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121. A discussion about shields vs. armor - in General Discussions [original thread]
Arkena Wyrnspire wrote: So I really do find your suggestion that the only way to fight is head on, and the only way to do things is through defense and damage. Sure, in a head on fight, perhaps they are. I have a question for you, though: Why ...
- by Komodo Jones - at 2014.02.25 00:32:00
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122. A discussion about shields vs. armor - in General Discussions [original thread]
Arkena Wyrnspire wrote: That's partially it. Higher grade weaponry takes up more PG, stacking defensive modules will take up a lot of PG. Utility modules take up a lot of CPU. Utility modules are a lot more important in EVE. Stasis webifiers, ...
- by Komodo Jones - at 2014.02.24 19:54:00
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123. A discussion about shields vs. armor - in General Discussions [original thread]
Arkena Wyrnspire wrote: I think complex extenders affect it more, but I'm not completely certain on that because I rarely notice the different in recharge delays. Because it's only depleted, an unencumbered assault can often get out of the way ...
- by Komodo Jones - at 2014.02.24 19:41:00
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124. A discussion about shields vs. armor - in General Discussions [original thread]
Monkey MAC wrote: Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple. Add Shield low slot modules including hybrid modules and rework ...
- by Komodo Jones - at 2014.02.24 18:34:00
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125. A discussion about shields vs. armor - in General Discussions [original thread]
Awry Barux wrote: Komodo Jones wrote: Monkey MAC wrote: Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple. Add Shield low slot ...
- by Komodo Jones - at 2014.02.24 18:29:00
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126. A discussion about shields vs. armor - in General Discussions [original thread]
Arkena Wyrnspire wrote: Komodo Jones wrote: Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we change...
- by Komodo Jones - at 2014.02.24 18:27:00
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127. A discussion about shields vs. armor - in General Discussions [original thread]
Arkena Wyrnspire wrote: If the TTK wasn't so short, I think that shields would be fine. The problem at the moment with stacking armour (and indeed, both armour + shields at once) comes more from the way that it's really the only way to survive ...
- by Komodo Jones - at 2014.02.24 18:20:00
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128. A discussion about shields vs. armor - in General Discussions [original thread]
Alternate Insano wrote: You do have a good point about how disproportionate it is. However, show me something in DUST that isn't skewed like this. Don't waste your time looking. Everything is broken in comparison to other popular fps games that...
- by Komodo Jones - at 2014.02.24 18:13:00
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129. A discussion about shields vs. armor - in General Discussions [original thread]
Auris Lionesse wrote: Shields should be passive and resemble eve by giving suits caps. Also fix the weapon damage and give suits damage resistances. they're going in the right direction with sentinels, just give them base resistances on the sui...
- by Komodo Jones - at 2014.02.24 18:08:00
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130. A discussion about shields vs. armor - in General Discussions [original thread]
Monkey MAC wrote: Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple. Add Shield low slot modules including hybrid modules and rework ...
- by Komodo Jones - at 2014.02.24 18:00:00
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131. A discussion about shields vs. armor - in General Discussions [original thread]
Just want to gather thoughts on what people think should be done to better balance the shield-armor relationship. And yes it is unbalanced and their relationship doesn't make sense, if shield tankers are supposed to be the hit and run skirmishers...
- by Komodo Jones - at 2014.02.24 07:47:00
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132. Jetpacks - in General Discussions [original thread]
Jetpacks are cool, but what about jump modules? Think it would be cool to see scouts leaping over tall buildings in a single bound!
- by Komodo Jones - at 2014.02.22 00:44:00
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133. Fastest redline stomp EVER - in General Discussions [original thread]
Nope, buddy of mine got a tank, went immediately to the redline and stopped anyone from getting through, rest of the team mopped up stragglers, dunno how long it took but if there weren't vehicles involved if yours it was probably quicker :)
- by Komodo Jones - at 2014.02.21 16:36:00
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134. DS Pilot Delusion - in General Discussions [original thread]
Darken-Soul wrote: DUST Fiend wrote: Darken-Soul wrote: Jackof All-Trades wrote: Chuckles Brown wrote: Shooting a ADS with a rail does take some small skill. I'm going to have to stop you there. My Incubus costs 375K ISK. A redlin...
- by Komodo Jones - at 2014.02.20 18:08:00
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135. DS Pilot Delusion - in General Discussions [original thread]
Darken-Soul wrote: Jackof All-Trades wrote: Chuckles Brown wrote: Shooting a ADS with a rail does take some small skill. I'm going to have to stop you there. My Incubus costs 375K ISK. A redline railgunner can use a fit ~70K ISK and thr...
- by Komodo Jones - at 2014.02.20 18:00:00
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136. DS Pilot Delusion - in General Discussions [original thread]
Chuckles Brown wrote: Yes, they take skill to fly and SP to build. However, if it wasn't for railguns; what would keep you guys in check? Shooting a ADS with a rail does take some small skill. ADSes are the most powerful thing in the game, so ...
- by Komodo Jones - at 2014.02.20 17:59:00
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137. Why do we have aim assist? - in General Discussions [original thread]
Rinzler XVIII wrote: Because CCP wont give us a full infantry Respec Lol don't lose hope, I can see one coming, there isn't as much changing as with 1.7 and vehicles but there's still alot and it wouldn't be terrible if we got a respec.
- by Komodo Jones - at 2014.02.19 19:43:00
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138. Why do we have aim assist? - in General Discussions [original thread]
One thing that still doesn't make sense, if dust without aim assist was so terrible, even with the presence of mouse and keyboard support, "OP" weapons, and hit detection issues, why are so many people willing, wanting, to return to when it wasn't...
- by Komodo Jones - at 2014.02.19 19:42:00
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139. Why do we have aim assist? - in General Discussions [original thread]
ReGnYuM wrote: Komodo Jones wrote: This isn't a rhetorical question or one that I was just going to answer myself to make a proposition, but seriously why do we have a mechanic that allows rapid fire spray and pray weapons to be deadly accur...
- by Komodo Jones - at 2014.02.19 19:27:00
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140. Assault dropship costs are insane - in General Discussions [original thread]
Cut the price or give them a break, was flying dropships all day yesterday, and while I can survive a redline railgun (sometimes) I can't get anywhere near the battlefield to do much of anything, if I had a team I would have enough time to make a ...
- by Komodo Jones - at 2014.02.19 18:51:00
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