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5921. Your Stat Increase for the AR? - in General Discussions [original thread]
I'd actually decrease the range a bit and add more DPS. Make it outclass other rifles up close but struggle at range.
- by Pokey Dravon - at 2014.01.14 20:33:00
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5922. Conceptual Design for Tiericide - in General Discussions [original thread]
TechMechMeds wrote: Pokey Dravon wrote: Proposing a compromise is considered immature? Suddenly all the trolling on the forums makes sense! And admitting that I thought I might not quite be understanding tiericide is what? Your respons...
- by Pokey Dravon - at 2014.01.14 20:31:00
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5923. A visual guide to what Teiricide will do for suits. - in General Discussions [original thread]
Whats your opinion on modules? Keep them as is or change how they skill up?
- by Pokey Dravon - at 2014.01.14 20:30:00
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5924. Conceptual Design for Tiericide - in General Discussions [original thread]
Proposing a compromise is considered immature? Suddenly all the trolling on the forums makes sense!
- by Pokey Dravon - at 2014.01.14 20:27:00
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5925. Conceptual Design for Tiericide - in General Discussions [original thread]
TechMechMeds wrote: Ah ok thanks, iv been wondering if theres something concrete I'm simply not understanding lol. Nah that's just your passive aggressive gland secreting too much. On a more mature note, lets see if we can find some middle...
- by Pokey Dravon - at 2014.01.14 20:23:00
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5926. Conceptual Design for Tiericide - in General Discussions [original thread]
TechMechMeds wrote: Would new players really stay if they start off buggered basically and simply grind to removes penalties? And if this idea was as good as peoples like yourself believe them I'm sure it'd have been created with this as the n...
- by Pokey Dravon - at 2014.01.14 20:00:00
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5927. Conceptual Design for Tiericide - in General Discussions [original thread]
BL4CKST4R wrote: I read all of it... but I stand by what I said. Weather or not the net gain is zero as long as the module is subtracting from the positives the net gain will always be small. Although this can be compensated by simply stacking...
- by Pokey Dravon - at 2014.01.14 19:56:00
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5928. Conceptual Design for Tiericide - in General Discussions [original thread]
BL4CKST4R wrote: Seems fair but you make every module a "rock, paper, scissor" balance so using modules to negate other modules just leads to a 0 net gain in effectiveness. Also your ferroscale plates such :< armor repair rate is low enough....
- by Pokey Dravon - at 2014.01.14 19:42:00
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5929. Conceptual Design for Tiericide - in General Discussions [original thread]
Joseph Ridgeson wrote: I didn't mean that Skills shouldn't be positive. I meant that Skilling to overcome a negative is really lame. Imagine if the basic Assault suit had 150 Shields with the skill that increases shields maxed and 100 with no...
- by Pokey Dravon - at 2014.01.14 19:41:00
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5930. Conceptual Design for Tiericide - in General Discussions [original thread]
Gemini Reynolds wrote: Pokey Dravon wrote: DROPSUITS Dropsuits of the same class should have identical Base HP, attributes, and Slot Configuration, regardless of tier. PG and CPU increase with tier. I'm not going to dissect your en...
- by Pokey Dravon - at 2014.01.14 19:19:00
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5931. AV win weapon - in General Discussions [original thread]
Atiim wrote: That's not AV. That's Vehicle vs. Vehicle. You can't be anti-yourself. Unless you like to use the mass driver at 2-3m
- by Pokey Dravon - at 2014.01.14 18:59:00
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5932. Conceptual Design for Tiericide - in General Discussions [original thread]
Dusters Blog wrote: Pokey Dravon we have been a big fan of tiercide since it was mentioned. our blog has always supported making better gear an upgrade by more subtle means rather than have it with more impact than skill. A militia AR that does...
- by Pokey Dravon - at 2014.01.14 18:58:00
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5933. Conceptual Design for Tiericide - in General Discussions [original thread]
Prius Vecht wrote: +10 to this. make #1 determiner so new players can compete and the game can grow. It's not only that, it makes player skill significantly more important, but it also avoids the CoD gameplay by keeping the same skill system...
- by Pokey Dravon - at 2014.01.14 18:19:00
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5934. I think it's time for the Matari scout to get a Nova Knife slot - in General Discussions [original thread]
Cody Sietz wrote: Pokey Dravon wrote: I don't really see the point. Put it in the sidearm slot. I mean, they have a bonus that only effects one weapon. Why not give them a slot for it? So should Minmatar Logis get a "Repair Tool Slot" ...
- by Pokey Dravon - at 2014.01.14 17:43:00
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5935. I think it's time for the Matari scout to get a Nova Knife slot - in General Discussions [original thread]
I don't really see the point. Put it in the sidearm slot.
- by Pokey Dravon - at 2014.01.14 17:19:00
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5936. so... can we get assault lavs please? - in General Discussions [original thread]
Zekain K wrote: Pokey Dravon wrote: I think a Scout LAV would be more appropriate, with bonuses to active vehicle scanners as well as reduced signature profile. Vehicle cloaks are....something we should not look at right now though. Scou...
- by Pokey Dravon - at 2014.01.14 16:32:00
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5937. so... can we get assault lavs please? - in General Discussions [original thread]
I think a Scout LAV would be more appropriate, with bonuses to active vehicle scanners as well as reduced signature profile. Vehicle cloaks are....something we should not look at right now though.
- by Pokey Dravon - at 2014.01.14 16:29:00
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5938. Conceptual Design for Tiericide - in General Discussions [original thread]
SCOPE This document will attempt to decrease the disparity of combat effectiveness between high SP characters and low SP characters through a concept known as GÇÿtiericideGÇÖ. CONCEPT Tiericide removes the increased benefit of high level mo...
- by Pokey Dravon - at 2014.01.14 16:09:00
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5939. NOTHING for Heavies in 1.8 ???? is this correct? - in General Discussions [original thread]
*sigh* first of all chill out, you're getting way too worked up over a game. Secondly, even the Devs and CPM don't know for sure whats going to be in 1.8 There is some data on heavies that appeared on the test server. This is NOT a confirmation ...
- by Pokey Dravon - at 2014.01.14 15:50:00
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5940. with the other racial side arms coming out we gotta ask... - in General Discussions [original thread]
Core Flaylock is still useful, but the ADV and STD ones are pretty weak, even at level V.
- by Pokey Dravon - at 2014.01.14 06:54:00
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