| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 |
3161. The lasor rifle needs a nob that one can adjust optimal in-game - in General Discussions [original thread]
Zero Harpuia wrote: Pokey Dravon wrote: The Laser Rifle is a strange one indeed. I worry that allow you to modify would optimal range would make other rifles obsolete. Remember, the other Rifles are effective UP TO their Optimal. The Lase...
- by Pokey Dravon - at 2013.12.02 07:55:00
|
3162. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Alena Ventrallis wrote: Templar 514 wrote: That said, if damage went into the lows, and I could pile utility mods into highs, I don't think I'd mind that much. Of course, an armor hardening mod in the highs would sweeten the deal a bit (and ...
- by Pokey Dravon - at 2013.12.02 07:46:00
|
3163. Fixing Logis and Assaults - in General Discussions [original thread]
Tallen Ellecon wrote: The problem with assaults and logis is part of a bigger problem that every suit has. The racial bonuses don't do enough to specialize a suit for particular roles. Exactly. Some of the Logistics bonuses are decent, most ...
- by Pokey Dravon - at 2013.12.02 07:36:00
|
3164. Remove Weapon Proficiency Skills - in General Discussions [original thread]
Jaysyn Larrisen wrote: Pokey Dravon wrote: CharCharOdell wrote: KING CHECKMATE wrote: Tectonic Fusion wrote: Damage mods aren't as good as shields. They are a choice between tank and DPS... They are actually , and surprising , E...
- by Pokey Dravon - at 2013.12.02 07:34:00
|
3165. what do you guys think about adding friendly fire into the new soon to be fw? - in General Discussions [original thread]
Luna Angelo wrote: Pokey Dravon wrote: Luna Angelo wrote: You grief in EVE, at least in High-Sec, you get destroyed by CONCORD. You do it here... nothing. Or, at least, noting till 1.7. Random Battles are high-sec on Dust, and there is...
- by Pokey Dravon - at 2013.12.02 07:31:00
|
3166. The lasor rifle needs a nob that one can adjust optimal in-game - in General Discussions [original thread]
The Laser Rifle is a strange one indeed. I worry that allow you to modify would optimal range would make other rifles obsolete.
- by Pokey Dravon - at 2013.12.02 07:30:00
|
3167. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Spectral Clone wrote: Sgt Kirk wrote: Spectral Clone wrote: High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread. Yes. I am playing e...
- by Pokey Dravon - at 2013.12.02 07:28:00
|
3168. what do you guys think about adding friendly fire into the new soon to be fw? - in General Discussions [original thread]
Luna Angelo wrote: You grief in EVE, at least in High-Sec, you get destroyed by CONCORD. You do it here... nothing. Or, at least, noting till 1.7. Random Battles are high-sec on Dust, and there is no friendly fire. Faction Warfare and Plane...
- by Pokey Dravon - at 2013.12.02 07:27:00
|
3169. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Templar 514 wrote: Pokey Dravon wrote: I actually agree on a lot of that, I feel there are a lot of Low-Slot modules which should probably be moved to high. How I always envisioned it working is Shield units got extra damage, and armor unit...
- by Pokey Dravon - at 2013.12.02 07:23:00
|
3170. what do you guys think about adding friendly fire into the new soon to be fw? - in General Discussions [original thread]
I think its good that CCP is allowing griefing in FW, it suits the New Eden universe well. It's also good that the system discourages sustained griefing, as there is a similar system in EVE FW.
- by Pokey Dravon - at 2013.12.02 07:16:00
|
3171. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Rynoceros wrote: Because all of the other reasonably decent modules are already Lows? PG extenders should be Highs too. We need Mid Slots for Biotics. More for Scouts. Again, did you not read the posts in this thread? I already stated this...
- by Pokey Dravon - at 2013.12.02 07:13:00
|
3172. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Spectral Clone wrote: High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that increase ROF. Yes. I am playing eve xD >_> Even us tankers don't use trackin...
- by Pokey Dravon - at 2013.12.02 07:11:00
|
3173. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Arkena Wyrnspire wrote: Yep, shield tankers should definitely have literally every single useful utility module. Oh, and armour tankers should shield tank. I think there is some misunderstanding here... what are you getting at? Did you n...
- by Pokey Dravon - at 2013.12.02 07:07:00
|
3174. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Templar 514 wrote: I disagree with this. Not because I think armor should have gank+tank (though mobility really does count for a lot more than people credit), but because then the there are literally three (useful) modules that can go into hig...
- by Pokey Dravon - at 2013.12.02 07:01:00
|
3175. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Shinobi MumyoSakanagare ZaShigurui wrote: I always thought that every suit should have at least ONE equipment slot . That means giving Logi's three at the least and the one's that have one , two slots and just make a damage mod an equipment slo...
- by Pokey Dravon - at 2013.12.02 06:57:00
|
3176. what do you guys think about adding friendly fire into the new soon to be fw? - in General Discussions [original thread]
From my understanding of what they said at EVE Vegas, every teamkill costs you standing with that faction. If your standing goes negative, you are removed from fighting for that faction for 24 hours. I forget if they gave us any direct numbers, bu...
- by Pokey Dravon - at 2013.12.02 06:45:00
|
3177. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Sgt Kirk wrote: My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST. I'm not understanding why Reactive and Ferroscale plates aren't highslots because th...
- by Pokey Dravon - at 2013.12.02 06:42:00
|
3178. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
I've always found it strange that weapon damage modules are high slot items. Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield mo...
- by Pokey Dravon - at 2013.12.02 06:26:00
|
3179. Remove Weapon Proficiency Skills - in General Discussions [original thread]
CharCharOdell wrote: KING CHECKMATE wrote: Tectonic Fusion wrote: Damage mods aren't as good as shields. They are a choice between tank and DPS... They are actually , and surprising , EQUALLY effective. Except , you dont get a 15% ...
- by Pokey Dravon - at 2013.12.02 06:18:00
|
3180. Remove Weapon Proficiency Skills - in General Discussions [original thread]
I think in general damage in this game is grossly inflated. Even a small reduction to this skill's effectiveness may be in order. Perhaps from 3 to 2%? Also. Kasote Denzara wrote: No. My Commando needs them. Your signature. HARMONIZE WI...
- by Pokey Dravon - at 2013.12.02 05:52:00
|
| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 |
| First page | Previous page | Next page | Last page |