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561. [REQUEST] JLAV removal. - in Feedback/Requests [original thread]
Lorhak Gannarsein wrote: OP post Duplicate thread. There's so many of those - and even recent ones. Won't repeat my posts here, go there instead: https://forums.dust514.com/default.aspx?g=posts&m=2219142#post2219142 https://f...
- by KEROSIINI-TERO - at 2014.07.05 01:33:00
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562. Stun lock needs to return - in Feedback/Requests [original thread]
Meee One wrote: For light suits. I'm getting tired of trying to hit a scout only to have them strafe too fast for even ARs to touch them. I'm also getting tired of seeing basic scouts go toe-to-toe with Proto Sents equipped with HMGs and com...
- by KEROSIINI-TERO - at 2014.07.05 00:18:00
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563. how to remove/fix jihadd jeeping. - in Feedback/Requests [original thread]
CCP Rattati wrote: DUST Fiend wrote: Working as intended. Just fix the damn bug on the large turret rotation skill. If that were applying properly, only the worst of the worst would die to this outside of just getting unlucky. Can you p...
- by KEROSIINI-TERO - at 2014.07.04 07:12:00
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564. [SUGGESTION:] *UI* Droplink icon to show their spawn speed - in Feedback/Requests [original thread]
Apothecary Za'ki wrote: we already see the speed when we are selecting(not confirming deployment) if there are multiple on the map iirc. Even if that's the case, which I don't recall to be, there's still room for improvement. If there's mo...
- by KEROSIINI-TERO - at 2014.07.03 12:16:00
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565. [SUGGESTION:] *UI* Droplink icon to show their spawn speed - in Feedback/Requests [original thread]
I-Shayz-I wrote: I'd post this in the Legion section of the forums instead. Cause this seems more like something that would be more possible there rather than something that could be added to Dust. Yea that may very well be the sad truth.....
- by KEROSIINI-TERO - at 2014.07.03 00:12:00
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566. [SUGGESTION:] *UI* Droplink icon to show their spawn speed - in Feedback/Requests [original thread]
As you know there are many levels of links plus amarr logi bonuses on top of that. You see how many secs it takes to spawn once you start the process of spawning. You can cancel that maybe once, sometimes not at all ( different discussion here ) ...
- by KEROSIINI-TERO - at 2014.07.02 15:44:00
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567. Why shaking forgegun shoots so accurately? - in Feedback/Requests [original thread]
One Eyed King wrote: I don't see the point in this. I rarely die to a forge gun blast, as I generally have to be standing still. And in having tried to use one, they are very difficult to use for anything other than AV. In terms of AV, I d...
- by KEROSIINI-TERO - at 2014.07.02 13:59:00
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568. Why shaking forgegun shoots so accurately? - in Feedback/Requests [original thread]
Nevyn Tazinas wrote: So wait, the guy who is designed PURELY TO COUNTER VEHICLES is too good against vehicles? Just leave your tank/ds behind a wall and run over there with any rifle and chew him up. You are only one guy in your ADS, you should...
- by KEROSIINI-TERO - at 2014.07.02 13:42:00
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569. [Feedback] HAV's - in Feedback/Requests [original thread]
First things first: The turret balancing is still going on. And so is tanking module balance. Once those are in good place (I find them now mostly satisfactory) THEN it's time to slowly start planning specialist vehicles. (Note that I didn't...
- by KEROSIINI-TERO - at 2014.07.01 14:16:00
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570. Why shaking forgegun shoots so accurately? - in Feedback/Requests [original thread]
I repeat my earlier suggestion : Still the good way to handle forge sniping would be to fix the cosmetic only charge up shake. SUGGESTION: Make forge shots go where the sight is while shaking It is supposed to be a balancing factor for ai...
- by KEROSIINI-TERO - at 2014.07.01 11:31:00
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571. Why shaking forgegun shoots so accurately? - in Feedback/Requests [original thread]
TheEnd762 wrote: Because it has no zoom, slows the user to a crawl when charging/holding a charge, and because 90% of the time tanks and dropships can drive/fly out of it's effective range before a second shot can be fired, or just kill the sho...
- by KEROSIINI-TERO - at 2014.07.01 11:26:00
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572. Plasma Rifle still obsolete compared to other rifles. Why? - in Feedback/Requests [original thread]
Without going into balance itself, The plasma rifle isn't quite as good even after buff because devs had the sense to use moderation in their buff/nerf actions. Needless to say, this is great. At this change doing several smaller changes is ...
- by KEROSIINI-TERO - at 2014.06.30 19:54:00
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573. we neeeeeed spaaccee!!!! now or soon - in Feedback/Requests [original thread]
SCATTORSHOT RINNEGATE wrote: We need the racial vehicles & MCC before this kind of mods And we need more and better - new gamemodes - maps - matchmaking before any racial vehicles or MCCs
- by KEROSIINI-TERO - at 2014.06.30 18:37:00
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574. {seriously} The vehicle life cycle - in Feedback/Requests [original thread]
Shadow of War88 wrote: Large blasters are so bad at taking out competent infantry, that your better off using a rifle. They cloak, run, dance in front of you with a forge, jihad jeep you, so on. The ISK gap is enormous. These tanks are laugha...
- by KEROSIINI-TERO - at 2014.06.30 17:48:00
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575. Gunnlogis don't give vehicle damage WP - in Feedback/Requests [original thread]
Almost positive that only ARMOR damage triggers '+WP Vehicle Damage'.
- by KEROSIINI-TERO - at 2014.06.30 17:35:00
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576. Ambush and Ambush OMS - in Feedback/Requests [original thread]
That 'vehicle resource point system' far better than the current one.
- by KEROSIINI-TERO - at 2014.06.30 14:16:00
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577. [Feedback/Question] On the HMG - in Feedback/Requests [original thread]
Cat Merc wrote: Without heat up the HMG can fire for around 11 seconds. Considering how long it takes for the overheat, I assume it takes 9 seconds to overheat. How about reducing that to 5 seconds to overheat? That's how long an AR can fire, ...
- by KEROSIINI-TERO - at 2014.06.30 14:09:00
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578. A change to warbarge strikes: Help out the little guy - in Feedback/Requests [original thread]
the best OB reimagining so far. A Definate +1.
- by KEROSIINI-TERO - at 2014.06.28 22:58:00
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579. Fixing Orbitals - in Feedback/Requests [original thread]
Orbitals have at least one balancing attribute: They clear out impregnable rooftop camps. You know, those ones full of forges making it unclearable and giving a break for 'continous rain of death from above'.
- by KEROSIINI-TERO - at 2014.06.28 22:48:00
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580. Proximity Mine Buffs - in Feedback/Requests [original thread]
We really need some comments on this one. Especially blue ones.
- by KEROSIINI-TERO - at 2014.06.28 22:44:00
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