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181. [Idea] Contract Missions - in Feedback/Requests [original thread]
+1
- by Lightning35 Delta514 - at 2015.03.19 23:43:00
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182. Splitting up matchmaking! (New/old player experience) - in Feedback/Requests [original thread]
How about 1. Solo 2. Easy 1mil-10mil sp (or based one wp) 3. Normal 10mil-20 mil (=ƒζε) 4. Hard 20mil- infinity (=ƒζε)
- by Lightning35 Delta514 - at 2015.03.18 22:19:00
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183. Logi Buff proposal - in Feedback/Requests [original thread]
1. Buff speed/endurance/jump height (more than assaults- less than scouts) 2. Reduce scan profile (less than assaults- more than scouts) 3. Buff hp ( less than assaults- more than scouts) 4. Role bonuses buff Amarr- uplink Caldari- nanohives Ga...
- by Lightning35 Delta514 - at 2015.03.18 13:17:00
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184. Experimental lab is weird - in Feedback/Requests [original thread]
It should use the amount of broken weapon salvage that we get.
- by Lightning35 Delta514 - at 2015.03.18 11:20:00
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185. Ads vs ds - in Feedback/Requests [original thread]
we all know that the ads is the most used ds in the game. Ds are mostly used in the beginning of each match Here are ways to improve both in different areas. Dropships 1. Give bonus to turrets on dropships to make them better at dealing damag...
- by Lightning35 Delta514 - at 2015.03.17 22:34:00
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186. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
WeapondigitX V7 wrote: A all in one slayer needs at least 1 dampener and precision mod and reactive plate/rep nanohive, if reactive plates were used, you might want a PRO active proximity scanner. You need at least 1 jump mod to still be able t...
- by Lightning35 Delta514 - at 2015.03.17 11:13:00
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187. HMG - in Feedback/Requests [original thread]
So we currently have a hmg, a burst hmg, and an assault hmg. The first to act as they should. The assault acts like a breach. I believe it should get a range nerf and be renamed the breach hmg. Now we can begin freshly on a new improved assa...
- by Lightning35 Delta514 - at 2015.03.17 00:47:00
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188. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
Sir Dukey wrote: Lightning35 Delta514 wrote: Well, ranges range from this order Rail rifles- mid to long range- 5 Scrambler rifles- mid to long range- 2.50 - 4.5 Combat rifles- "mid" mid to "mid" long range- 1.25 - 4 Assault rifles- short to...
- by Lightning35 Delta514 - at 2015.03.16 21:18:00
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189. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
True Adamance wrote: ReGnYuM wrote: The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the...
- by Lightning35 Delta514 - at 2015.03.16 21:16:00
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190. Why is the ScR allowed to be so good at CQC range? - in Feedback/Requests [original thread]
Well, ranges range from this order Rail rifles- mid to long range- 5 Scrambler rifles- mid to long range- 2.50 - 4.5 Combat rifles- "mid" mid to "mid" long range- 1.25 - 4 Assault rifles- short to mid range 1-3.5 5- longest range 4- mid-long rang...
- by Lightning35 Delta514 - at 2015.03.16 18:32:00
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191. New way to keep new players. - in Feedback/Requests [original thread]
BLOOD Ruler wrote: That or you tell them which suit and fitting make a good combo Well, everyone has different play styles and to know what is your best, you must have had some time using them. That's why I'm skilled into almost everything ...
- by Lightning35 Delta514 - at 2015.03.16 18:18:00
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192. New way to keep new players. - in Feedback/Requests [original thread]
1 give a free skill reset at 10million sp. 2 finish up starter fits with a heavy and hmg, and lightsuit with a shotty 3 make vehicle starter fits. New players find this game confusing and don't know how to spend their money. Let them use some ...
- by Lightning35 Delta514 - at 2015.03.16 15:13:00
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193. [Request] Hotfix suits for new player's - in Feedback/Requests [original thread]
I'd like starter fits for all roles. We have an assault, logi, av, sniper. We need a heavy, and a scout/shotty Heck, if you want to make this gam better for new players, give starter fits for lavs, havs, and dropships
- by Lightning35 Delta514 - at 2015.03.16 15:09:00
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194. To improve new player experience - in Feedback/Requests [original thread]
Not bad. It would definitely help as they could know what to skill into and improve their tactics, instead of just leaving the game
- by Lightning35 Delta514 - at 2015.03.16 15:04:00
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195. AV - in Feedback/Requests [original thread]
Echo 1991 wrote: Lightning35 Delta514 wrote: Echo 1991 wrote: Lightning35 Delta514 wrote: After flying for some time and being shot down multiple times, the best way I can see to make swarms harder to take down dropships is simply by ...
- by Lightning35 Delta514 - at 2015.03.15 19:29:00
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196. AV - in Feedback/Requests [original thread]
Echo 1991 wrote: Lightning35 Delta514 wrote: After flying for some time and being shot down multiple times, the best way I can see to make swarms harder to take down dropships is simply by 1. Reducing missile speed 2. Increasing lock on t...
- by Lightning35 Delta514 - at 2015.03.15 16:26:00
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197. AV - in Feedback/Requests [original thread]
WeapondigitX V7 wrote: reducing missile speed makes a after burner almost redundant without other changes unfortunately. increasing the lock on time for swarm launchers reduces the DPS of swarms against other vehicles which means that many oth...
- by Lightning35 Delta514 - at 2015.03.15 14:04:00
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198. AV - in Feedback/Requests [original thread]
WeapondigitX V7 wrote: reducing missile speed makes a after burner almost redundant without other changes unfortunately. increasing the lock on time for swarm launchers reduces the DPS of swarms against other vehicles which means that many oth...
- by Lightning35 Delta514 - at 2015.03.15 12:57:00
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199. AV - in Feedback/Requests [original thread]
The Final Fantasy wrote: its kinda sad that a dropship fears a swarm launcher more rather a foregun. tbh i rather go back to the days where foregun was a threat to a dropship than these lolswarms Why? Because their is a chance that the forg...
- by Lightning35 Delta514 - at 2015.03.15 12:56:00
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200. AV - in Feedback/Requests [original thread]
The problem lies in the fact that swarms are fire and forget weapons and dropships have NO cover in the air so they are easy targets. Forge guns and plasma cannons are ok as they require more skill to use.
- by Lightning35 Delta514 - at 2015.03.14 23:55:00
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