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161. Solutions for Team Killed (TKd) Suicide Abusers - in Feedback/Requests [original thread]
KEROSIINI-TERO wrote: Person team killed being kicked after a number of TK deaths at least this issue: Example: I am in a squad of six. We all have some standing. On the blue team is person we don't like, called "Bieber". We all down "Bieber...
- by Oswald Rehnquist - at 2013.10.20 16:33:00
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162. Solutions for Team Killed (TKd) Suicide Abusers - in Feedback/Requests [original thread]
Solution #1 Currently ranking up FW will allow you to TK more often and the allies jumping at one individual player more than 10 times is difficult by accident. But as you you know this leaves open the abuse of people who want to get killed by yo...
- by Oswald Rehnquist - at 2013.10.20 12:00:00
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163. Request: Have gunners pay 25% of vehicle fitting cost killed while inside. - in Feedback/Requests [original thread]
I actually like this idea, it would mean tankers would only get dedicated gunners who can actually gun and for those who are just sitting in to abuse your free ride, would be helping even if they did nothing by offsetting the cost +1
- by Oswald Rehnquist - at 2013.10.19 23:45:00
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164. Sticky:Factional Contract Match Changes - in Feedback/Requests [original thread]
800+ matches are fine, if FW took only a month or two to cap that would be boring, you don't want the ceiling too low. Currently mass suicides are already a form of sabotage for teams, and there is no protection against that currently or planned ...
- by Oswald Rehnquist - at 2013.10.19 13:45:00
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165. reduce scan range of scanner - in Feedback/Requests [original thread]
range is not an issue, the spinning mechanic is, and yes I am a spinner there are a few ways to stop this, you can make it that the fidelity of the scan decrease if the user is moving so it won't catch as many people, or you can simple slow down...
- by Oswald Rehnquist - at 2013.10.19 12:06:00
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166. REQUEST --- New player survivability. - in Feedback/Requests [original thread]
TempesTVX9 wrote: I invited a friend of mine and created a new "toon" but every time I jump into a match I get nothing but killed by constant proto gear with no luck at killing. its like the game is made for people who have been playing way lon...
- by Oswald Rehnquist - at 2013.10.18 01:45:00
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167. Pistol Function and Balance (all four pistols) - in Feedback/Requests [original thread]
Godin Thekiller wrote: Oswald Rehnquist wrote: Godin Thekiller wrote: Pretty sure Gallente does nanite tech, and the bolt pistol could have a scope, and a precision mode in which it has an even lower ROF, but has a higher damage output....
- by Oswald Rehnquist - at 2013.10.13 02:39:00
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168. Pistol Function and Balance (all four pistols) - in Feedback/Requests [original thread]
Godin Thekiller wrote: Oswald Rehnquist wrote: Essentially how I believe the pistols should function Scrambler - Pretty good spot right now, its unique feature is a 400% headshot dmg increase, making it an amazing skill shot weapon, though...
- by Oswald Rehnquist - at 2013.10.13 02:18:00
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169. Pistol Function and Balance (all four pistols) - in Feedback/Requests [original thread]
Magpie Raven wrote: I like the ideas. Not sure about the ion though. As long as it can be fired without being charged im cool with it. It would have a quick fire option as well, perhaps the fastest rate of fire of all weapons, but relatively...
- by Oswald Rehnquist - at 2013.10.13 02:17:00
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170. Pistol Function and Balance (all four pistols) - in Feedback/Requests [original thread]
Essentially how I believe the pistols should function Scrambler - Pretty good spot right now, its unique feature is a 400% headshot dmg increase, making it an amazing skill shot weapon, though I'd say it its optimal range needs to be extended a ...
- by Oswald Rehnquist - at 2013.10.13 01:57:00
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171. New Dropship WP Is Ineffective - A "Must Read" for CCP (Copied from ge... - in Feedback/Requests [original thread]
Alpha 443-6732 wrote: Ran a 6 man squad today. We had played skirmish. Our strategy was to use the dropship as a squad and raid/blitz objectives. We would drop in to an empty hostile objective, attempt to destroy uplinks and hack everything be...
- by Oswald Rehnquist - at 2013.10.13 01:02:00
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172. New dropship camera is BAD. and you should feel bad. - in Feedback/Requests [original thread]
I always seem to be on the wrong end of this, but I actually like the new camera angle more, it is definitely more suited to a non combat role, as the downside of forward targeting/aiming is tougher, but the distance adds a lot more spatial awaren...
- by Oswald Rehnquist - at 2013.10.11 04:46:00
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173. Scrambler REALLY needs to be nerfed - in Feedback/Requests [original thread]
bamboo x wrote: There's no excuse for an advanced scrambler rifle OHKOing and advanced logi suit with advanced shields and armor. Here I am, I've invested just as much SP as they have, and it makes my GEK look like a piece of trash. Facts ...
- by Oswald Rehnquist - at 2013.10.09 04:16:00
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174. A Future Vision: Skilltree Revamp [Dropsuit Command Tree] - in Feedback/Requests [original thread]
A few things that need correction 1) Your Racials on your light suits, the whole reason why the scouts speed was destroyed to near medium frame levels was because we were too fast. Your speed bonus on the lights would mean that scouts would have ...
- by Oswald Rehnquist - at 2013.10.08 05:35:00
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175. [REQUEST/FEEDBACK] New Game Mode: Control Room - in Feedback/Requests [original thread]
Environments: -Inside and Closed off Areas ---Underwater bases/corridors ---Underground facilities ---Ships Restrictions (due to being inside): ---No vehicles ---No orbitals Teams: --3 Squads --6v6v6 Losing Conditions ---Clone Clone Count hits ...
- by Oswald Rehnquist - at 2013.09.21 16:30:00
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176. Feedback: Active Scanner (Don't hate me) "Sweep" - in Feedback/Requests [original thread]
CommanderBolt wrote: So what about the scanners with the longer scan duration? They must obviously be made to do swirls with? Why else you they give you a higher amount of scan time to look about? (I mean the amount of time the scanner is acti...
- by Oswald Rehnquist - at 2013.09.21 01:14:00
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177. Module tiers - in Feedback/Requests [original thread]
Sure... as long as you also scale the cpu/pg/isk cost of those tiers to match their hp increase, which would effectively block out beginners from shields anyways because you just turned everything to near proto. Also 200 hp in this game is a .5 s...
- by Oswald Rehnquist - at 2013.09.20 13:31:00
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178. Feedback: Active Scanner (Don't hate me) "Sweep" - in Feedback/Requests [original thread]
I am more in favor of having to stay still to complete the scan because otherwise different scanner degrees are pointless when all scanners have a 360 range, making the flux or quantum the only two usable ones. I also like this because it would ma...
- by Oswald Rehnquist - at 2013.09.20 13:16:00
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179. [Request] Tired of getting snuck up on? - in Feedback/Requests [original thread]
Thurak1 wrote: would be nice if the passive radar wasnt so useless. 10 meters is so close range its insane and the most it can be increased via skills is 15 meters wooooooo. passive scans work just fine, you just choose not to invest sp and ...
- by Oswald Rehnquist - at 2013.09.20 00:25:00
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180. The AR - A neutral look - Mathematics included - in Feedback/Requests [original thread]
hgghyujh wrote: quite well put OP, you won't here me disagree. 621311251521 3316 wrote: recoil is fine on the ar its a energy weapon like the scramble pulse rifle. RL=/= good video game mechanics and seriously please ever one here go ...
- by Oswald Rehnquist - at 2013.09.15 23:55:00
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