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141. [Feedback] Remove the SP cap. - in Feedback/Requests [original thread]
N311V wrote: Not going to happen mate. People such as yourself that cap out and "have no reason to play" will unlikely feel the need to buy boosters. You'll just have to start an alt character to use after you cap with your main. I have boost...
- by N1ck Comeau - at 2013.08.07 21:05:00
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142. [Feedback] Remove the SP cap. - in Feedback/Requests [original thread]
Maken Tosch wrote: Not gonna happen. The whole community (me included) complained about the 500 SP soft cap being too small for the amount of effort put in per match. how about 5 sp a second in a match, plus 3 sp per wp. If i had a really goo...
- by N1ck Comeau - at 2013.08.07 20:27:00
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143. [Feedback] Remove the SP cap. - in Feedback/Requests [original thread]
BL4CKST4R wrote: N1ck Comeau wrote: so currently the Skill cap is set to 190,400 skill points per week. 5 SP are earned for every second in the game, along with 1 sp per wp earned. so without any boosters and hitting the cap you will earn ...
- by N1ck Comeau - at 2013.08.07 20:20:00
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144. [Feedback] Remove the SP cap. - in Feedback/Requests [original thread]
so currently the Skill cap is set to 190,400 skill points per week. 5 SP are earned for every second in the game, along with 1 sp per wp earned. so without any boosters and hitting the cap you will earn 358400 a week. Not bad, but not great. ...
- by N1ck Comeau - at 2013.08.07 19:38:00
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145. (Request) Buff Shield Regenorators. - in Feedback/Requests [original thread]
Any tank can win any fight if they flank the other tank. But head to head Armour wins.
- by N1ck Comeau - at 2013.08.06 20:57:00
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146. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
KEROSIINI-TERO wrote: N1ck Comeau wrote: Washlee wrote: I do think the shield resistance needs alittle reworking. Because I use active shield hardeners and 10s Active timer and 30s Cooldown. Theres something off here. These are for drop...
- by N1ck Comeau - at 2013.08.06 13:40:00
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147. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
Cat Merc wrote: I think armor complex resistance module should be 32%. Why you ask? Well, if you apply a complex armor plate, and put on a 17% resistance modifier, it will be worse than two complex armor plates. Didn't calculate shield stuff a...
- by N1ck Comeau - at 2013.08.06 13:23:00
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148. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
Text Grant wrote: The armor ones should be high slots i though that to, mainly because i'm bias, if that was the case, the shield ones would need to be low slots.
- by N1ck Comeau - at 2013.08.06 03:34:00
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149. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
Aizen Intiki wrote: So...... You want to make a Gallente suit that makes sense? Okay, cool. this would also help shields as well
- by N1ck Comeau - at 2013.08.05 20:43:00
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150. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
Washlee wrote: I do think the shield resistance needs alittle reworking. Because I use active shield hardeners and 10s Active timer and 30s Cooldown. Theres something off here. These are for dropsuits, not vehicles
- by N1ck Comeau - at 2013.08.05 19:14:00
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151. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
bump
- by N1ck Comeau - at 2013.08.05 18:48:00
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152. [Idea] New module. Armour/shields resistance modules, - in Feedback/Requests [original thread]
For drop suits. So i'm gonna lay out the stats for these modules. They will take the same amount of SP, as it takes to get shield extension to five. Shield resistance Basic 5% resistance to damage taken, onto your shields. 3500 isk. 15 cp...
- by N1ck Comeau - at 2013.08.05 16:38:00
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153. [Feedback] Forge gun. - in Feedback/Requests [original thread]
People seem confused here, but let me be clear. I use the forge gun, i like the forge gun. I don't want a nerf, i want a balance. All i really want to see, is the ability for a tanker (for example) to see someone charging a forge gun. This wou...
- by N1ck Comeau - at 2013.08.05 11:35:00
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154. [Feedback] Forge gun. - in Feedback/Requests [original thread]
castba wrote: Alabastor 'TheBlaster' Alcar wrote: what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more d...
- by N1ck Comeau - at 2013.08.04 19:42:00
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155. More incentive to play a support role. - in Feedback/Requests [original thread]
lithkul devant wrote: To the OP, you have many great ideas, just the amount of WP is a bit to high for some of the activities mentioned. I do though think that these activities should be added onto the WP possibilities and considered. However, ...
- by N1ck Comeau - at 2013.08.04 19:41:00
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156. [Feedback] Forge gun. - in Feedback/Requests [original thread]
Harpyja wrote: Forge guns need to light up their surroundings when charging like they used to. You never know that there's a forge gunner until he hits you. You can see swarms incoming (if they are rendered). I agree, It's a huge ball of elec...
- by N1ck Comeau - at 2013.08.02 14:29:00
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157. More incentive to play a support role. - in Feedback/Requests [original thread]
Argo Filch wrote: +1 One thing i'd really like to see would be different WP gains for injectors. Like the STD one giving 20 WP, the ADV ones 40 WP and the PROTO ones 60 WP... This would encourage people to actually skill into them. Atm i st...
- by N1ck Comeau - at 2013.08.02 14:03:00
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158. [Feedback] Forge gun. - in Feedback/Requests [original thread]
simple, add some scope glare, or something that you can see snipers but not make them like a sitting light. make the forge gun charge thing super bright. makes it so people know where you are when charging.
- by N1ck Comeau - at 2013.08.02 11:54:00
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159. More incentive to play a support role. - in Feedback/Requests [original thread]
Sweet, this thread got featured! Hell yaaaa!!!! I'm as happy as a kid in a candy store right now. Glad to know your listening CCP
- by N1ck Comeau - at 2013.08.02 11:46:00
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160. [Feedback] Forge gun. - in Feedback/Requests [original thread]
DJINN leukoplast wrote: Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower. Tanks are far too quick (LAV's ever even quicker), and can easily back off...
- by N1ck Comeau - at 2013.08.02 11:39:00
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