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6201. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Iron Wolf Saber wrote: Well if an armor tanker wanted to have lots of HP and go fast, he can't reliably do it, because one plate is more than enough to cancel the effects of any kinkat he could install. You raise some good points, though I'...
- by Pokey Dravon - at 2013.12.02 23:30:00
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6202. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
mini rehak wrote: Pokey Dravon wrote: 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 modules are high slot items. ...
- by Pokey Dravon - at 2013.12.02 23:12:00
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6203. Matchmaking is making money for CCP - in General Discussions [original thread]
Spending real world money or large amounts of ISK on random battles which mean nothing, is stupid.
- by Pokey Dravon - at 2013.12.02 23:03:00
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6204. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Needless Sacermendor wrote: Iron Wolf Saber wrote: In an FPS environment going SLOWER is bad, generally. So to make up for it they have better health and access to better damage but generally armor tankers don't have many high slots. Shield...
- by Pokey Dravon - at 2013.12.02 23:02:00
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6205. Why are Damage Modules High-Slot Items? - in General Discussions [original thread]
Poonmunch wrote: Which slots do the damage mods go in EVE? Munch Typically Low. There are a few exceptions but generally speaking they're low slot items. Scanners, EWAR, Target Painters, ect go in Medium Slots, though in Dust that means Hi...
- by Pokey Dravon - at 2013.12.02 20:39:00
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6206. Tell me about chat-channels (Creating/Access) - in General Discussions [original thread]
You should be able to enter the password when you make the channel. However the tools to edit/control channels are rather lacking in Dust right now. EVE side however has full control over the channel including the ability to set passwords and ban...
- by Pokey Dravon - at 2013.12.02 07:57:00
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6207. 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
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6208. 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
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6209. 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
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6210. 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
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6211. 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
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6212. 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
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6213. 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
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6214. 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
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6215. 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
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6216. 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
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6217. 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
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6218. 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
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6219. 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
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6220. 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
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