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101. Would removing sound from equipment increase FPS... - in General Discussions [original thread]
Xocoyol Zaraoul wrote: I rely heavily on sounds though, especially any nanohive/RE deploy sound. :/ Protocake JR wrote: Thumb Green wrote: As long as they still make a sound when destroyed (deployed as well). Can't count the times a pi...
- by Protocake JR - at 2014.11.10 23:31:00
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102. The Scout Problem. - in General Discussions [original thread]
Breakin Stuff wrote: or just make scans work. If you're cloaked, you're not on scans. If you're not cloaked you're a blip. EWAR in general causes more problems than it solves EWAR needs to be more than cloak centric. It should actually b...
- by Protocake JR - at 2014.11.10 23:16:00
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103. The Scout Problem. - in General Discussions [original thread]
Atiim wrote: Not sure if this is off-topic, but am I the only one who thinks that eWAR needs to be removed? As in, completely removed. Mah, niggah.
- by Protocake JR - at 2014.11.10 22:57:00
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104. Would removing sound from equipment increase FPS... - in General Discussions [original thread]
Mike Ox Bigger wrote: A limit on the amount of equipment one person could have active at one time would work. I agree with this 100% I saw someone post, a long time ago when CCP made a fix to the lag bombing with equipment spam, thanking CC...
- by Protocake JR - at 2014.11.10 22:40:00
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105. Would removing sound from equipment increase FPS... - in General Discussions [original thread]
Thumb Green wrote: As long as they still make a sound when destroyed. Can't count the times a piece of equipment getting popped has save my clone. That makes sense. Never been a problem to me. I'm mostly talking about the WWWOOOOOOOOOOMMMM...
- by Protocake JR - at 2014.11.10 22:34:00
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106. Would removing sound from equipment increase FPS... - in General Discussions [original thread]
Would removing sound from equipment increase frames per second? Or perhaps optimizing it so that 20 uplinks and hives close together sounds like one simple modified audio track rather than nearly blowing out my speakers I just played domination/r...
- by Protocake JR - at 2014.11.10 22:29:00
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107. im confused - in General Discussions [original thread]
True Adamance wrote: Protocake JR wrote: It's one of my biggest complaints in this game. Base health stats mean jack **** when the health modules give static bonuses. Anyone can get high armor reps or high armor on a shield suit. There is n...
- by Protocake JR - at 2014.11.10 19:06:00
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108. im confused - in General Discussions [original thread]
It's one of my biggest complaints in this game. Base health stats mean jack **** when the health modules give static bonuses. Anyone can get high armor reps or high armor on a shield suit. There is nothing that makes the gallente significantly be...
- by Protocake JR - at 2014.11.10 18:46:00
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109. So??? - in General Discussions [original thread]
Scrub here. Where do I sign up?
- by Protocake JR - at 2014.11.10 14:31:00
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110. A Proposal for PC. - in General Discussions [original thread]
deezy dabest wrote: Did a single person here make it past the words bring back passive isk? Reading is not a forum warriors strong suit, unfortunately. This idea sounds pretty good, it seems like it would make it easier to get into PC, wh...
- by Protocake JR - at 2014.11.10 05:07:00
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111. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
But this is what i'm trying to say, you don't NEED a logi in a Caldari Sent. Getting 40-50 kills with a 10+ KDR solo is easiest in this Heavy suit and HMG. Although the caldari sent's HP recharge seems overpowered in PUBs, it's mostly overpowe...
- by Protocake JR - at 2014.11.10 04:01:00
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112. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
JARREL THOMAS wrote: 10-20 meters still seems to much sg's are short range weapons with high dps what your asking for is a completely different weapon 200 dsp at that range is still actually a lot I believe less than the sg's but still a lot . ...
- by Protocake JR - at 2014.11.09 03:07:00
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113. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
JARREL THOMAS wrote: ......... You lost me at 30-40m You guys do know that shot guns are short range engagement weapons not 200 dps 30-40 meter weapons that kill 2-4 four people In a room I'm done really I'm just done That's not what I mea...
- by Protocake JR - at 2014.11.09 02:48:00
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114. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
Pocket Rocket Girl wrote: Protocake JR wrote: @Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get t...
- by Protocake JR - at 2014.11.09 00:31:00
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115. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
DarthPlagueis TheWise wrote: Protocake JR wrote: @Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to ge...
- by Protocake JR - at 2014.11.08 23:50:00
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116. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
Nocturnal Soul wrote: The reason why I don't agree with you is because 90% of the fighting take place within 20m at most it would take a scout about 3 seconds to close the distance for a sg to not tickle you plus with there being such a big ewa...
- by Protocake JR - at 2014.11.08 23:45:00
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117. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMG...
- by Protocake JR - at 2014.11.08 23:32:00
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118. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
Auris Lionesse wrote: no. breach is fine at 2 shots, but should be lethal at 20-25 m tops as the high dmg long rng option. reg shotgun should be lethal at 10-15. last time i used one you need to be in like 6-8m to do damage. needs faster ads...
- by Protocake JR - at 2014.11.08 23:18:00
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119. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
Eruditus 920 wrote: Protocake JR wrote: @nocturnal I just really feel that CCP's original intention for this shotgun doesn't translate well with how the rest of the game developed. Playing with and against shotguns just feels kinda cheap. @...
- by Protocake JR - at 2014.11.08 23:06:00
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120. Flatten out the damage/range curve on the Shotgun - in General Discussions [original thread]
@nocturnal I just really feel that CCP's original intention for this shotgun doesn't translate well with how the rest of the game developed. Playing with and against shotguns just feels kinda cheap. @Eruditus I don't think you actually read my po...
- by Protocake JR - at 2014.11.08 22:59:00
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