggressiveness on AI turrets needs to be increased period.
- by Jaysyn Larrisen - at 2014.12.29 15:00:00
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76. [Concept] Basic War Barge Mechanics ver. 0.01 - in Feedback/Requests [original thread]
Nice take on it, Pokey. My only concern is the way you've structured the activity based bonuses. Basically you reward the no-life and potentially punish those that couldn't particiapte for some reason. Don't get me wrong I like the idea in theory...
- by Jaysyn Larrisen - at 2014.12.28 19:12:00
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77. To Rattati: tracking computers and utility - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Jaysyn Larrisen wrote: Why not just have a ROF or dmg mod that fits either low or high slot depending on race? That said, I generally agree that low slots are the place for damage mods. My bigger desire would be able...
- by Jaysyn Larrisen - at 2014.12.28 13:59:00
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78. [Idea] Active Resource Extraction for Planetary Conquest - in Feedback/Requests [original thread]
I like it...it's rough and there definetly needs to polish put into it but it might very well be a viable option. One thing I do think is critical would be needed a corp warbarge within a fairly constrained distance from the planet...this would b...
- by Jaysyn Larrisen - at 2014.12.28 11:42:00
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79. To Rattati: tracking computers and utility - in Feedback/Requests [original thread]
Why not just have a ROF or dmg mod that fits either low or high slot depending on race? That said, I generally agree that low slots are the place for damage mods. My bigger desire would be able to have rig slots for the dropsuit since that's real...
- by Jaysyn Larrisen - at 2014.12.28 11:29:00
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80. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
steadyhand amarr wrote: Kain points about different attack types is a valid middle ground. having raids that could be executed whenever to steal resources or damage production. problem is with timers again, you will either have a siutatino wher...
- by Jaysyn Larrisen - at 2014.12.28 02:42:00
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