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41. [Idea] Reimplementing Turret Variants - in Feedback/Requests [original thread]
Teba Gan wrote: Roger Cordill wrote: The scattered was no less accurate than the regular, stabilized, or compredded (you forgot); it was just downright better than all the rest. Stabilized had a insane fitting cost for a slightly higher opti...
- by MRBH1997 - at 2014.06.25 18:13:00
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42. [Idea] Reimplementing Turret Variants - in Feedback/Requests [original thread]
I tanked in open beta and I don't remember the exact stats of any of them. As what I said for ROF and such were ideas to make ones more favorable than the others in different situations. And I'm saying these as an idea, how they fit and work can b...
- by MRBH1997 - at 2014.06.25 16:45:00
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43. Large Missiles Turrets Re-balance - in Feedback/Requests [original thread]
I see no issues with their damage output. If they have the aim to nail all 12 missiles proto and you have nor hardener then you deserve to die. Proto missiles kill any tank that doesn't have a hardener and no plating with a full 12 missile hit.
- by MRBH1997 - at 2014.06.25 16:28:00
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44. [Idea] Reimplementing Turret Variants - in Feedback/Requests [original thread]
Before 1.7 we had a lot more vehicle fitting combinations due to all the different active and passiv modules and turret variants. This thread is about how the variants would work with the current turret system. Firstly we have of blasters the sc...
- by MRBH1997 - at 2014.06.25 16:22:00
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45. [Rant] Vehicle Armor Composition Skill (or Why Does CCP Hate Shields... - in Feedback/Requests [original thread]
What we really need is a reintroduction of all the passive modules we had before 1.7. But we would have to revert the tanks back to their 5/2 2/5 module slots. It would be nice having shield recharges and all this turret modules again. Same with t...
- by MRBH1997 - at 2014.06.25 15:58:00
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46. (feedback) shield tanks - in Feedback/Requests [original thread]
jaksol JAK darnson wrote: ccp you have destroyed shield based tanks so completly we cant compete as a tank anymore nurfing damage on rails was a mistake now it take a adv turrent we adv damage mods to kill a some with a hardner and a 120 plat...
- by MRBH1997 - at 2014.06.24 21:39:00
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47. Blaster Turrets - in Feedback/Requests [original thread]
With the recent change to blaster turrets I feel CCP should just bring back the torrent variants. The large blaster felt like a stabilized blaster with a scattered blasters damage and now it's like a scatter in range and damage. The small still fe...
- by MRBH1997 - at 2014.06.07 21:13:00
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48. 80GJ Minmatar Turret Idea - in Feedback/Requests [original thread]
Yes if such a weapon were implemented it would just have slow ROF to compensate for the higher damage and splash radius.
- by MRBH1997 - at 2014.05.01 22:40:00
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49. Tank Fix From A Open Beta Tanker - in Feedback/Requests [original thread]
Harpyja wrote: Godin Thekiller wrote: Assuming you're referring to the hardeners, they were never limited to one, because you know, active tanking is a thing. SOme people actually like to go for a pure tank. With that being said, This needs...
- by MRBH1997 - at 2014.03.23 23:18:00
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50. Tank Fix From A Open Beta Tanker - in Feedback/Requests [original thread]
As one who has seen all the vehicle changes and AV changes since open beta I've seen the mistakes CCP have made. They've constantly switch which has the advantage with over nerfing or buffing one. To make the current vehicle/AV patch to work these...
- by MRBH1997 - at 2014.03.23 18:53:00
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51. A way to fix Tanks!! - in Feedback/Requests [original thread]
Balamob wrote: Is simple, just nerf the DMG prevention modules. The CPU/PG can be increased, the time it lasts can be lowered but mainly i would reduce the DMG% redcution, 60% DMG reduction for militia level is way OP (it increases by skilling)...
- by MRBH1997 - at 2014.03.23 18:28:00
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52. vehicle limits are too high. - in Feedback/Requests [original thread]
Mishra's Dragon wrote: I do like this idea of reducing the number of vehicles. However, I would also propose to make the HAVs more expensive either ISK wise or SP wise. It's not right when I have to spend 80 thousand ISK (Advanced standard Am...
- by MRBH1997 - at 2014.03.23 18:24:00
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53. A change to tank weakpoints. - in Feedback/Requests [original thread]
As a tanker since closed beta I agree with this but not the AV nerf. But having to watch my sides and back especially even more would be an awesome challenge to have to deal wih.
- by MRBH1997 - at 2014.03.21 23:55:00
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54. Destructable environment and voice proximity sensor - in Feedback/Requests [original thread]
Localized voice chat like proximity for both friend and for is something CCP should have implemented long ago. Allows you to not have to switch channels from your aqua to team constantly to communicate rarely with blueberries. Add proximity chat m...
- by MRBH1997 - at 2014.03.19 00:15:00
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55. Tank Balancing - in Feedback/Requests [original thread]
Tailss Prower wrote: and also what you are fighting are mostly noob fit tanks like what was somewhat explained here that everyone is spamming you wouldn't be able to kill me so easily with a low fit blaster actually I don't think it's even poss...
- by MRBH1997 - at 2014.03.19 00:11:00
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56. Tank Balancing - in Feedback/Requests [original thread]
As one who has tanked since open beta I've seen all patches since then and have been a part of them. I agree wih you that modules should have efficiency differences from militia to prototype, not just recharge and active times. I think CCP should ...
- by MRBH1997 - at 2014.03.19 00:10:00
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57. Jetpacks, Grapplings Hooks, and Ladder Firing - in Feedback/Requests [original thread]
Aggrohim wrote: Well I agree that it is annoying ,but if u could shoot off a ladder then it would be with ur sidearm because a primary can't be used with one hand. Well you could actually fire with a prmimary but only with light weapons and ...
- by MRBH1997 - at 2014.03.18 21:19:00
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58. Tanks without SP investment should be WEAK AGAIN - in Feedback/Requests [original thread]
As one who has ranked since around open beta I've been through most of the vehicle updates as a 'true' tanker. The reason militia tanks can easily fight just slightly less effective than a madrugar or gunnlogi is that active modules have to effici...
- by MRBH1997 - at 2014.03.18 06:03:00
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59. Nerf MLT Vehicles - in Feedback/Requests [original thread]
Not only do they need to make militia actual militia but they need to add the module efficiency back into active modules. Now a militia hardener or damage mod does the same as a proto one. Only difference is that militia takes longer to recharge t...
- by MRBH1997 - at 2014.03.18 05:54:00
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60. (request) fix the f*cking red line rail tank - in Feedback/Requests [original thread]
They should just make railgun AI a little less aim bot and hacked. Also hey should reimplement when a installation is being used by a person it's damage drops from what the AI did. When rail turrets were like that they were actually sensible and n...
- by MRBH1997 - at 2014.03.18 05:49:00
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