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1641. Sticky:[Feedback] HAV Bring Back Initiative - in Feedback/Requests [original thread]
DarthJT5 wrote: Operative 1174 Uuali wrote: Simply have a greater contrast between an offensive and defensive equipped tank. You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tan...
- by Pokey Dravon - at 2015.01.08 17:56:00
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1642. evil suggestion - in Feedback/Requests [original thread]
Kaeru Nayiri wrote: Basically a TACNET scale, x1 x2 x3 x4. Somewhat like a zoom? I like.
- by Pokey Dravon - at 2015.01.08 17:21:00
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1643. evil suggestion - in Feedback/Requests [original thread]
Breakin Stuff wrote: I want to have a scan wheel that doesn't only show targets on top of me in surprise buttsex proximity. I guess make it optional then? Some people enjoy suprise buttsex you know.
- by Pokey Dravon - at 2015.01.08 16:52:00
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1644. evil suggestion - in Feedback/Requests [original thread]
But I want to be able to see Active scans if they're outside my passive scan range...
- by Pokey Dravon - at 2015.01.08 16:35:00
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1645. Is +35 more ehp supposed to be a playstyle? - in Feedback/Requests [original thread]
All Gucci wrote: Pokey Dravon wrote: Boot Booter wrote: Amarr also has the highest stamina and second highest stamina regen (behind minmatar) People love to ignore stamina like it's no big deal... SImply put, if you feel that the ...
- by Pokey Dravon - at 2015.01.08 16:28:00
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1646. evil suggestion - in Feedback/Requests [original thread]
True, but active scanners that scan people away from you will still show up on TacNet right? If the enemy is 100m away, I'd like to be able to see them when they're scanned, even if I'm not the one doing it.
- by Pokey Dravon - at 2015.01.08 15:43:00
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1647. Is +35 more ehp supposed to be a playstyle? - in Feedback/Requests [original thread]
Boot Booter wrote: Amarr also has the highest stamina and second highest stamina regen (behind minmatar) People love to ignore stamina like it's no big deal... SImply put, if you feel that the mix of stats that the Amarr suits have is n...
- by Pokey Dravon - at 2015.01.08 15:35:00
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1648. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
Personally I'd suggest a slight increase to speed and stamina, the addition of the extra slot (MINA raises a good point about modified slot layouts), and the addition of a grenade slot. Hold off on modifying any sort of bonuses before we see where...
- by Pokey Dravon - at 2015.01.08 15:31:00
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1649. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
el OPERATOR wrote: So pull that 2nd off the scouts, problem solved. Stupid they got it in the first place. Well ok, but this thread isn't about Scouts ^_^
- by Pokey Dravon - at 2015.01.07 23:53:00
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1650. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
el OPERATOR wrote: Pokey Dravon wrote: el OPERATOR wrote: Unless you're giving it a second equipment slot (and the cpu/pg/bw to use it) my MinMando would appreciate being left alone, thanks. It's ok, you don't have to put anything in ...
- by Pokey Dravon - at 2015.01.07 23:34:00
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1651. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
el OPERATOR wrote: Unless you're giving it a second equipment slot (and the cpu/pg/bw to use it) my MinMando would appreciate being left alone, thanks. It's ok, you don't have to put anything in your extra high slot if you don't want to ^_^
- by Pokey Dravon - at 2015.01.07 22:30:00
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1652. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
MINA Longstrike wrote: Problem with your amarr commando suggestion of additional low pokey: Any assault with 3 high slots beats out a commando with only 1 for damage. I really think that moving all commandos to a 3/2 or 2/3 is probably for the...
- by Pokey Dravon - at 2015.01.07 22:11:00
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1653. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
Another direction you could go with any sort of additional bonus is giving them an offensive weapon bonus that specifically targets the racial weapons that the Assault doesnt affect, or affects in different way. Amarr: Decreased Charge Time for L...
- by Pokey Dravon - at 2015.01.07 21:55:00
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1654. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
Ok I got the framework for the spreadsheet hammered out as well as did calcs for some of the bonuses we discussed at 2%, 3%, 4%, and 5% per level as well as how that would affect the associated stat under the assumption that all skills are at 5 an...
- by Pokey Dravon - at 2015.01.07 21:29:00
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1655. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
Darth-Carbonite GIO wrote: Pokey Dravon wrote: To be fair though, I dislike the existence of the Warbarge Strikes in FacWar. I think they should be a Pub Only mechanic. This. I was under the impression that the ability to drop orbitals wi...
- by Pokey Dravon - at 2015.01.07 02:40:00
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1656. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
DDx77 wrote: Great ideas. I don't think your increase regen idea should be a bonus, simply buff what's there ie: Increase Caldari: -Shield Recharge Minmatar: Shield Regulator Gallente: Armor Repairer Amarr: stamina? Also increase speed a bit...
- by Pokey Dravon - at 2015.01.07 01:30:00
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1657. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
DeadlyAztec11 wrote: Pokey Dravon wrote: Speed & Stamina: Yeah a bit could help. I'm pretty much obligated to fit a biotic to most of my fits to make up for poor base stats, and given the lack of slots...I'd rather not have to do that....
- by Pokey Dravon - at 2015.01.07 00:12:00
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1658. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
P14GU3 wrote: Defense - Again we have to be careful about over-buffing the mando. Start with a slot count buff and see what kind of defense we start seeing. be. I agree. I wouldn't give them more slots and the bonuses at the same time. Star...
- by Pokey Dravon - at 2015.01.07 00:08:00
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1659. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
At a 25% bonus to Rechargers and Energizers, 4 Complex Energizers would push the Callmando up to 136.6 HP/s. Granted that's a totally ******** fit since it would drop its shield HP by 6% per energizer, but still kinda wild. I'll do a spreadsheet l...
- by Pokey Dravon - at 2015.01.06 23:43:00
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1660. Things commandos need to make them fun and viable. - in Feedback/Requests [original thread]
*drools at the idea of a Gallente Commando getting +25% to armor repairers* Base 3HP/s Complex Repper = 7.5 HP/s Skill Lvl 5 (+25%) = 9.4 HP/s Commando Lvl 5 (+25%) = 11.7 HP/s 3 Complex Reps...38.1HP/s A complex Energizer with a +25% bonus...
- by Pokey Dravon - at 2015.01.06 23:29:00
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