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81. Scrambler Rifle 1.8 Nerf - in Feedback/Requests [original thread]
Talos Vagheitan wrote: Instead of reducing the DPS of the scrambler, it might make more sense to fix the charge-up mechanic. The charge shouldn't be able to be held forever. After a while, holding the charge should begin to buildup heat, leadin...
- by Mordecai Sanguine - at 2014.03.09 11:49:00
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82. Would a ROF buff help the AR in 1.8? - in Feedback/Requests [original thread]
Meee One wrote: I enjoy the fact i'll die slower to be honest. But i won't enjoy using a weapon outclassed even in its optimal by ANY other weapon. Would a ROF buff help? Currently ROF for the AR is as follows: -assault :750 rpm -Breach:400 rp...
- by Mordecai Sanguine - at 2014.03.08 18:44:00
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83. Squad cup type game mode - 12 player domination + no vehicles - in Feedback/Requests [original thread]
deezy dabest wrote: Mordecai Sanguine wrote: deezy dabest wrote: Title says it. We need a game mode similar to what the squad cup was. Just make it 12 players on each side and no vehicles can be called. Squad cup was bullshit, end...
- by Mordecai Sanguine - at 2014.03.07 11:01:00
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84. The Amarr Assault : a focused examination. - in Feedback/Requests [original thread]
The "Stamina Bonus" Guys we're the slowest suit, and we're intended to stack plates making us even more slower..... What the point about Stamina ? Running longer ? On the slowest suit ? It's not even an advantage...... We are supposed to be t...
- by Mordecai Sanguine - at 2014.03.07 10:55:00
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85. Squad cup type game mode - 12 player domination + no vehicles - in Feedback/Requests [original thread]
deezy dabest wrote: Title says it. We need a game mode similar to what the squad cup was. Just make it 12 players on each side and no vehicles can be called. Squad cup was bullshit, ended in Locus Spam. And what the point about 12 vs ...
- by Mordecai Sanguine - at 2014.03.07 10:46:00
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86. AV Nerf in 1.8- Really CCP? - in Feedback/Requests [original thread]
Dustbunny Durrr wrote: https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/ CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, ...
- by Mordecai Sanguine - at 2014.03.07 10:43:00
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87. [Feedback] 1.8 damage mods, 3%-5%-7% would be better - in Feedback/Requests [original thread]
Have you became stupid people ? Making the Damagers a low PG/CPU mod would make able to fitting lot of plates in the other slots or/and ton of other things. Making even more Dual-tankers suits. Damagers is going to be fine. Stop whining.
- by Mordecai Sanguine - at 2014.03.07 10:36:00
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88. The Real Reason Tanks Are Hard To Kill - in Feedback/Requests [original thread]
Fish'o'war Turinna wrote: I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escap...
- by Mordecai Sanguine - at 2014.03.06 22:29:00
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89. [Feedback] 1.8 damage mods, 3%-5%-7% would be better - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: The nerf to damage mod (3% basic, 4% enhanced, 5% complex) while necessary, goes too far. Higher tier damage mods are not worth the SP and fitting costs it takes to use them any longer; going from 3% at standard to ...
- by Mordecai Sanguine - at 2014.03.06 22:27:00
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90. The Amarr Assault : a focused examination. - in Feedback/Requests [original thread]
Talos Alomar wrote: So the Amarr Assault suit is being changed to be armor centric. I'm sure the RP'ers out there love the fact the amarr suits are going to be armor focused just like the ships, but IMO it will leave the AA in a really odd plac...
- by Mordecai Sanguine - at 2014.03.05 18:00:00
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91. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
SILVERBACK 02 wrote: after years of grinding sp.. being commited to the game.. donating AUR to CCP... being pubstomped every step of the way to finally get to the proto gear myself... CCP has decided to NERF me, unless their is a FULL RESPE...
- by Mordecai Sanguine - at 2014.03.05 14:38:00
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92. Can we get the scope on all AR variants in 1.8? - in Feedback/Requests [original thread]
Johnny Guilt wrote: because rifles always look better with a scope Nope. I think it's the contrary. Scoped on weapons always make them look bad.... I you are these kind of kid that likes over personnalized weapons like in COD / BF i hope ...
- by Mordecai Sanguine - at 2014.03.05 11:52:00
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93. Commandos too powerful? - in Feedback/Requests [original thread]
bamboo x wrote: have you guys seen what extra damage does in this game? i can already see commandos being god mode with the only thing that can take them 1 on 1 being sentinels if they can even get close enough, or a sneaky scout. Amarr com...
- by Mordecai Sanguine - at 2014.03.05 11:49:00
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94. 1.8 SMG NERF FEEDBACK - in Feedback/Requests [original thread]
SILVERBACK 02 wrote: guys use this thread to discuss this new nerf to "ol faithful" SMG... personally i think its not needed.. no one is QQing on the forums saying the smg is OP i feel that CCP is infact nerfing the only balanced and "well don...
- by Mordecai Sanguine - at 2014.03.05 11:39:00
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95. request: Minmatar dropsuit balance - in Feedback/Requests [original thread]
Minmatarr are not supposed to be a frontline unit, they're not supposed to attack from front. They don't need more ehp , they need less scan profile (really less). And it's easy to say "like in EVE". But in E.v.e Amarr are NOT the slowest. While ...
- by Mordecai Sanguine - at 2014.02.28 11:26:00
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96. 1.8 Amarr scout vs Gal scout - in Feedback/Requests [original thread]
Texs Red wrote: Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just ...
- by Mordecai Sanguine - at 2014.02.24 17:33:00
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97. Minmatar Heavy is underwhelming - in Feedback/Requests [original thread]
Alldin Kan wrote: I like the idea of Minmatar being the speedy heavy but this won't mean anything if it's all it has. 1. The base HP gap of this dropsuit vs Caldari or Gallente is of 90 HP, but for Caldari or Gallente vs Amarr the gap is of 45...
- by Mordecai Sanguine - at 2014.02.24 14:52:00
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98. [Request] increase MD and HMG efficacy on vehicles - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: The mass driver should have full damage efficacy against vehicles. The weapon is very underused right now, and increasing its effectiveness on vehicles would really expand its niche; would make it more useful, and m...
- by Mordecai Sanguine - at 2014.02.23 13:19:00
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99. Future heavy weapon ideas? - in Feedback/Requests [original thread]
Mortishai Belmont wrote: Well, i was looking at the Gallente heavy and was thinking "what would he look awesome stomping around on the battlefield with?" i came up with two things... One, kinda like the minigun, but a lazer weapon instead. Anyo...
- by Mordecai Sanguine - at 2014.02.22 12:44:00
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100. Prone - in Feedback/Requests [original thread]
SGTFunyoun THEFIRST wrote: Ok... so I am in this super futuristic suit of armor. I can use it to jump hundreds of feet out of my MCC or a drop ship and I survive by popping open my giant energy couch cushion to land in. I can carry hundreds o...
- by Mordecai Sanguine - at 2014.02.22 12:39:00
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