Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 |
1141. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
I added the first militia small turrets, I will add more as I got time and get the numbers.
- by Musta Tornius - at 2012.11.14 11:05:00
|
1142. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Heh I was actually thinking of doing some yesterday, thanks for reminding me. I'll add it to my todo list, you can always help out too if you want!
- by Musta Tornius - at 2012.11.14 09:02:00
|
1143. Support Medic - in Rookie Training Grounds [original thread]
If you don't mind sharing what's the rest of the modules in your suit?
- by Musta Tornius - at 2012.11.12 12:42:00
|
1144. Forge gun question - in General Discussions [original thread]
Yeah you can kill yourself with the forge gun hitting someone or something too close to you.
- by Musta Tornius - at 2012.11.11 23:26:00
|
1145. Give Your Triage Tips! - in Rookie Training Grounds [original thread]
In the previous build I had great success running a plate rep dual shield logistic suits with rep, res and quantum nanohives + aur massdriver for fire support. It is really rubbish on its own but you can really support squads with the indirect fir...
- by Musta Tornius - at 2012.11.10 23:50:00
|
1146. What is the best setup for taking out enemy vehicles? - in Rookie Training Grounds [original thread]
Considering swarms can be outrun by a semi experienced pilots forge guns are really the only choice for dealing with them effectively. As long as you have a good aim you can drop them as soon as they are within 300m of you. As for tanks, ambushin...
- by Musta Tornius - at 2012.11.10 18:10:00
|
1147. Cast514 Episode 7 : "Press L3 to Shoot" - in General Discussions [original thread]
That's awesome, do you know who it will be yet?
- by Musta Tornius - at 2012.11.10 08:21:00
|
1148. what is? - in General Discussions [original thread]
It's just the general indicator of how 'strong' an item is. The higher the meta level the better. They are usually defined as sub levels between tech 1 and tech 2 but that has changed and now all items have their own meta level.
- by Musta Tornius - at 2012.11.09 17:06:00
|
1149. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Yeah I spoke to a GM, should have it moved sometime soon to training ground.
- by Musta Tornius - at 2012.11.09 16:23:00
|
1150. Cast514 Episode 7 : "Press L3 to Shoot" - in General Discussions [original thread]
PvE PvE PvE!!!! Can't wait for that personally :)
- by Musta Tornius - at 2012.11.09 16:15:00
|
1151. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Added all the advanced Heavy Machine Guns and the missing standard ones. Updates are going to slow down a bit from now but I'll keep adding as I go along. Will prolly have to revise some with the upcoming assault and laser rifle range adjustments.
- by Musta Tornius - at 2012.11.09 14:05:00
|
1152. WolfmanGÇÖs Wonderful World of Weapons - in General Discussions [original thread]
Haven't read the thread so apologies if the idea has popped up earlier. As charge sniper rifle can do two different amount of damages I thought this would be possible: A two mode laser rifle. Keep the continuous beam, model it after ELM-7 and twe...
- by Musta Tornius - at 2012.11.06 10:05:00
|
1153. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Hello everyone, thanks to dent 308 I have finished the laser rifles category, it seems viziam's only advantage over the elm-7 is a higher starting damage of 5 points. Considering after 9 shots fired they are equal it is not a big deal. Anyway wan...
- by Musta Tornius - at 2012.11.06 09:44:00
|
1154. [Feedback] Laser rifle tweaks (range, effect of sharpshooting skills, heat built... - in Feedback/Requests [original thread]
Hiya, just wanted to update this thread with the damage numbers for laser rifles as CCP Wolfman was generous enough to share the damage increase for laser rifles. I just done a quick calculation using that. Shots fired_______1 ___2 ___3___10__20_...
- by Musta Tornius - at 2012.11.06 09:32:00
|
1155. [Feedback] Laser rifle tweaks (range, effect of sharpshooting skills, heat built... - in Feedback/Requests [original thread]
Awesome news, I caught ccp wolfman on irc and whilst I can't post logs till sunday I wanted to share that he confirmed the damage coefficient to be 0.6. I'll get back with a number table on sunday so we can talk more about the damage!
- by Musta Tornius - at 2012.11.02 18:23:00
|
1156. [Feedback] Laser rifle tweaks (range, effect of sharpshooting skills, heat built... - in Feedback/Requests [original thread]
KEROSIINI-TERO wrote: For everyone's information before you request for hasher overheating, Laser Rifles DO overheat currently. it was fixed something like halfway of October. And I'm talking about ELM which previously did not overheat. I j...
- by Musta Tornius - at 2012.11.01 13:00:00
|
1157. [Feedback] Laser rifle tweaks (range, effect of sharpshooting skills, heat built... - in Feedback/Requests [original thread]
Totally agree with this. I'd like to see a lowering of the limit myself as I feel it would make it more useful. At the moment if you're less than 20-30 from the enemy you have to draw a sidearm to actually be able to inflict decent damage. The s...
- by Musta Tornius - at 2012.10.31 15:36:00
|
1158. DS3 grenade & weapon change - in General Discussions [original thread]
+1 Agreed, I have chucked many nades just from putting the controller down for a second.
- by Musta Tornius - at 2012.10.30 20:07:00
|
1159. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
So after a little info here and there it seems we can safely say the forge guns are a little bit strange. It seems that max range is somewhere between 300 and 400 whilst the optimal seems to be at max 300. The projectile flies way beyond this but ...
- by Musta Tornius - at 2012.10.30 09:53:00
|
1160. What were the exact changes to AV nades - in General Discussions [original thread]
The only thing changed afaik was that they were given a 10 sec lifetime, their damage weren't reduced.
- by Musta Tornius - at 2012.10.28 16:01:00
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 |
First page | Previous page | Next page | Last page |