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21. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Breach Remote Explosive +33% Total Damage (2,000hp) -66% Splash Radius +50% Detonation Timer Length +100% Damage against Installations (4,000hp) Those stats seem legit? Should result in shenanigans. Good stuff I...
- by Oxskull Duncarino - at 2013.12.19 12:59:00
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22. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Timothy Reaper wrote: Oxskull Duncarino wrote: Timothy Reaper wrote: Oxskull Duncarino wrote: Ulysses Knapse wrote: Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effe...
- by Oxskull Duncarino - at 2013.12.19 12:36:00
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23. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Timothy Reaper wrote: Oxskull Duncarino wrote: Ulysses Knapse wrote: Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. ...
- by Oxskull Duncarino - at 2013.12.19 12:31:00
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24. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Call these things "Breach Remote Explosives" and have them be Anti-Installation, too. And have normal Remote Explosives do less damage to vehicles, then I'll definitely get behind this. 501st Headstrong wrote: You guys...
- by Oxskull Duncarino - at 2013.12.19 12:28:00
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25. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
As to the OP's idea of vehicle specific remotes, hell yeh Give them a longer arming and detonation timer with the reduced blast radius plus increased damage and I'd love them.
- by Oxskull Duncarino - at 2013.12.19 12:26:00
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26. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Remote Explosives can't be removed without detonating them, so I'm a little worried that these might become too effective against vehicles without an effective counter. Not even killing the placer would neutralize them. ...
- by Oxskull Duncarino - at 2013.12.19 12:23:00
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27. [Request] Those who destroy REs should be given credit for detonation - in Feedback/Requests [original thread]
lee corwood wrote: Oxskull Duncarino wrote: lee corwood wrote: Can I say I find it hilarious when people start comparing real life statistics as a base point for a weapons/equipment ability and behavior in a fantasy game where we're able ...
- by Oxskull Duncarino - at 2013.12.11 22:26:00
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28. [Request] Those who destroy REs should be given credit for detonation - in Feedback/Requests [original thread]
lee corwood wrote: Can I say I find it hilarious when people start comparing real life statistics as a base point for a weapons/equipment ability and behavior in a fantasy game where we're able to instantly transfer our consciousness and connec...
- by Oxskull Duncarino - at 2013.12.11 22:07:00
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29. [Request] Those who destroy REs should be given credit for detonation - in Feedback/Requests [original thread]
Pokey Dravon wrote: If I understand C4 correctly, and I apologize if I'm off my rocker on this one, but they can really only be detonated by a blasting cap which effectivly fires a pin into the C4 at a speed much higher than a bullet. Even pour...
- by Oxskull Duncarino - at 2013.12.11 21:53:00
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30. [Request] Those who destroy REs should be given credit for detonation - in Feedback/Requests [original thread]
Krom Ganesh wrote: Severus Smith wrote: Or remote explosives shouldn't detonate when shot. Modern C4 requires a special demo charge to ignite it, and shooting a C4 RE (while not advised) would render it inert (as you destroyed the transmit...
- by Oxskull Duncarino - at 2013.12.11 20:41:00
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31. [Suggestion] Add more Barrel Climb - in Feedback/Requests [original thread]
Mobius Kaethis wrote: I just checked the math on how this would affect the HMG and for the highest damage varient (the boundless) it would climb .198 degrees per round which comes out to 84 degrees for the entire mag. The fact is though tha...
- by Oxskull Duncarino - at 2013.12.02 20:41:00
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32. [Suggestion] Add more Barrel Climb - in Feedback/Requests [original thread]
DeadlyAztec11 wrote: This is already implemented in a form, or at least I believe it to be. I believe that the Higher end AR's have not only more recoil, but more dispersion. I cannot prove it. Though, I feel like this is true. Yeh, I've hea...
- by Oxskull Duncarino - at 2013.12.02 20:30:00
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33. [Suggestion] Add more Barrel Climb - in Feedback/Requests [original thread]
Ulysses Knapse wrote: More damage does not always equal more recoil, and more recoil does not always equal more barrel climb. Different weapons have different ratios. Minmatar weapons would likely have a higher recoil to damage ratio, and heav...
- by Oxskull Duncarino - at 2013.12.02 20:20:00
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34. [Suggestion] Add more Barrel Climb - in Feedback/Requests [original thread]
Ulysses Knapse wrote: Mobius Kaethis wrote: Ulysses Knapse wrote: It would be nice if that one single equation would work for all weapons. Unfortunately, it can't and won't. There are better solutions to this problem. Name one. Gi...
- by Oxskull Duncarino - at 2013.11.29 16:59:00
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35. [Suggestion] Please add a grenade indicator - in Feedback/Requests [original thread]
DeadlyAztec11 wrote: Oxskull Duncarino wrote: DeadlyAztec11 wrote: Oxskull Duncarino wrote: I would be against this as it's to much handholding. Sound effects are very good at the moment and it adds statighy to a grenade throw dependin...
- by Oxskull Duncarino - at 2013.11.24 01:55:00
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36. [Suggestion] Please add a grenade indicator - in Feedback/Requests [original thread]
DeadlyAztec11 wrote: Oxskull Duncarino wrote: I would be against this as it's to much handholding. Sound effects are very good at the moment and it adds statighy to a grenade throw depending on whether the target is in a quiet or loud area. ...
- by Oxskull Duncarino - at 2013.11.24 00:15:00
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37. [Suggestion] Please add a grenade indicator - in Feedback/Requests [original thread]
Thor McStrut wrote: Oxskull Duncarino wrote: I would be against this as it's to much handholding. Sound effects are very good at the moment and it adds statighy to a grenade throw depending on whether the target is in a quiet or loud area. L...
- by Oxskull Duncarino - at 2013.11.24 00:11:00
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38. [Suggestion] Please add a grenade indicator - in Feedback/Requests [original thread]
I would be against this as it's to much handholding. Sound effects are very good at the moment and it adds statighy to a grenade throw depending on whether the target is in a quiet or loud area. Lol, I know, talking about grenades and strategy is ...
- by Oxskull Duncarino - at 2013.11.23 21:44:00
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39. Give Logis Carbines to use - in Feedback/Requests [original thread]
SteelheadPep wrote: The asssssault logistic caused the Cal logic suit to be nerfed. They wandered off to find the next FOTM leaving us support logis with a gimped suit. CCP is watching the assault logistic FOTM and will probably swing the hamme...
- by Oxskull Duncarino - at 2013.11.22 13:07:00
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40. [Suggestion] Add more Barrel Climb - in Feedback/Requests [original thread]
Yeh, frankly I don't see CCP not doing this. It's a simple and standard FPS mechanic. Each shot that is fired has a degree of climb for the muzzle of the gun. They can get more fancy by including a smaller random left/right degree of movement per ...
- by Oxskull Duncarino - at 2013.11.22 12:19:00
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