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161. Suggestion for nanite injectors - in Feedback/Requests [original thread]
No gun revive it break the current system and take the other elements out of reviving. Why wait till your team secures a place to.revive downed players or opt for a dangerous battle revive if it'd dire enough this would make it so its a spur of th...
- by Ops Fox - at 2012.11.15 15:57:00
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162. charging up Rail ARs - in Feedback/Requests [original thread]
Now I'm trying to get more response to this idea for a caldari rail AR and would like more feedback on the idea its self. I'm trying to get as much exposure to it out. So bump
- by Ops Fox - at 2012.11.15 13:59:00
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163. Change ammo amounts - in Feedback/Requests [original thread]
Have the amount of ammo a weapon has dependent on the suit with it being scout < assualt < heavy = logi in terms of how much ammo they hold I think a 20% decrease for scouts and 20% increase for heavys and logi would sufice. This would bene...
- by Ops Fox - at 2012.11.15 04:42:00
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164. Balance System. (Suggestion) - in Feedback/Requests [original thread]
I think this is due to such a small player pool at any one time only a hundred or so people play at any one time so you dont have much match making choices
- by Ops Fox - at 2012.11.15 00:21:00
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165. Sniper sway - in Feedback/Requests [original thread]
Though have kick most of the guns have kick they just come back down in the exact same position so theres no point in it.
- by Ops Fox - at 2012.11.15 00:19:00
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166. charging up Rail ARs - in Feedback/Requests [original thread]
Bump
- by Ops Fox - at 2012.11.14 14:03:00
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167. charging up Rail ARs - in Feedback/Requests [original thread]
To clarify I see it like this (early I called the breach version tactical ignore that early name) Standard: high DPS, accuracy, and range balanced by second charge time and cant holding a charge Vs Breach: more power and more bullets balance by b...
- by Ops Fox - at 2012.11.13 22:07:00
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168. charging up Rail ARs - in Feedback/Requests [original thread]
I see it has your trading in control of bullets for holding charges thats how I see it your trading holding charges for burst if you allow them to hold the charge and choose bullet amount your putting out the standard which lets you control the am...
- by Ops Fox - at 2012.11.13 21:52:00
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169. charging up Rail ARs - in Feedback/Requests [original thread]
I still think a specific amount per burst would be better than varying burst. Explain your point again it wasn't very clear
- by Ops Fox - at 2012.11.13 18:55:00
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170. REQUEST -- points for rehacking...MANDATORY - in Feedback/Requests [original thread]
This has to be in the next build
- by Ops Fox - at 2012.11.13 16:54:00
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171. charging up Rail ARs - in Feedback/Requests [original thread]
Didn't think about that but that might border OP the streagth of the burst was being able to hold a charge and still move around but the fact that you have to do atleast 2 burst balanced. Most people would probably walk around always holding a cha...
- by Ops Fox - at 2012.11.13 16:52:00
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172. Take shield regeneration off tanks CCP... - in Feedback/Requests [original thread]
4447 wrote: This is what i mean everyone wants this to be a team based game, But most people will solo most of the time. Why should a tank have the ACE card all the time? Why should a tank not need teamwork and every post i make you say use t...
- by Ops Fox - at 2012.11.13 15:39:00
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173. charging up Rail ARs - in Feedback/Requests [original thread]
i figured the stats would be set up so it has plenty of killing power by it selfs but the charge up is its major drawback, with the standard and breach version if your the one ambushing then your good but if you get ambushed especially with the br...
- by Ops Fox - at 2012.11.13 15:11:00
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174. Take shield regeneration off tanks CCP... - in Feedback/Requests [original thread]
EnglishSnake wrote: Laurent Cazaderon wrote: Meh, shield regen isnt the problem. It may be their rate tbh. But even then, aint the problem with HAV at the moment. PS: i just love self +1 obvious people. lol. lol shield regen rate 24-30...
- by Ops Fox - at 2012.11.13 14:16:00
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175. Take shield regeneration off tanks CCP... - in Feedback/Requests [original thread]
I with a militia fit wiped out half a gunlogi shield with a swarm and AV nades the importance of this was lost on me till I stated driving a tank I didn't take out 25% of his health I took out 30 to 40% of his total hp. This wasn't some weak tank ...
- by Ops Fox - at 2012.11.13 14:15:00
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176. charging up Rail ARs - in Feedback/Requests [original thread]
Bump
- by Ops Fox - at 2012.11.13 14:02:00
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177. EMP gun, Radios, Radio Hackers and Jammers - in Feedback/Requests [original thread]
Emp should just shut down stuff emp shielding modules could protect agianst it however a webifer equipment would slow someone down which is deadly in a shooter so maybe a webifer underbarrel you can tackle with and hold players while your buddy sh...
- by Ops Fox - at 2012.11.13 04:40:00
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178. [request] EMP grenades - in Feedback/Requests [original thread]
See I thought I posted something about this. bump
- by Ops Fox - at 2012.11.13 04:30:00
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179. EMP grenades and equipment - in Feedback/Requests [original thread]
Didnt I post something about this a few hours ago? Also wouldnt jammers just disable communication stuff ie lower drones efficency, scramble mini map and hud support. As it jams communication channals. I would think it should shut down anything ...
- by Ops Fox - at 2012.11.13 04:28:00
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180. charging up Rail ARs - in Feedback/Requests [original thread]
Not sure on those number the rail ARs ahould be able to kill 30% faster so 1/2 do some math 3/6 30% thing 2/6 simplify 1/3 yeah looks like it. So what do you think about these stats?
- by Ops Fox - at 2012.11.13 02:42:00
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