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5861. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
I was always wary of the railgun stats when initially doing analysis calcs of 1.7, especially with the effectiveness of damage mods. While I like the accessibility of HAVs now, you are almost guaranteed to have multiple rail tanks in any given mat...
- by Pokey Dravon - at 2014.01.16 17:12:00
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5862. CCP has introduced militia versions of all weapons - in General Discussions [original thread]
I fully agree that all weapons need a militia variant, and not be based around LP. It's tough to tell a new player "Well...you MIGHT like the mass driver, but you need to train into it first." While it may be no big deal for us vets, every SP ear...
- by Pokey Dravon - at 2014.01.16 17:05:00
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5863. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
Prius Vecht wrote: Dengar Skirata wrote: So... this is just another "buff the AR" thread? Wow... I thought we were past this guys. Its not buff at all. its more allow it the strengths/weaknesses it should have. I agree Gallente AR (with ...
- by Pokey Dravon - at 2014.01.16 16:27:00
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5864. Vehicle power sources - in General Discussions [original thread]
Cooldowns are....simple and easy. Which might be a good thing. Capacitor however would allow for a lot of mechanics making more vehicles and AV more interesting. However this would require another overhaul of vehicles and I just don't see it happ...
- by Pokey Dravon - at 2014.01.16 16:01:00
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5865. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
Jacques Cayton II wrote: It's like the forge gun all over again let's all just scream nerf till its useless yea because ccp listens. When they here nerf they nerf it to the ground can't wait to see the rr a situational gun that is only good at ...
- by Pokey Dravon - at 2014.01.16 15:47:00
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5866. [1.8 Skills] NEW, Easy-To-Understand Format! (Logi/Assault/Sentinel) - in General Discussions [original thread]
Nice post! Feel free to link to my thread (link in signature) with more exact values on Sentinel Resistances. I'll do the same in my thread because this is good stuff.
- by Pokey Dravon - at 2014.01.16 03:29:00
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5867. Regarding the Singularity posted Logi bonuses - in General Discussions [original thread]
Zahle Undt wrote: Pokey Dravon wrote: Except the Minmatar have the lowest stamina, so while their speed is very high, its only for short distances. This is good for ducking in and out of cover, moving around short distances to provide reps t...
- by Pokey Dravon - at 2014.01.16 03:20:00
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5868. Regarding the Singularity posted Logi bonuses - in General Discussions [original thread]
Except the Minmatar have the lowest stamina, so while their speed is very high, its only for short distances. This is good for ducking in and out of cover, moving around short distances to provide reps to multiple units in an area. The range bonus...
- by Pokey Dravon - at 2014.01.16 00:29:00
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5869. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
The general rule I like to follow for hipfire is as such As Bullet Damage Increases, Recoil Increases As Rate of Fire Increases, Dispersion Increases
- by Pokey Dravon - at 2014.01.15 23:56:00
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5870. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
Tch Tch wrote: The rail guns CQC hip fire ability is probably better because of kick and dispersion it causes. At long range you want a narrow/point cone whilst at short range you want dispersion to catch the opponent. So it might be the very...
- by Pokey Dravon - at 2014.01.15 23:44:00
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5871. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
Tyjus Vacca wrote: Pokey Dravon wrote: Well here is the issue, it has to be stable and accurate to hit from far away, but that advantage is also reflecting onto the hip-fire as well, making it extremely powerful at close range. There are a ...
- by Pokey Dravon - at 2014.01.15 22:50:00
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5872. Shouldnt the Rail Rifle have terrible hipfire? - in General Discussions [original thread]
Well here is the issue, it has to be stable and accurate to hit from far away, but that advantage is also reflecting onto the hip-fire as well, making it extremely powerful at close range. There are a couple factors you can play with here so I'll...
- by Pokey Dravon - at 2014.01.15 22:11:00
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5873. FoTM - in General Discussions [original thread]
I will never abandon my little Sever BPO Minmatar Logistics. We go way back together..
- by Pokey Dravon - at 2014.01.15 20:15:00
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5874. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
Cat Merc wrote: Pokey Dravon wrote: People think Im trying to make armor equivalent to shields, but Im really not. I'm simply stating that I feel the difference between armor plates and repairers feels TOO polarized. It should be more polar...
- by Pokey Dravon - at 2014.01.15 20:12:00
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5875. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
People think Im trying to make armor equivalent to shields, but Im really not. I'm simply stating that I feel the difference between armor plates and repairers feels TOO polarized. It should be more polarized than shields of course, but I think t...
- by Pokey Dravon - at 2014.01.15 20:07:00
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5876. FoTM - in General Discussions [original thread]
I always like to give it a try just to see how overpowered it is before I make judgement from only being on the receiving end. I don't really like using the FotM because I feel it gimps me as a player, but it is worth trying to gain a better unde...
- by Pokey Dravon - at 2014.01.15 20:04:00
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5877. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
Ghost Kaisar wrote: I've always thought of shields and armor like this. Shields should idealistically have around 85% of the HP compared to an armor tank. They make up for this due to their ability repair themselves at almost 2-3x the rate of...
- by Pokey Dravon - at 2014.01.15 19:55:00
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5878. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
The concept I was going for was to make the difference in shield and armor on dropsuits similar to the way it operates on vehicles.
- by Pokey Dravon - at 2014.01.15 19:33:00
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5879. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
Again, comparatively low to shield regeneration.
- by Pokey Dravon - at 2014.01.15 19:13:00
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5880. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
Assault Chileanme wrote: Pokey Dravon wrote: Dexter307 wrote: Your changes would make armor to much like shields and less like armor Im not stating that armor repair should be nearly as high as shield recharge, but with maxed skills a...
- by Pokey Dravon - at 2014.01.15 19:07:00
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