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181. Increase shield module HP - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Current Numbers: Basic = 22 Enhanced = 33 Complex = 66 Proposed Numbers: Basic = 44 Enhanced = 66 Complex = 88 I could live with a buff to enhanced shieldextenders to 44. Bt if you give shieldextenders an overall buff ...
- by Korvin Lomont - at 2013.12.20 11:32:00
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182. [REQUEST] Give to scout a bit more Hp - in Feedback/Requests [original thread]
Django Quik wrote: HP is the last thing scouts need. With more HP we'll just become light assaults, instead of being our own individual class. What we need is more stuff so we don't need HP. i.e. more speed (both running and sprinting); low eno...
- by Korvin Lomont - at 2013.12.19 18:50:00
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183. [Feedback] Rifle balance doesn't make sense - in Feedback/Requests [original thread]
John Demonsbane wrote: I think the main problem with the current weapons is that the RR is at least 2x better at close range than it should be. If you take that away, the blaster rifle would have a better generalist niche, which is exactly what...
- by Korvin Lomont - at 2013.12.17 15:07:00
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184. [Feedback] Rifle balance doesn't make sense - in Feedback/Requests [original thread]
Stephen Seneca wrote: Jaysyn Larrisen is correct. Gallente AR is the best at short range, there is no denying that. Using Gallente tech means you will always have a tendency for CQC and shorter ranges and highest dps. The -variants- are just t...
- by Korvin Lomont - at 2013.12.17 15:03:00
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185. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
Fizzer94 wrote: Well I think a medium dropsuit+rifle is too powerful for one player to use. If it takes two non-rifle users to take out a rifle user, it should take two people to use a rifle. They should definately be controlled by two players,...
- by Korvin Lomont - at 2013.12.17 14:42:00
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186. 1.7 Vehicles - in Feedback/Requests [original thread]
Cosgar wrote: Tanks were actually as stable as cardboard in 1.0-1.6. In 1.7, they're about as stable as wet cardboard. Wait until their resistance goes down and go to town. 1 AVer might be able to do it with proper positioning, 2 makes it much ...
- by Korvin Lomont - at 2013.12.17 08:54:00
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187. Implementing old EVE character creator - in Feedback/Requests [original thread]
I really would love to have a charactor editor, just look at bioware the character editor they delivered on the PS3 is a very powerful one. Not so powerful as the current EVE one but more than enough for now...
- by Korvin Lomont - at 2013.12.16 14:53:00
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188. [Feedback] Team Killing Retailation - in Feedback/Requests [original thread]
Echoist wrote: This would a pretty bad idea cause imagine someone using a grenade or mass driver in CQC and then having half the team hunt you down, also this would take away from the focus on capturing the objectives in FW. Also what about whe...
- by Korvin Lomont - at 2013.12.16 14:25:00
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189. Adding Tread (or engine) HP, making vehicles more vulnerable without buffs or ne... - in Feedback/Requests [original thread]
Timothy Reaper wrote: Korvin Lomont wrote: Well simply give them a disadvantage when they are in module cooldown like: -25% Turret Rof, -25% Turret Speed, -25% Speed and -50% Module efficacy and duration on activated modules during cooldown...
- by Korvin Lomont - at 2013.12.16 14:17:00
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190. [Feedback] Rifle balance doesn't make sense - in Feedback/Requests [original thread]
Mobius Wyvern wrote: Aeon Amadi wrote: I'm not listing numbers because CCP already has them and if the community really needs them I suggest looking them up personally. Combat Rifle versus Burst Assault Rifle: Combat Rifle has higher dama...
- by Korvin Lomont - at 2013.12.16 13:04:00
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191. Adding Tread (or engine) HP, making vehicles more vulnerable without buffs or ne... - in Feedback/Requests [original thread]
Well simply give them a disadvantage when they are in module cooldown like: -25% Turret Rof, -25% Turret Speed, -25% Speed and -50% Module efficacy and duration on activated modules during cooldown. That way tanks would be vulnerable while in c...
- by Korvin Lomont - at 2013.12.16 12:15:00
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192. Regarding Tanks - in Feedback/Requests [original thread]
Komodo Jones wrote: Ya know what, everyone has been complaining about this whole 1 sided combat thing, basically that infantry can kill any vehicle besides tanks, that basically there should be some checks and balances or "rock-paper-scissor" s...
- by Korvin Lomont - at 2013.12.16 11:06:00
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193. [Feedback] HAVs too strong against infantry - in Feedback/Requests [original thread]
At first I really liked the concept of powerfull tanks rushing in doing stuff while theri modules are activated and beeing vulnerable during the cooldown. But CCP did not make this happen when modules run out tanks simply are able to retreat too...
- by Korvin Lomont - at 2013.12.13 12:33:00
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194. [Request] Increase Swarm Launcher Missile Speed - in Feedback/Requests [original thread]
Mobius Wyvern wrote: OH MY GOD A DIRTY VEHICLE SCUM WANTS AV BUFFED?! Yes, actually, I do. For a guided missile weapon, the Swarm Launcher has pathetically slow missiles. To clarify, its prior ability to do thousands of damage without the use...
- by Korvin Lomont - at 2013.12.12 14:39:00
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195. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
Alena Ventrallis wrote: I actually like this idea. The only issue is what incentive do we have to crew it with 3 people? Tanks would need to remain as powerful or become even more powerful to justify taking 2 guns off the field. AV has been us...
- by Korvin Lomont - at 2013.12.12 11:42:00
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196. [FEEDBACK] [Video] Friendly Fire TK griefing - in Feedback/Requests [original thread]
Mako LandSharkX wrote: I enjoy the threat of friendly fire and appreciate the intention of allowing TK's to be a part of the game. I do take issue when my character becomes caught in a helpless chain of deaths and revivals until the person TK'i...
- by Korvin Lomont - at 2013.12.12 08:57:00
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197. Solution for Tanks: Decouple Driving and Main Turret - in Feedback/Requests [original thread]
Soraya Xel wrote: Flix Keptick wrote: This idea has already been murdered before, no. Btw, a driver using the small turret would still murder everything (the probo blasters are really powerfull) There's really only three ways to fix tanks...
- by Korvin Lomont - at 2013.12.11 15:58:00
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198. Shield stacking penalty - in Feedback/Requests [original thread]
The way of shield tanking has changed. Before the armor buff shield tankers were using shield the same way an armor tanker should use armor going in directly starfing (well the strafing part is a little more difficult for armor tankers) and killin...
- by Korvin Lomont - at 2013.12.11 15:40:00
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199. [Feedback] HAVs too strong against infantry - in Feedback/Requests [original thread]
Ivy Zalinto wrote: Snail Super wrote: 1.7 crisis for infantry players against vehicles. Whenever an enemy tank, let alone two tanks, is deployed in a match, I have nothing NOTHING to counter vehicles. My last match I unloaded the following...
- by Korvin Lomont - at 2013.12.11 09:09:00
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200. vehicles are OP - in Feedback/Requests [original thread]
Ivy Zalinto wrote: Text Grant wrote: AV was nerfed too much and vehicles are running rampant. No counter but other tanks. Paper, rock, scissors is NOT working. There is absolutely no reason to skill into swarms, AV grenades, and little reaso...
- by Korvin Lomont - at 2013.12.11 08:51:00
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