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641. Sticky:[Feedback] Planetary Conquest - Minimum Attack Threshold - in Feedback/Requests [original thread]
I think that option C) is probably the best one to ensure activity equals the ability to engage in the Planetary Conquest system. I would transition this system over to Corporate missions once implemented and not have AUR based missions in the Cor...
- by Kain Spero - at 2015.01.20 10:45:00
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642. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
You summoned me and I'm here. I really think that CCP reaching into the sandbox to manipulate timers to "reset" them is a core violation of the sandbox. You currently have 12 Alliances and 72 Corporations involved in the system ( www.dustcharts...
- by Kain Spero - at 2015.01.20 10:35:00
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643. Sticky:[Feedback] Planetary Conquest - Rewards - in Feedback/Requests [original thread]
Does this mean that clone biomass rewards will be replaced with this system or supplemented by it?
- by Kain Spero - at 2015.01.20 10:06:00
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644. not really a suprise - in General Discussions [original thread]
Looks at OP post. Looks at OP sig. This is not the kind of person to ever vote for. When CPM elections do come around this is one candidate you can safely keep off your list. If a CPM is inactive in-game AND neglecting their CPM duties I ...
- by Kain Spero - at 2015.01.19 12:38:00
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645. Thread under Construction (Second attempt) - in Feedback/Requests [original thread]
Maken Tosch wrote: Terry Webber wrote: Breakin Stuff wrote: Terry Webber wrote: But Breaking Stuff, there is still a possibility that one side would lose a battle if they can't leave their spawning area. So instead of having the redlin...
- by Kain Spero - at 2015.01.19 00:30:00
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646. I'd tap that - in General Discussions [original thread]
Victor889 wrote: Doesn't it reduce their clone count immediately, rather than 20 seconds later? Yes, it bleeds out the enemy clones faster, which can be the difference in a win or a loss. It also forces the enemy to use their entire spawn ti...
- by Kain Spero - at 2015.01.18 13:22:00
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647. Mobile CRU tankin - in General Discussions [original thread]
CCP Rattati wrote: Drecain Midular wrote: I wish they would fix the bug where you cant spawn on a veichle mCRU if your clone has not bled out... Seriously. If you die and your clone can call for pickup, spawning on a normal CRU installation...
- by Kain Spero - at 2015.01.18 13:21:00
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648. Sticky:[Feedback] Warbarge Designs - in Feedback/Requests [original thread]
Rattati, I was thinking in keeping with the goal of keeping the manufacture design simple just have it where if you can use the item you can build it. This would help to limit manufacture alt farming while rewarding SP investment in the industry s...
- by Kain Spero - at 2015.01.18 12:00:00
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649. [Suggestion] Change Swarm launcher operation - in Feedback/Requests [original thread]
Same damage profile as a scrambler would be interesting.
- by Kain Spero - at 2015.01.18 04:27:00
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650. Dust Trailers - in General Discussions [original thread]
Jack Boost wrote: There is the light .... Trailer makers got vision (aperently from CCP) and share it with us. We got vision too. Maybe someday CCP see it too... https://www.youtube.com/watch?v=rKtYqWBR7h0 https://www.youtube.com/watch?v=9...
- by Kain Spero - at 2015.01.18 04:18:00
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651. Solution to PC District Timers - Because Fixed Timers Suck - in Feedback/Requests [original thread]
Something I think that might make this more interesting would be to limit the timers you can attack with a district within a certain range of your own timer. This would help alleviate a group hoarding clones/MCC in an off timer for the purpose of ...
- by Kain Spero - at 2015.01.18 03:51:00
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652. Thukker contact grenade. - in Feedback/Requests [original thread]
Lightning35 Delta514 wrote: Pros- detonates in impact Cons- expensive as $h!t 20k -1 grenade only - damage of standard grenade, 300 -2.5 meters only. As you can see, this grenade NEEDS TO BE FIXED. PLEASE Fix- 2 grenades -400-500 damage ...
- by Kain Spero - at 2015.01.18 03:36:00
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653. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
As far as I know at this point the CPM is no longer split on the issue of 4 man squads in pubs provided it enables 8 and 16 man squads in FW and PC.
- by Kain Spero - at 2015.01.18 03:33:00
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654. Yo Heavy So Fat - in General Discussions [original thread]
Union118 wrote: Kain Spero wrote: Noktix says: Yo heavy so fat when he stands still the enemy thinks he's a CRU and try to hack him. Thats been used already. Lol, I'll have to let Noktix know.
- by Kain Spero - at 2015.01.18 02:42:00
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655. Yo Heavy So Fat - in General Discussions [original thread]
Noktix says: Yo heavy so fat when he stands still the enemy thinks he's a CRU and try to hack him.
- by Kain Spero - at 2015.01.18 00:32:00
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656. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
deezy dabest wrote: Kain Spero wrote: Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets. Player that lands a kill shot ge...
- by Kain Spero - at 2015.01.18 00:23:00
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657. Sticky:[Feedback] Experimental and Specialist Weapons - in Feedback/Requests [original thread]
DeathwindRising wrote: pumping up wrote: Kain Spero wrote: I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with ...
- by Kain Spero - at 2015.01.17 09:20:00
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658. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
JUDASisMYhomeboy wrote: It happens. Get over it Next time actually go through and read the thread. This isn't about getting over anything but improving the game play for everyone. This issue also becomes a lot more important if CCP does move...
- by Kain Spero - at 2015.01.17 02:00:00
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659. Sticky:[Feedback] Experimental and Specialist Weapons - in Feedback/Requests [original thread]
I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that ...
- by Kain Spero - at 2015.01.16 23:53:00
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660. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
Booby Tuesdays wrote: What happens when Harry chases Steve down, but Steve "fell and died". How many WP would be awarded under this system? Similar scenario, what happens when you have an explosive user near death, and they "committed suicide"...
- by Kain Spero - at 2015.01.16 22:40:00
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