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341. Indirect nerf to snipers - in General Discussions [original thread]
Thor Odinson42 wrote: Nitrobeacon wrote: 40 now actually, but if you have core skills maxed out already it's 60 ish. 53 Thank you for your correction
- by Nitrobeacon - at 2013.07.23 17:36:00
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342. Indirect nerf to snipers - in General Discussions [original thread]
Thank you for your opinion of me.. that's nice to know ^ ^
- by Nitrobeacon - at 2013.07.23 17:14:00
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343. Indirect nerf to snipers - in General Discussions [original thread]
Cody Sietz wrote: Nitrobeacon wrote: Cody Sietz wrote: I thought the CK.0 was the assault suit...did they lower the assault suit as well? Cal logi is the Logistics CK0 in child slang terms, I prefer to speak formally. OK, so you don't...
- by Nitrobeacon - at 2013.07.23 17:06:00
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344. Indirect nerf to snipers - in General Discussions [original thread]
It was clearly OP, I mean 600 damage on charge sniper.. that'll kill heavies in a Headshot, Isn't being slow enough already?
- by Nitrobeacon - at 2013.07.23 17:01:00
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345. Since a nerf is easy: - in General Discussions [original thread]
What's this new weapon you speak of
- by Nitrobeacon - at 2013.07.23 16:59:00
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346. Indirect nerf to snipers - in General Discussions [original thread]
Malkai Inos wrote: Another one moaning about the logi suit no longer stepping in other niches? I start to believe that everyone uses the cal logi for pretty much everything besides it's intended role. I hate to assume of what others think ...
- by Nitrobeacon - at 2013.07.23 16:52:00
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347. Indirect nerf to snipers - in General Discussions [original thread]
Cody Sietz wrote: I thought the CK.0 was the assault suit...did they lower the assault suit as well? Cal logi is the Logistics CK0 in child slang terms, I prefer to speak formally.
- by Nitrobeacon - at 2013.07.23 16:48:00
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348. This week on Dust 514 - in General Discussions [original thread]
One thing I've learned "Spec into the Crapest of suits since they're less likely to be nerfed and be sure to spend on core skills first, and lastly weapons"
- by Nitrobeacon - at 2013.07.23 16:46:00
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349. Indirect nerf to snipers - in General Discussions [original thread]
40 now actually, but if you have core skills maxed out already it's 60 ish.
- by Nitrobeacon - at 2013.07.23 16:43:00
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350. Enough is Enough Listen to us the player base about tanks ! - in General Discussions [original thread]
Before CCP makes massive changes like these, they consider how to counteract the fact that they are reducing 1.5 mil skill points spent on HAVs to 0. Basically you are now new to DUST 514 with 0 sp tankers, except you now have some skills unlike t...
- by Nitrobeacon - at 2013.07.23 16:42:00
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351. Indirect nerf to snipers - in General Discussions [original thread]
Thank you CCP for lowering the CPU of the Logistics CK0 Dropsuit by 60 the use of a logistics suit for sniping was clearly OP now destroy the charge sniper rifle and make Thale's TAR-07 sniper rifle more in line with with the Ishukone variant rath...
- by Nitrobeacon - at 2013.07.23 16:35:00
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352. Out of Reach - in General Discussions [original thread]
No snipers should kill on body, only on headshot.
- by Nitrobeacon - at 2013.07.23 16:06:00
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353. Logi Suits... What role are they supposed to fill? - in General Discussions [original thread]
Basically housework if you're not in a squad, which is almost everytime since time goes fast when you're in a squad
- by Nitrobeacon - at 2013.07.23 15:54:00
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354. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Bendtner92 wrote: Nitrobeacon wrote: Same thing is if you have.. say a natural 10% resistance on vehicles, your first Voltaic armour resistance module will have 87% efficacy. Not true. Although the module wouldn't have 100% efficiency per...
- by Nitrobeacon - at 2013.07.23 15:49:00
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355. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Booby Tuesdays wrote: DUST Fiend wrote: Damage mods are the source of like....any form of weapon imbalance. But they're here to stay I'm sure I wish on the kill screen it listed how many damage modules, etc, were being used. A lot of t...
- by Nitrobeacon - at 2013.07.23 15:47:00
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356. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Yes you are right Eurydice Itzhak
- by Nitrobeacon - at 2013.07.23 15:41:00
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357. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Same thing is if you have.. say a natural 10% resistance on vehicles, your first Voltaic armour resistance module will have 87% efficacy.
- by Nitrobeacon - at 2013.07.23 15:38:00
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358. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Billi Gene wrote: first module is alway exempt from the stacking penalty last i checked. and from what i can remember, the stacking penalty is there to stop extreme min-maxing creating game imbalances that would then require game rebalancing....
- by Nitrobeacon - at 2013.07.23 15:35:00
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359. Damage Module + Weapon Proficiency - in General Discussions [original thread]
Say you have 3 Damage Modules + Assault Rifle Proficiency 5. Why does your first Damage module receives 87% efficacy, second receive 57%, third 28%. That's right, instead of adding a third damage module on say.. an Assault GK0 Dropsuit you are bet...
- by Nitrobeacon - at 2013.07.23 15:29:00
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360. Don't ask them to nerf the mass driver. - in General Discussions [original thread]
It is fine, but I admit it gets overpowered when flux grenades get introduced. I don't know what fix can fix this.
- by Nitrobeacon - at 2013.07.23 15:14:00
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